Red Storm Rising

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Red Storm Rising (video game)

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Red Storm Rising (video game)
Red Storm Rising Cover.jpg
Publisher(s) MicroProse
Platform(s) Amiga, Atari ST, Commodore 64
Release date(s) 1988

Red Storm Rising is a computer game based on Tom Clancy's novel Red Storm Rising and released in 1988 by MicroProse. The player is put in charge of an American SSN submarine in the Norwegian Sea Theater with the overall role of a hunter killer performing various missions in the context of the global conflict described in the book representing a campaign.

Contents

Plot

As with the USS Chicago in the book, the game concentrates on the Norwegian Sea theater, placing the player as captain of a single USN nuclear-powered submarine tasked to disrupt Soviet forces in the area between the Kola Peninsula and the Greenland-Iceland-UK barrier. Missions may include interdiction of tanker fleets, stopping amphibious landing forces, eliminating Soviet Wolf pack submarines and many others. The background story remains true to the book's plot but the final mission is always to prevent the Soviets from launching nuclear missiles by locating and eliminating their ballistic-missile submarines or SSBNs.

Gameplay

The player may choose any of four different timelines. Starting in the early 1980s limits the player to Permit, Sturgeon or early Los-Angeles class submarines, but the Soviets have weak sonars, whereas starting in the late 1980s allows the player to use the improved Los-Angeles class and even the new Seawolf subs. Weapons improve accordingly, with Tomahawk Missiles and improved Mark 48 torpedoes included in later timelines but the Soviets begin deploying nuclear powered Aircraft Carriers and much better ASW ships.

No matter what timeline or which class of Submarine the player commands, the ultimate goal remains the same: Inflict as much damage as possible on the Soviets in the Norwegian Sea, thus allowing safe passage to supply convoys coming from America and preventing amphibious forces from conquering Norway and Iceland.

The Nav Map

In order to make contact with enemy forces, the player must navigate the sub in a map of the northern sea, depending on his sub's sensors as well as allied airplanes, satellites and SOSUS arrays to detect the Soviet forces. The speed and direction of closing in to make contact would be the initial speed and direction in the battle map

The Battle Map

Once contact is achieved, the game turns into a crude graphic battle map where all units are displayed as small squares. While graphically inferior, the simplistic graphics are more than made up for by the tactical realism and intensity. Acquiring targets without being detected is not easy, as you are limited to using Passive Sonar and, if facing surface ships, periscopes. Use of Active Sonar and Radar allows for easier target acquisition but would also reveal your own location, as it would in the real world. Different sound-convection patterns can make a difference as can the strength of the Thermal Layer. Although older boats have a hard time keeping up with the Los-Angeles class submarine, the more modern ones, particularly the Kirov, Kara and Kresta II cruisers and Alfa, Victor III and Sierra submarines can hold their own and in certain conditions prove more than a match for an unwary captain. Tactical considerations such as speed, approach vector, weapon selection and range of firing are all major factors in the success of an attack and a bad decision could lead the player to being chased by four ships and a helicopter.

Success or failure of the missions impacts the progress of the war depicted by shifts in the front line on a simple map of Europe. If the player fails in a mission then Soviet forces capture more territory, but if he succeeds then NATO is able to resist the Soviet attacks. In the course of the Campaign the player can gain rank and possibly earn medals as well. In the end of the war, a final score is calculated and the player is awarded a post-war rank if NATO wins the war; this rank can vary from Commander to Admiral depending on how successful they have been in their missions. A poor performance in the game, particularly in the final mission, means that the Soviets win the war and the player end up with the rank of Tov. (comrade) becoming a political prisoner in a communist ruled America.

Dynamic Campaign

The highlight of Red Storm Rising is its dynamic campaign engine, which is capable to generate a random campaign on the fly. It ensures unlimited re-playability. The campaign follows roughly the plot of the novel Red Storm Rising but the performance of the player's sub determines the outcome of the campaign and the type of the generated missions. The campaign engine generates a variety of missions, which are described in the Plot section.

Reception

Computer Gaming World commended the game for balancing realism and gameplay, noting deviations from realism, such as the durability of the player's submarine. The reviewer noted the game is "relatively easy to learn and win. This reviewer does not mean that the challenge is absent, but while the challenge is omnipresent, it is surmountable."[1]

References

  1. ^ Brooks, Evan (Nov 1988), "Diving Into Red Storm Rising", Computer Gaming World: 28–30 

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