Цей огляд ще не перекладено — показуємо оригінал (English).
There's something hypnotic about it — you sit in a dark cabin, watching the radar, waiting for a blip that could mean death. Subhunt from 1997 is a submarine simulator that isn't afraid of downtime and expects the player to endure long stretches of waiting and focus.

You command a British submarine in some fictional conflict. Through the periscope you observe the water's surface, use sonar, navigation, control your depth, and when a target appears, you fire torpedoes. The graphics are minimalist — mostly vectors, radar, text information, and a few pixels of water in the periscope. The sounds matter: sonar pings, engine rumble, the crackle of radio static in your headset.
The game doesn't rely on action, but on tactics and patience. You're not a superhero spraying bullets everywhere. You're a captain reading the situation, estimating distance, monitoring fuel and ammo reserves, and trying to stay undetected. Sometimes you do nothing for a while — just listen. The controls are stark, text menus, no graphical flourish. The mechanics work, but they're not instant — torpedoes travel, sonar scans, maneuvers take time. That's intentional, not a bug.
Back in the nineties, this approach made more sense. It was an era when a computer simulation could be slow to respond and still be engaging. Today, Subhunt is a testament to the fact that fun doesn't need to be colorful and fast. It aged exactly as it deserved — a submarine isn't a game you beat in three clicks.
Worth downloading and playing in DOSBox, especially if you appreciate the separation of sound and waiting. It's not a game you jump into when you're bored. More like a ritual, something akin to chess, where the time between moves belongs to thought. You can find it in archives today, and if you're curious what computer warfare looked like without polygon graphics, this is the right place.