For a few moments we became the captain of a pirate ship to enjoy Ubisoft’s new naval strategy and action video game. Did you like the deep-sea battles of Assassin’s Creed: Black Flag? Don’t miss this 5 vs 5 multiplayer action title then, as we told you in these first impressions of Skull & Bones, there’s a lot of potential in this war game.
We weren’t really expecting such a title, but after seeing Skull and Bones in action, we’re glad it is! Ubisoft makes the most of Assassin’s Creed: Black Flag’s naval battles with an action and naval strategy video game focused on the multiplayer experience with 5 vs 5 battles on the high seas, but it also doesn’t forget the solo missions we’ll be enjoying in full story mode. The protagonists of the action? The pirates! Who have embarked for fortune in the Indian Ocean.
And that was precisely what the playable demonstration presented by the Ubisoft Singapore team was about, because far from focusing the fight on the complete annihilation of the enemy fleet, our goal was to steal as much gold as possible from a convoy. To do this we must take advantage of the particularities of each ship, because there are slow and heavy but with a disproportionate attack power, others more suitable for distance combat, or those that are suitable for boarding maneuvers. The team behind Skull & Bones promises many options when creating our boat, and also gives priority to aspects such as the strength of the wind or sea currents to control a warship that, in this video game, will become a protagonist of the action.
What you need to know
Take Assassin’s Creed Naval Battles to a New Level: Black Flag
Combat in the Indian Ocean, during the Golden Age of Piracy
In addition to the 5 vs 5 battles there will be a history mode
There are several types of boats with their own characteristics: mobility, firepower, etc.
It’s not all about killing the enemy; there will be boarding missions and spoils.
It’s an intense game but with a lot of strategy.
In addition to the wind, you must take into account the marine currents
There will be a beta testing phase to test the game before its release.
Skull & Bones premieres on PC, Xbox One and PS4 in Fall 2018
There has been some degree of unanimity regarding the lack of content of ‘Sea of Thieves’ during its release, and the best proof of this is that a few days ago Rare stepped up to the critics to say that they would soon offer new details to improve that situation. Fortunately for fans of the game (and those who are still looking for excuses to get back to it), that content roadmap is already a reality.
Through one of its internal videos, the team claims to have been very attentive to feedback from the community and, with it, are already working on new content that will begin to arrive from next May and will be extended for the rest of the year. Among them, a new boat, three new enemies, new objects, challenges and new areas of the map.
The Hungering Deep, the May update
There are two great features that make this update an interesting addition, and both have been widely demanded improvements by the community. The first of them is the inclusion of a new enemy yet to be discovered. Everything points to the sirens and newts, for having appeared in promotional materials in a different way than we see when we recover our boat, but there could also be room for those fearsome giant crabs that we have seen in some of the cave paintings of the game.
Being able to meet them during our travels at any time, what they want to do to promote the update is to create a dedicated event that serves as an official presentation. The idea is to create a special activity that brings together different crews at the same point to end the new threat and, with it, also present unique rewards of the event and offer new items and mechanics, including new ways of communication between crews.
Cursed Sails, the first update of the summer
After The Hungering Deep, the game’s next big date will be in summer, and its main asset will be the inclusion of a new type of boat. Knowing that we already have options for 1 or 2 players, and another for the mixture of 3 and 4, the normal thing would be to see how that number of crew members grows out of the hand of an even bigger boat, but I wouldn’t put my hand on the fire for it.
The point is that the community has long been asking for a 3 player boat halfway between the two existing ones and, if it is true that Rare are paying a lot of attention to what their public is asking for, that would be one of the main drawbacks to be improved. Be that as it may, along with the boat will also include a new type of enemy.
The Forsaken Shores: the second update of the summer
Before the summer ends, there will be a last major update known as The Forsaken Shores. In it, in addition to a new enemy that will be in line with the theme of the update, will open a new area of the map much more dangerous and hard that we can explore at our own pace.
It will be the first major change of territory to be discovered in ‘Sea of Thieves’, and it will also bring new types of adventures. It is not known if this will mean creating new mission guilds, but seeing that the aim of the updates is to offer new ways of grindeo for the existing ones, I would almost bet on new challenges with which to continue raising levels in the already existing companies.
Is that it? No, there is much more on the way
Rare’s big goal in maintaining Sea of Thieves and its community is to enrich and grow as much as possible. The goal is to give you more options to progress, to reach that coveted limit of becoming a legendary pirate, and then support a level system for that category as well.
That’s precisely why from May onward there will be a rhythm of content similar to what we’ve already seen in games like ‘Fortnite’. With weekly updates and events, every seven days a new event will be launched that will serve to present novelties and offer specific rewards for those who venture to complete them. Rare separates these incentives into large groups:
New mechanics: to serve as an example and without revealing too many details about what we’ll find in these new features, they talk about cursed cannonballs, a new type of resource that will invite you to generate more combat options, as well as encourage exploration to find this type of ammunition.
New ways of playing: in addition to adding new goals for existing guilds, or challenges in the form of “look for this object for such a character in the tavern”, one of the great proposals they have in mind is to encourage exploration through prizes. Right now there are hidden underwater caverns that players have already found, but when they got there there was absolutely nothing. Events will change this not only by challenging players to find these hidden points, but also by rewarding them for it.
What’s new on the stage: With the intention of making even more of what’s already been created in the game, Rare aims to introduce novelties such as Skeleton Thrones, thrones that we’ll find at some lost spot on an island, inviting us to find out how we can get there by climbing and exploring. When we do, we will receive a reward for overcoming the challenge.
In addition to all that, during the second half of the year the weekly events will be maintained and, in addition to the three major updates already announced, three more will arrive that will follow the same line of improvements and novelties. And I couldn’t be happier about it. This is just what we asked ‘Sea of Thieves’ not to forget him and, based on changes and surprises, I’m looking forward to the game continues to grow, so I can definitely lose in it.
It was an idea that I was already shuffling after trying some betas of Anno 1800. Basically I started to play and, one game after another I saw how the hours flew and I always had something to do. No waiting for the numbers to get where they need to be. Always a task to manage or carry out. So I kept telling myself if this was really it, if what I felt was true and Anno 1800 was about to become my new favorite city builder.
On more than one occasion I have commented on how much I like this genre and the embarrassing amount of hours I can invest in them, so you could say that I have a good basis of opinions on what I like and not on this type of titles for such a statement. Today, after not a few hours with the game, I can safely say that I was right: Anno 1800 is one of the best 4X in history.
A game created with passion
Ubisoft’s work with this delivery, and more specifically with the evolution of this saga, seems to me something to frame. Extending their bases, recycling old ideas and integrating new ones, they have built an almost perfect city builder in which there is no room for complaints. Neither in the interface, nor in the quantity of content, nor in a visual display with which it is impossible not to marvel.
Anno 1800 is a beautiful game, a giant diorama that allows you to approach the view at an insulting distance to show you, with all luxury of details, how precious are each of its buildings. All of them small moving models in which to watch children play or workers break their backs.
The work behind it is simply overwhelming, with an enormous number of constructions spread across five classes and with modifications that contemplate even more options for the works and buildings spread between the Old and New World. And that without adding the panorama that present scenarios and boats, without a doubt another candy with which to rejoice the sight.
Without a doubt an exquisiteness for someone who placed all his collection of LEGO or Playmobil on the typical carpet of a city as if he were preparing an exhibition in a museum. It may not be a determining factor when adding to it, but it does serve as a prelude to understanding the mime and passion placed in Anno 1800.
A day in Anno 1800
For those who don’t know the saga or what Anno 1800 has to offer, the best way to understand how deep it moves is to explain what it means to spend a day with it. His approach is curious because, in essence, it’s like going into a dozen small management games. All of them built one on top of the other so that they can function as an isolated element in spite of being one more piece of an extensive machinery.
The beginning, agile and bearable, is like any other title of the style that comes to mind. You have a deserted port waiting for people to work in it, so you start creating peasant houses while adding logging huts and sawmills that allow you to create boards with which to continue building.
After that, there’s a typical food source to feed your people and a branch of business to dress them up with, based on wool farms and sewing shops. All as part of a small wheel that starts to spin and whose main objective is that each of the houses you have built ends up full of happy villagers. When that happens it will be time to improve their homes, improving their condition and the number of residents of each of them, but thereby eliminating their interest in previous jobs and needs while generating new ones. Now instead of farmers you have workers, so you will have to check if your previous jobs have run out of manpower and, of course, start managing what your new citizens are asking for.
Here’s the loop that will accompany you through the rest of the game through five increasingly demanding population groups. What at first is merely a fish to put in your mouth, does not take long to jump into fur coats or canned products that, oh surprise, can not be produced on your island.
A tremendously addictive loop
At that point we have reached the time to start expanding by looking for other lands where, for example, we can create farms with more fertile soils to produce other products. By then you’ll have toyed with the idea of walking around with your boat, discovering other islands or people with whom to trade transporting part of your production, but it’s time to raise the level.
The idea is to create another settlement with its own population and resources, sharing only the money in your account. The rest must be transported back and forth to continue production, and then you discover another layer of depth, that of creating efficient trade routes and, more importantly if possible, protecting them from possible pirate attacks.
Here you load, there you transport and here you have the option of placing defenses that protect the ships that move from here to there and cranes that can fix the damage caused while the warehouses are filled with merchandise. Add the discovery of the New World to the mix and you’ll have three distinct colonies that require your constant attention.
That all this is more than controlled? Don’t worry, there’s still some fabric to cut, because if you don’t need your defense ships anymore, you can send them on expeditions across the globe with a system of small conversational adventures in which the transported objects will be your change coin to overcome the small challenges that arise. Why play it? To go in search of animals and museum pieces, for example.
Zoo and expeditions, their new assets
When your city becomes a tourist destination, it’s up to you to make it the most appealing city possible, and that doesn’t just mean taking pollution from your factories and taking it elsewhere, it’s also about creating events and buildings focused on attracting the attention of visitors and maximizing attractiveness. The first depends on the general welfare and, for the second, the great addition of this Anno 1800: the zoo.
When we speak of depth at the level of passionate madness is for elements like these. We are not talking about a building called a zoo that attracts tourists, but a network of possibilities that involves getting and placing up to 100 different animals acquired through commercial or expeditions. All of them on the ground. Demencial is not much, but it comes to certify what we have been saying for a while, that we are in front of one of those games that you don’t finish.
That means getting rid of the classic problem of inactivity, thus giving a constantly changing world that you must manage little by little, with the security of stepping firmly before taking the next step without everything getting out of control. It may seem easy on paper, but it isn’t at all. There may be room for improvement in information management, but as I said at the beginning, there’s no option to complain about the work behind Anno 1800, not only until the release of the game, but also after its release. To show a button, the fact that the first free update is intended to include detailed statistics on the different production lines and the buildings that make them up.
In addition, there will be other options such as a cooperative mode, community challenges that will unlock new aspects for your character and, of course, everything included in the three DLC that will arrive at the game via Season Pass, including a Botanical Garden that will add a mechanic similar to that of a zoo and museum.
The opinion of Vida Extra
The fact that I had to make an effort to finish this text and not jump headlong into playing Anno 1800 gives a good idea of the extent to which it is a game as attractive as it is absorbing. Going into it means spending an enormous amount of hours in a constant and fun loop whose depth reaches unhealthy heights even for those of us who are fans of the genre.
The applause to Ubisoft Blue Byte for what they have managed to capture can not resonate more strongly, and is that not every day is launched a game that marks a before and after in a saga like Anno and a genre like 4X.
A deserved achievement that, based on passion for details and good treatment of fans, has as a reward not only to be able to play this ambitious management game, but also to approach him to the point of checking how that white tiger that you just put in your zoo. Now, if you’ll allow me, there’s a grape export route to make champagne that requires my attention.
The floating model of the sailing boat is made of heavy paper, best of all drawing.
For the hull of the boat, a sheet of paper of 17×100 centimeters is cut off, folded in half and graphed into cells with sides equal to 1 centimeter. Cells are used to draw the contours of the boat’s hull, mark the lines of bending and punctures. Excess pieces of paper are cut off along the edges. Punctures make the tip of the knife.
Then the body is bent along dotted lines, as shown in Figure 135, and in four places bound with paper wedges. They are cut out of pieces of paper 3×2 centimeters in size. The folded wedges are cut into a slot, pulled out, the ends are folded up and cut short with scissors.
At the stern, two similar wedges strengthen the seat. It is marked by cells and cut out of a piece of paper 7×4 centimeters in size. The edges of the seat on both sides bend and wrap around the curved corners of the stern.
A crossbar is placed in the middle of the boat – a jar. It is made of a strip of paper, folded three times. In the center of the jar, a 1 centimeter long slot is made. The narrow edges of the strip are folded down and wedged to the sides of the boat.
In the slot of the cans insert a mast – a triple folded strip of paper with sharpened edges. The lower end of the paper rests on the bottom of the boat.
According to the drawing, the sail is cut out, its corners are slightly rounded off. The upper hole of the sail is put on the mast, bend it, the protrusions of the lower part are attached with wedges to the curved strips on the stern.
It is advisable to cover the boat with oil or nitro lacquer, drying oil or nitro paint. A layer of sand or fine pebbles is poured onto the bottom of the boat to allow the hull to sink into the water to about half. Above this layer of ballast can be covered with paper. On the sides, at the level of immersion in the water, conduct a waterline.
The design of such a boat is developed for the first time in the ship-making laboratory of the Moscow City Pioneers’ House.
Contour models of ships
On a sheet of paper, graffled into cells with sides of 1 centimeter, draw the contours of the ships, as shown in Figure 136. The drawing is transferred to plywood and sawn along the contours with a jigsaw.
In the same way, the plywood is transferred to the plywood and the base of the model with holes for fixing the body is sawn out. It is better to make the base from plywood thicker or from a thin plate.
The rib of the lower edge of the contour is lubricated with casein glue and inserted with protrusions into the base holes. For strength, the contour and base can also be bonded together with strips glued along the contour on both sides.
The whole model – body and base – is painted two or three times with oil or nitrocolour after thorough cleaning; the contour and the upper side of the base are gray, the ribs and the bottom of the base are red or black. On the model of the cruiser, the muzzle of the guns is made of wire.
The contour model can be made self-propelled. To do this, you need to install a steering wheel, propeller and rubber motor at the bottom of the base. Dimensions and methods of their connections are shown in Figure 137.
The steering wheel is cut out of tin. One end of it is rounded off, the other is bent into a tube by a nail. It is desirable to disappear the seam of the tube.
The nail is hammered into the base of the model at the stern, putting a tin washer or glass bead on top of it.
Slightly retreating from the handlebar, a propeller holder is attached to the base with small nails. The holder is bent out of a tin strip cut out according to the pattern. In the middle fold put a temporary nail to get a tube for the shaft. The adjacent sides of the holder solder to each other. Nail holes are punched in the right-angled ends. It is possible to make a holder and a wooden one: to cut out a block and drill or burn a hole in it for a shaft. The pad is glued to the base of the model with casein glue.
The propeller is made of wire or paperclip. A two-blade propeller is cut out of tin. In its center it is punched through a hole for the shaft, and the blades bend – unfolded about 45 °. At the end of the shaft, put on a glass bead or two tin washers and then a screw. The tip of the shaft is bent at right angles and soldered to the screw. The loose end of the shaft is threaded into the tube holder and bent with the hook.
Slightly stepping away from the nose of the model, the second holder is nailed to the crown. It is made in the same way as the first one, only in smaller sizes. This holder is fitted with a bent wire handle.
The motor is made of several rubber yarns: for example, four yarns of 1×1 millimeter section or two ribbons of 2×1 millimeter section. The length of the motor is equal to the distance between the hooks of the propeller shaft and the crown. The ends of the threads are bent and tied with threads to produce loops. These loops are put on the motor hooks.
To start the model, the crown is pulled forward and made about 150 revolutions in one direction. Then, holding the screw with your hand, the handle is released. It is drawn by rubber to the holder and locked. The model is placed on the water, freeing the screw. The direction of travel is adjusted by setting the handlebar accordingly.
The same device of rubber motor, propeller and steering wheel is used on other floating models. It is possible to do without the crown if the propeller is carried out behind the stern and rotated by hand to start the motor.
Glider with a rubber motor
The glider model with rubber motor is built mainly of thin plywood, best of all millimeter. The glider slides on the water surface, almost without sinking into it. The lighter the model, the better it moves.
The deck, the bottom and two sides of the model are marked and sawn out of thin plywood by a grid with the side of each cell equal to 1 centimeter.
The bottom of the glider is uneven, it has a scarp – redan. Therefore, the bottom of the model consists not of one, but of two plates.
From the plywood or board with a thickness of about 5 millimeters, the transverse partition – cords – and the seat are cut out, and from the three-layer plywood – two pegs for fixing the screw bearing.
A 10 mm thick linden bar is used to cut out the rear side – stern. One side of it is compassionate on a cone so that the top edge turns out to be 5 millimeters thick. From the birch cut out the nose of the triangular section of 5 × 5 millimeters. If possible, it is better to cut it out of linden, but it is also suitable for pine trees.
Details of the model are connected with small nails and glue. When assembling the parts of the model, if necessary, some of them are trimmed, adjusting so that they fit together tightly.
Attach the peg to the bottom of the nose of the model with the narrow end. At the front, wide edge of the stern part of the bottom of the model is installed a transverse partition (cords), and at the rear edge – the stern edge, long side down. From below under the robe across the bottom and at the edge of it strengthen the bar section of 14 × 5 millimeters. This block forms a projection at the bottom of the model.
Along the longitudinal edges of both parts of the bottom strengthen the laths with a cross section of 5 × 5 millimeters. The nose laths need to be bent in the shape of the nose.
The rear end of the bow of the bottom is connected to the stern, attaching it to a cross bar (ledge).
Then set the boards, attaching them to the bow boss, laths, bends and stern board. At the stern, screw props are attached to the sides. The deck is laid from above. The seat is fixed in the slot.
The finished hull is painted two or three times with oil, enamel or nitro paint, and the joints are pre-coated. It is better to paint the bottom and bottom of the boards with blue or red paint, the deck and the upper part of the boards with white or light blue paint.
A screw bearing boss is fixed between the upper ends of the push-pull props by drilling a longitudinal through hole in it. The sides of the motor bearing are fastened to the nose of the model by hammering into the nose plug.
The motor is made of 8-10 rubber threads with a cross section of 2×2 millimeters or 1×4 millimeters. The ends of the threads tie a loop and put on hooks.
When installing the screw and motor, make sure that the screw axis is in line with the motor. This can be achieved by fitting the bearing accordingly.
It remains to be attached to the steering wheel glider. It can be made stationary by cutting out the plywood and attaching it to the stern by means of corner strips. In this case, the glider will only move in a straight line. But it is better to cut the handlebars out of tin and fasten them to the wire bracket. The handlebar is cut at an angle so that it is tight against the push-pull props.
The air screw is trim with a knife from a 15 mm thick plate. To make a screw, see page 260.
Put the screw on the wire axis. The end of the screw is sharpened, bent in the shape of a letter “D” and hammered into the middle part (hub) of the screw. On the other side of the screw, a glass bead or two tin washers are placed on the axis. The axis is inserted into the bearing bore and the rubber hook is bent at the end. A second wire hook is hammered into the stern edge.
Pods, bearing and wooden steering wheel are painted to match the colour of the model.
To wind the engine by hand rotate the screw, making up to 300 revolutions. The model is placed on the water surface, holding the screw, and then released.
This model can be built by pupils of 5 classes, who already have some experience in making models. The design of the glider is simplified, if the bottom is even, without a projection.
The fifth-graders can make another interesting model – a submarine. The design of this model was developed by the Central Marine Modeling Laboratory of DO SAAF of the USSR.
The templates of the boat’s hull are cut out of thick paper or thin cardboard: “side view” and “top view” (deck). For this purpose, a sheet of paper measuring 30×8 centimeters is graffled into squares with sides equal to 1 centimeter. The templates shown in Figure 139 (2) are drawn over the grid and cut out. On the cut out templates the numbered cross lines are marked, and on the template “top view” – also internal longitudinal lines (they are the border of the deck).
Five other templates are cut out of thick cardboard or thin plywood to process the hull surface. These templates are shown in Figure 140 (7) in full size. These are the types of templates that need to be made. Each template is numbered.
The hull of the boat is cut out of a bar of dry wood (linden is the best, but it is also possible to cut out pines or aspens) with the length of 280 millimeters, height of 25 millimeters and width of 21 millimeters. Side by side, the block is covered with a pencil case template “side view” on both sides, and a top and bottom case template “top view” on top and bottom. The block is cut with a cutter and a knife along the contours of the templates.
Then, the template “top view” is cut off along the lines of the deck. The rest of the template (deck) is again applied to the upper side of the bar and circled in pencil. Numbered cross lines are also marked on all sides of the bar.
Now the hull has to be treated with a sharp knife – the sides have to be rounded off. They should have such a shape as cut-outs in numbered templates. The hull starts to be processed from the middle, where cross line 3 is marked. Template number 3 is used in this case. The body shall be cut off so that template #3 fits snugly into it on line 3. The top tab of the template shall rest on the deck.
Then the hull shall be cut off in the same way on both sides up to lines 2 and 4, applying templates #2 and #4 here. The numbers used to identify the lines correspond to the numbers of the templates. After processing the case on the templates number 1 and 5, the remaining ends are cut to the figure. The finished body is cleaned with a file and skin, and then painted once or twice with oil or nitro paint.
Vertical and horizontal rudders, propeller and shaft bracket are cut out of tin, and rudder axes, propeller shaft (without bending the hook on it yet) and hooks for a rubber motor are made of wire with thickness of millimeter or slightly more. These details are shown in figure 140 in full size. Place them on the model body as shown in Figure 139.
Side of the body near the nose and stern is pierced or pierced through holes into which the horizontal rudder axes are inserted. They must rotate tightly. The rudders are soldered to the protruding ends of the axles. On the stern part of the body to the bottom of the small nails nailed to the bracket, bent from a strip of tin as shown in Figure 140 (8).
The propeller blades bend at an angle of about 40°. A hole is punched in the center of the screw, and the screw is placed on the end of the propeller shaft and soldered with this hole. Then a glass bead is placed on the shaft and inserted into the bracket. The bead should fit between the screw and the bracket. The other end of the shaft is bent with a hook. It will then be fitted with a rubber motor. The second hook for the rubber motor is fastened in a puncture made by an awl in the nose of the body. A puncture with the tip of a knife is made in the stern and a vertical steering wheel is inserted here.
A wooden bar is cut out of the wooden bar according to the figure 139 and strengthened on the deck. The periscope is represented by a piece of wire.
To prevent the model from turning over in the water, it is fixed in the bottom of the ballast – a plate of lead (approximate size of 75×4×2 mm) or other metal. The plate is first tied to the bottom with threads. The model is put on water. It should be immersed in water to the deck, the bow and stern should be at the same level. Ballastes are reduced and increased, and moved back and forth until the model is held in position on the water. After that, a slot is made in the bottom of the case, the selected metal plate is tightly inserted into it and fastened with carnations.
The finished model is painted again: the deck and the cabin are painted blue or light grey, and the underwater part is painted black.
The motor is made of 1×3 or 1×4 millimetre rubber band hull length. The ends of the tape are tied with loops and put on hooks. To start the motor, it is removed from the front hook, pulled approximately twice and twisted 350-400 revolutions: one of the mugs holds the model in his hands, holding the screw, and the other twists the motor. It is more convenient to do it by means of the handle represented in figure 140 (10). Then the motor is put on the hook again, the model is put on water and released the screw. The model will float. If you preliminarily tilt forward by 5-8 ° nose horizontal rudders, the model will sink into the water and float again to the surface when the rubber motor unwinds. Slightly bending aside the vertical steering wheel, adjust the direction of movement of the model. The immersion of the model is explained by the fact that its specific weight is close to the specific weight of water, and the movement due to the rotation of horizontal rudders is directed downwards at an angle. As soon as the engine stops working, the model’s movement and, consequently, the operation of the rudders stops. The model, made mainly of wood, emerges.
In the conversation it is necessary to acquaint the members of the mug with the way real submarines dive and float, as well as with the engines they are equipped with.
The prestigious combat submarine simulation saga Silent Hunter is once again expanding its content with this year’s release of U-Boat, a good addition that will try to shorten the wait for fans of this type of simulation until the launch of Silent Hunter 4.
The prestigious Silent Hunter combat submarine simulation saga is once again expanding its content with this year’s release of U-Boat, a good addition that will try to shorten the wait for fans of this type of simulation until the launch of Silent Hunter 4.
Ubisoft launched last year the third part of Silent Hunter a simulator that goes into a very little treated branch in this type of game as naval combat, a year after this third part and after the great success that has been reaping the saga since its first chapter we present U-Boat: Battle in the Mediterranean, is nothing more or less than the largest and most complete expansion of Silent Hunter III.
Although it doesn’t give us a lot of new game play, U-Boat adds a lot of extra content, maybe it’s wrong to treat it as a real expansion to the use ‘even if that’s their job’ and maybe it’s better to see it as a content package, that’s paid for. Even so, surely the real fans of the saga and thanks to its reduced price don’t care too much about this.
Although it can be understood from these words that U-Boat does not offer us much, one could not be more mistaken in stating this. The list of additions is quite long for an expansion that is marketed at this price, adding among its novelties the possibility of playing a completely new campaign and the correction of many bugs that Silent Hunter III incorporated.
Also, and adapting the game to its new environment, are incorporated around 30 new cities, with their ports and factories, as well as new bases that we will be able to use.
The framework of the new campaign focuses on Italy during the years 1941 to 1943 during the Allied invasion, in addition to the new ships we will also find British and Italian submarines ready for the battle for control of the Mediterranean.
New units and items such as bunkers, new air defenses or searchlights are also included, as well as improvements to bases and new types of bases.
Among the things that have been corrected or changed are the faults in the sonar, the frequency of air attacks has been reduced, new particle effects have been added that improve considerably with respect to the previous ones, night vision has been improved, maps now show the allied air coverage, new radio messages have been added, respawn have now been corrected appearing more accurately, and several key tasks have been added framed in historical events. These are some changes that presents the game from a long list of them, in general we believe that the vast majority have been successful.
The most outstanding playable feature is perhaps the update of the help screens, which are now even more useful when performing the different tasks of staff, attacks and consultations to survive at sea is something simpler.
The owners of the sea
But although all the additions mentioned are interesting something that every lover of this type of simulation and historical recreation hopes to know are the ships and submarines present in the game, in this regard U-Boat: Battle in the Mediterranean adds more than 45 new types of ship that we will meet during our adventure in the Mediterranean.
In addition to four new merchant ships, and British high-speed cruisers, we will find different models of the Type7, the Type IX prototype, the Benson or the Navigatori. A real deployment of units of armies such as German, Russian, Italian, American or British.
Graphics and Sound
Although the game is a year old and its graphic quality still shows a high level, the overall appearance of the game is almost identical to what was seen in Silent Hunter III, the only changes related to the graphic section have been the new effects of smoke and particles as well as the new high-resolution skins that show the units of the game, as well as the interiors of the submarines and the suits of the crew, of course seen as such is not turkey snot, although in general do not expect a radical change.
Despite the improvements included the game does not suffer at all maintaining very similar requirements to the full game it updates.
The sound again becomes a key point, maintaining a high level, in addition new sounds have been added and fixed some bugs.
It should be noted that the game is still entirely in English both text and voices.
How do I play it?
U-Boat as an expansion of Silent Hunter 3 keeps all the essence of it, so both the control through icons, and the calculations to perform the shots remain intact, also the interface in general, although it is true that the expansion brings some improvements regarding the tutorials and help systems in the game.
Despite its simulator character and like Silent Hunter III its expansion adapts marvelously to the different types of difficulty level that will add more or less realism to the game thus making it accessible to a wide public.
Our parents and grandparents were not on the wrong track when they said time flies. It’s been a year since the launch of Sea of Thieves and, with it, the anniversary of one of our generation’s deepest disappointments.
Rare was a big idea, undoubtedly one of the best experiences of this generation (I’d say the best), but a project that didn’t take advantage of that potential as it should and was limited to fulfilling a series of repetitive and insulting missions that didn’t invite you to stay in the game beyond the initial surprise.
The Redemption of Sea of Thieves
I repeat what I said in your day. I think that in my case the passage through beta made the feeling with the game much poorer than it would have been in its release. After all, in the final game I found the same thing that I had already burned before.
The promises of a “something more” after a demented grinder didn’t help to see the proposal with better eyes either, so many of us who value the base -but not the content- were left hoping that someday, if all went well, we could return to Sea of Thieves with a smile from ear to ear.
For the past 12 months Rare has maintained a relatively low profile with its updates, making more or less exciting announcements and promising to continue to breathe life and content into a game that screamed for such an effort.
Now, just over a year after launch, Sea of Thieves is the game it should have been in its day. A title that maintains the same strategy towards the experience rested and in the company of friends, but also adds enough options to not only capture, but also keep our attention.
The base was already good, I just needed content
The hunting of giant beasts, the arrival of multiple challenges and the extension of the adventure in the form of missions and novelties on the map were only the spearhead that was forming, patch after patch, the double-edged weapon that it is today.
On the one hand, all that we dreamed of in our day, those of us who came face to face with reality sooner than we expected. On the other hand, an experience that, however convoluted and unfriendly, is far from winning the applause of the novice who doesn’t know what he’s getting into.
The theme of never being completely happy. What are we going to do. But far from that entrance door that still requires some more guidance for beginners, what we found in this last adventure, the luck of the campaign that he didn’t have when he knocked, is quite a delight.
In the end the essence is the same, sailing the seas alone or in company with two key mechanics: the exploration in search of the X that marks the map and the fantastic experience of handling the boat in a world that is beautiful to rage.
The pirate story we dream of
With the premise of finding a lost treasure emulating Indiana Jones, we leave with a diary in one hand and a handful of hopes in the other. Our role will be to decipher what the texts and drawings included there mean, either looking for a shipwrecked galleon or using what has been described to find the island where the first piece of the puzzle is located.
An adventure that goes beyond the walks in open sea to plant us before final bosses and puzzles like Tomb Raider, with the water at the neck and trying to decipher how to open the door that hides what we are looking for.
Don’t expect great cinematic or outstanding narrative work, just the perfect excuse for Sea of Thieves’ boat trips not to be limited to killing me some skeletons or chickens (although the subject of going fishing is a new vein to keep in mind).
The only thing I asked Sea of Thieves was to provoke me enough to want to go back to it. That sum of content and excuses to continue playing that I found totally insufficient at the time and that, fortunately for us and the idea of Rare, today is much closer to content the disappointed.
During the last edition of the War gaming Fest in Moscow, the War gaming team announced that it was working on the development of a title for mobile devices that would delight war game fans. The title in question is ‘World of Warships Blitz’ and is now available in app stores.
It’s a warship version of its award-winning MMO tank, World of Tanks Blitz, which, like this one, also features a primitive PC version. A free download game but with in-app purchases, although they are not necessary to enjoy the experience.
Good game play and cross-play between OS
The mechanics of the game is developed in the historical environment of World War II, and the player’s mission is to lead a fleet of warships including destroyers, battleships, cruisers and aircraft carriers. Add that as in the PC version, the game mode will be different depending on the type of ship chosen.
In terms of game play, the controls are quite simple, with the action options available clearly identified on the screen, such as the movement crosshead or attack buttons, zoom (to see enemies closer) and two options to fix the damage our ships suffer.
All these controls are easily accessible with the screen horizontal and it is easy to adapt to them quickly. In addition, it is a “slow” game where strategy is rewarded, so making the wrong choices by going too fast is not something that can happen to us easily.
The mechanics of the game is based on seven-on-seven naval battles, and you can play alone, or online against or with other players, in collaborative or campaign mode. In addition, it allows cross-play between Android and iOS users without compatibility problems.
Lift anchor! Led by our own pirate crew, on E3 2018 we’ve tackled the fun naval battles of Skull & Bones, an arcade action video game developed by Ubisoft in which we’ll have the opportunity to customize and upgrade our own ship while fighting other players, or partner with them to enjoy exciting offshore duels.
There’s something great about Skull and Bones. In the middle of the fight, in the heat of the battle, you can betray your team members and, without a word, open fire on them to exterminate them all. It can be crazy, the trick can go very wrong if we surround and attack simultaneously but… What if it works? What if you manage to defeat them and get the best booty? The sense of victory is great, and it’s one of the things we liked most about this frantic action video game inspired by the naval battles of Assassin’s Creed IV : Black Flag. There’s excitement and even some tension in offshore duels that don’t lack a grateful variety of weapons to surprise rivals with. Cannons on starboard, explosive lances in the stern, shrapnel on port side; with the option to customize and improve your ship, in Skull & Bones anything goes to achieve victory.
There are different ships to choose from, and you can also use some special skills to crush your opponents. With a strong arcade character, ships are easily controlled but require some mastery to get the most out of them. With PvE missions, as well as PvP combats, Ubisoft’s video game will also have a campaign mode that will allow us to enjoy a pirate story of our own, although for now few more details are known. We also have certain tactical advantages, based on the designs of fate, which vary from game to game and can reward us with favorable winds, for example. Skull & Bones also contemplates boarding, although these are presented as non-interactive video sequences, in line with the treasure hunt, which are developed in the same way. You reach an area of interest, press a button and enjoy the scene, then get your reward in the form of experience points and raw materials to repair the ship or create new weapons.
What you need to know
It’s a naval combat game with PvE and PvP.
In addition to the multiplayer, Skull and Bones includes a campaign mode
You have several boats to choose from that you can improve and customize
The game bets on an arcade style, prioritizing the show over realism
There is an open registration process to participate in the beta of Skull and Bones
Ubisoft’s game will be released on a date yet to be determined in 2019
The third installment of the illustrious Silent Hunter arrives to us and the doubts of always gnaw us. Will he be to the height or will he live of the achievements of his predecessors? Luckily UbiSoft has done its job well and all our resentments are cleared immediately, the sea lion has returned, more fierce than ever.
The third installment of the illustrious Silent Hunter arrives to us, and we are devastated by our usual doubts. Will he be up to the task or will he live from the achievements of his predecessors? Luckily UbiSoft has done his job well and all our resentments are cleared immediately, the sea lion has returned, more fierce than ever.
In 1939, at the start of the Second World War, the absolute owner of the seas had a name, Great Britain, the corsairs of the Kriegsmarine could do little against the all-powerful Royal Navy. At least on the water, underneath it, the gray wolves howled and even Churchill had to cover his ears.
The objective of the German submarines was none other than the merchant ships that supplied the British war machinery, more than twenty million tons were the price to be paid by the English. 30,000 of the 40,000 U-Boat sailors was the price paid by the Kriegsmarine.
In Silent Hunter III we will be able to control in detail a German submarine and try to survive the attempt. Throughout a dynamic campaign UbiSoft’s game will bring us closer to submarine warfare with all its consequences. We will have to trace the route on our maps, assign tasks to our crew, and of course, decide when and how to attack.
Let no one be frightened, the degree of simulation of such a great task is configurable. From pointing with the mouse and shooting, leaving the computer to take care of everything, to taking care of the complicated mathematics ourselves of putting a torpedo between the eyebrow and eyebrow of the ship in sight.
If we decide to be the ones who apply trigonometry, we should not take our hands to the head and get a ruler and calculator. With the help of the mouse and the tools arranged on screen, we will proceed first to identify the ship by comparing its deck with those of the reconnaissance manual, second, measuring its height in degrees above our periscope, knowing the height of the mast thanks to the manual (and the calculations of sinuses and cosines that the CPU will do for us) and we will have the distance to which our objective is found. Easy not?
The next step is a visual calculation of the bow angle. Here you will have to win the success based on experience. Now we only have the calculation of the speed of the chronometer ship in hand, and we can shoot.
If we have done well our calculations, the enemy ship does not turn, the torpedo was not defective and does not commit the wrong move of bouncing against the hull. Congratulations, you have just left a hundred orphans.
It is not only by firing torpedoes that we will earn our bread in our submarine. The U-Boats also have a deck cannon, which we can fire ourselves, useful for sinking merchants without escort, and an anti-aircraft weapon, to defend us from our worst enemies, the annoying RAF.
Between mission and mission, anchored in the dry dock, and playing the role of exemplary captain obsessed with his work, instead of wasting time in brothels we will spend our precious time recruiting new men and tuning our submarine (with new weapons and accessories minimally useful for war is understood, here there are no stickers). Our points of prestige will be the currency of change to improve the U-Boat, they are obtained according to our performance in campaign.
Another task that will have us busy once done at sea is to intercept the English merchants. Their appearance with coordinates and course on the navigation map, after a warning from the sonar station, only allows us to try to guess where they are going. How we should cross their path is our business.
The crew of our U-Boat is not made up of real Nietzsche super men and gets tired, nothing happens, we have bunk beds and a comfortable menu to assign and unassign them from the different tasks of the ship.
Without a doubt being captained of a U-Boat was more difficult than sitting in a mouse chair in hand, but Ubisoft has put its effort in getting us closer to the experience and has achieved it more than enough, always with varying degrees of complexity so that those who are afraid of simulators dare to try it, and those who demand truthfulness above all also have their chance to enjoy it.
Graphics and sound
The graphics of Silent Hunter 3 are spectacular, although as is customary in these cases, demanding with your machine. The effects of light on the water, the waves of the North Sea in full storm or the impeccable appearance of the English battleships leave no doubt about the work of Ubi in this regard.
The interior of the submarine, also accessible as if it were a living interface, is made with care and detail, allowing to approach the idea of the oppressive atmosphere to which the German sailors were subjected. Another point for programmers.
As negative aspects the appearance of the particles in the explosions (spectacular on the other hand) cause some jumps in our card that I doubt are due to the expansive wave, some problem of performance that should be squared, and the impossibility of changing the resolution by default, 1024×768.
The sound is impeccable, you only have to adopt the free camera and hear the passage of the projectiles next to you, the roar of your submarine chasing a merchant at full speed or the electrical bursts of a storm in the channel of the stain, the waves only have to splash from the screen. The soundtrack, however, is a bit… let’s say soda, perhaps some classic theme of the time would not have been too much.
From 1939 to 1945 your mission is to survive and accumulate the maximum enemy tonnage. Don’t expect to win the war alone, but your achievements will allow you to have the best submarine, the best crew in the Atlantic and who knows if a date alone with Adolfo.
Excellent, with no need to be addicted to simulators, as is the case of the editor here. From the lowest level of realism, it is easy to ascend out of curiosity until you believe yourself to be a sea lion.
The intuitive interface is based on icons, occupy the left side of the screen, and a control bar at the bottom. From the sidebar we can access various sections and options of the submarine, such as the control station, the cartographic map, the assignment of personnel, and so on. In the lower bar we will control the course, the depth and the speed, as well as the temporal compression, the reports of our men and the options of dialogue with our officers.
The dynamic campaign allows that the games are not equal to each other, and avoids the stagnation of the prefixed missions, that there are them, but they lose attractiveness in front of the main mode.
The game also has a multiplayer mode, but don’t expect ‘Red October’ scenes, only cooperative and competition.
Silent Hunter III is in English. It’s not that it’s a drama as the numbers matter more than the non-existent verbiage, but the guys from flotilla 24 have made at their own risk an excellent translation that’s not too bad.
Strategy and tricks
The one that embraces much does not squeeze. It obeys the popular saying and begins with a low degree of realism. Before the campaign it is indispensable to pass the training exams and to do some mission to test your aptitudes.
Once you’re done with your chest, it’s time to develop your own strategies, but to begin with, and as the manual itself indicates, start with a good approximation, the best angle of attack is ninety degrees and going unnoticed for as long as possible. Once they know where you are the enemy destroyers will stick their tails on you and the merchants will move away from you doing annoying eses. If you stumble upon a solitary merchant, take the forward cannon for a walk and don’t waste your time trying to sneak a torpedo into it.
In Spanish, 42 pages in black and pastel blue. Before playing… LEETELO, remember that the game is about a submarine, not an x-wing, so don’t expect to know how it works by divine intuition, then the forums are filled with silly questions…
Buying it with…
… its predecessor Silent Hunter II, the third installment has better graphics, better interface, and above all better campaign, all a step forward.
The sensations it evokes when you succeed in hitting that torpedo that you have calculated all by yourself. Accessible to all audiences and more than decent graphics.
The sensations it evokes when you succeed in hitting that torpedo that you have calculated all by yourself and that bounces off the hull. The absence of herds of wolves (where are the other submarines?). Small details such as the censorship in the form of a white sphere on the Nazi symbol as a prevention against porn.
Building a model ship is a very interesting pastime that many people enjoy doing. It can be a lot of fun to watch your model ship build as you build it. Most of these models are exact representations of real boats and even share some things in common with the building process. Don’t worry if you’ve never built a model ship before, as there are many model kits with all the parts you’ll need to build your own boat.
Buy Model Boat Kit
Find a model you want to buy. There are several models, styles and different types of kits available to buy. If it’s your first contact with the world of model boat building, you’d better spend a little time looking for one that catches your eye. Buying one of these kits is the easiest way for beginners to get started with this hobby. Have fun and find a model you want to build to start with.
Local model shops will probably have model boat kits available for you.
Many online model shops can send the kit to your home.
There are many styles of kits that you can buy and many of these will have different difficulty levels.
If this is your first time building a model boat, it is advisable to choose one for beginners.
Do some research on the model boat you’re going to build to get a better idea of what it will look like once you’ve finished it.
Buy the necessary tools. The vast majority of kits will require some basic tools that you will have to buy. These tools will help you assemble the model and ensure that everything is properly assembled. Review the model’s tooling requirements and buy any other tools you need.
You probably want a garlopa or sandpaper.
A small pliers will help when assembling the model.
You may find a complete kit of the necessary tools for the model boat that will provide you with everything you need to get started.
Follow the kit’s instructions and assemble your model ship. Although many model boats require you to follow the same steps when assembling, your kit will come with its own specific instructions. Always follow your model’s instructions to the letter to ensure it is assembled correctly and looks great once finished.
Each model ship will have its own directions.
Always consult your instruction manual for each step.
Build the body of the model ship
Open the box and order the parts of the model. Once you have the kit of the model, you must open it and examine its contents. It is necessary that you have all the parts and instructions necessary to assemble the boat. However, you must make sure you really have everything you need for the assembly. Ordering parts can be a good way to find out if something is missing or if something is damaged.
Make sure all the pieces are in the box.
Make sure none of the parts are damaged.
Find the instruction manual and check it.
You may need additional tools or material. Check the instructions to see if you need to buy other things before you start assembling.
Build the boat’s structure. Once you have confirmed that you have all the materials and tools you need to build your boat, you can start building the structure. The structure of the boat will allow you to add the tables to it and form the true body of the model boat. Check these tips so you have a better understanding of what to expect when building the model structure:
Slide the bulkheads into the keel. The keel will be the long piece of structure that goes along the boat. The bulkheads will slide into the keel slots and help shape your boat’s boards when it’s time to use them.
Once you are sure everything fits, you can glue the bulkheads onto the keel.
Make sure everything is level and flat at the top of the structure. If any of the bulkheads or any part of the keel is higher than others, use sandpaper to level them.
Level the bulkheads. A primary part of assembling the boat will be to ensure that the boards are horizontally over the bulkheads. If the boards fail to touch each of the bulkheads and are extended to the same level, your boat may not be properly assembled. Use the following steps to see how flat the boards are going to be through the bulkheads. In this way, you will ensure that your model ship is built correctly:
Put a board on the bulkheads.
If there is a space where the board does not touch the bulkhead, sand it a little until the board is fully extended over it.
Take your time and make sure each board is fully extended over the bulkheads.
Be sure to check both sides of the bulkheads.
If you sand one of the areas too much, you can add small slices of wood to level the board.
Add the first few boards. Once you’re sure the boards will be fully extended over the bulkheads, you can start gluing them. Adding the boards will help you create the hull of your model boat; the first board you place will determine how the rest of the boards should be glued, so take your time and do it correctly, following the model instructions.
You may place the first board at deck level.
The boards extend along the boat from bow to stern.
Each board shall be attached to the bulkhead assigned to it.
Check your model’s instructions for where to place your first board.
Add the boards in pairs to make sure they are level with each other. Your first tables should reflect images of each other.
Soaking the boards in water can help them become more flexible.
Continue building the hull by adding boards. Now that you’ve laid the first boards, you can start adding the remaining ones to build the hull. These boards should fit tightly, filling in any gaps between them. Once you’re done, there should be no gaps between the boards, as you’ll need to completely close the bulkheads and build the hull.
If you have spaces left, you can use tapaporos or small pieces of wood to fill them.
Your model may require additional layers of wood planks. Follow your model’s unique instructions when adding wood planks to ensure the best results.
Often, additional layers of wood are decorative.
You may need to reduce some of the boards to close the gaps.
Sand the hull. After you’ve added all the boards needed to form the hull, you can start sanding it. Some boards may be slightly uneven in some places, giving your hull a lumpy, rough appearance. By sanding the hull, you can give your boat a smoother, better contoured appearance. Take your time and carefully sand any rough, uneven or uneven area of the hull.
The hull of your model boat should look completely smooth after sanding.
Each board will look as if it had been naturally combined or glued to the side.
No board should protrude more than another.
Add the cover. Now that the hull has been sanded, you can add the deck. Doing this will complete the main structure of your model boat. You may need to glue the model deck to the top of the bulkheads, keel and boards that are at the same level as the deck. After you have glued the deck, you can proceed with adding details, painting and finishing with your model boat.
Check your boat twice before adding any finishing touches.
You may need to use steamers or small pieces of wood to keep the deck level.
Take a moment to sand any rough areas you have noticed.
Your model may have specific instructions for gluing the cover. Check the instructions all the time to make sure your model will look good.
Finish Model Ship
Paint or seal the hull and deck of the boat. Now that you have completely assembled the hull and deck of the model, you can begin to apply paint or any other sealant. This can help give your model the finished look that the real boat would have. Check your model’s instructions for exact details on what kind of finish you want it to have and how to do it.
The vast majority of wooden boat models require some type of wood paint and sealer to protect the material.
Some models can be decoratively painted to look like real replicas.
Matt or polyurethane finishes can be a great addition to your model boat.
Add the details. Once most of the boat is painted, you can start adding details. These small pieces can add a certain level of realism to your boat, making it look complete. Your model kit may include all the parts needed to add to it. Follow the instructions in the kit so you know exactly where and how to place the pieces on the model. For example, you may want to add items such as these to give your boat a touch of authenticity:
the rudder of the ship
Finish assembling your model and display it. Before finishing the model, it’s a good idea to give it one last check. Make sure that the boat is painted to your liking, that you have added all the details and that you are satisfied with its overall appearance. If something is missing, feel free to fix any details you’ve noticed. After you’ve thoroughly checked the boat, you can proudly display your work.
You can buy showcases for your model boat at any model shop.
You should not have any remaining pieces of your model boat. If you have leftovers, try to see where the piece is supposed to go and, if possible, add it.
Be careful with your model boat, as it is a fragile object.
You can also buy a model kit made of plastic. Most of these come with pre-assembled parts that can be easily joined or glued together.
Don’t be in a hurry to build your boat. Take your time with each step to make sure everything is set up correctly.
All models will have their own instructions. Try to follow them to the letter to ensure good results.
Things you will need
a model boat kit of your choice
the tools that the kit asks you for
a clean and well lit space in which to assemble the model