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PT Boats: Knights of the Sea – PC Game Review

James Cobb | February 02, 2010  |  Single Page |  0 comments  | Print  | E-mail

PT Boats: Knights of the Sea.  PC game. Battlefront/Akella. $45.00

Passed Inspection: Great graphics, challenging AI, realistic physics, interesting topic.

Failed Basic: Complex interface, incomplete documentation, locked and scripted missions, no editor, limited multi-play and … no PT boats?

Sinking, damage, tracers and muzzle flashes are dramatic

Americans identify PT boats with the Pacific war: MacArthur’s escape from Corregidor, PT 109, and McHale’s Navy. Therefore, a game titled PT Boats: Knights of the Sea will have Pacific missions, right? Wrong! This game, published by Battlefront and developed by Akella, has no whiff of frangipani, just cold North Sea cod. The small craft of Britain, Germany and the Soviet Union did have exciting times, though, and learning about MTBs and Schnellbooten could be fun. However, this product attempts to do too much and loses itself in its several modes.

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Editor’s Note: PT (Patrol Torpedo) was the American designation for its motor torpedo boats (MTBs).  The American PT, German S-boat, Italian MAS, etc., were all names for MTBs.

Grand Display
The graphics cannot be faulted. Vessels are extremely well shown and the environmental aspects depict waves, wakes, fog, smoke, and shore just fine. Views include third-person, over-arching shots, close-up binocular scenes and various weapon sights. A radar-like screen at lower left in the simulation- and 3D-tactical modes shows friendly and enemy craft. A fan on the screen represents the direction the player is looking toward. A panel with buttons and bars depicts speed and ship status.

The 2D-tactical mode reverses matters, with the main screen revealing symbols of craft, the lower left window yielding a view of the sea, and bars showing ship icons, speed, status, weapons and squadron commands. Sinking, damage, tracers and muzzle flashes are dramatic. All of these graphics are perfect as are the sound effects, which include the drone of aircraft and the bangs that depict weapons’ different rates of fire. Simple mouse moves allow players to find the best position for viewing. Cute, if sometimes unnecessary, views include following hulls and torpedoes underwater and peeks through periscopes. Even the 2D tactical map is pleasing as well as informative. Voice acting is more than acceptable. With such fine graphics, can the interface and gameplay rise to the same standard?

Combat ala Modes
Play is divided into two modes which are themselves subdivided. The simulator mode allows a player to handle an individual small craft. One method uses a third-person, birds-eye view of the scene with mouse movements changing viewing angles. This method allows a quick grasp of the tactical situation. Movement and speed are managed through WASD keys, and repairs can be made by clicking on buttons representing hull, engine and fire damage. Craft speed and maneuverability seem realistic. Combat requires a first-person presence on the boat. Hot keys take players to the bridge or toggling through different deck guns with which to hit ships and aircraft. One button allows a smoke screen to be laid, while another controls depth charges.

The right mouse button brings up the binocular view, with enemy ships marked with a red dot. Pressing another key selects an enemy as a torpedo target, requiring a turn toward the target and pressing yet another key. At this point, flaws in the interface appear. The lack of a "steer to view" function makes navigation a matter of changing course without a firm knowledge of heading and the WASD combination isn’t all that sensitive. Furthermore, remembering which keys are required in what sequence is difficult and is made worse by the fact that the 24-page manual, the key list in the options part of the program, and the tutorial are incomplete and sometimes contradictory. In the heat of battle, complicated sequences of commands are a pain. The situation is only slightly helped by being able to program some keys and by the fact that orders can be given while play is paused. Although old hands can figure matters out, newer players will likely be frustrated.


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