Cold Waters Free Download
Cold Waters Free Download Unfitgirl
Cold Waters Free Download Unfitgirl Cold Waters is a game that is trying to tread a fine line. Whilst it stumbles in some places, for the most part it’s a game that succeeds in what it sets out to do — even if the end result isn’t what some were expecting. You may know Killerfish Games from their last title Atlantic Fleet, a nice little turn based WW2 naval combat game. This time around, they’ve jumped forwards a few decades to the Cold War, or at least an alternate version of the Cold War where the US and the USSR got tired of simply eyeing each up from either side of the Fulda Gap and decided a good ol’ fashion conventional war was the only way to solve things. Unlike Killerfish Games’ last foray, Cold Waters places you in command of only one vessel at a time. Specifically, a US Navy nuclear submarine of your choosing. The action is all played out in real time and you’ll be controlling your sub in third person throughout the entire duration. Unlike Silent Hunter, Sub Command or Dangerous Waters, individual stations (sonar, weapons control, conn and so on) are not simulated on screen. On the one hand, this cuts downs on the constant screen switching that often occurs in subsims but it also makes the game a lot less immersive. It’s here where one of Cold Waters make or break points lies in wait for it’s target audience: Killerfish Games haven’t made a hardcore subsim for die-hard fans of the genre nor were they ever intending to. Cold Waters is, for lack of a better term, an action sim (though it leans a little to sim than it does action) in the style of 1988 Microprose classic Red Storm Rising, which was based off the Tom Clancy novel of the same name. UNFITGILR.COM SEXY GAMES
Content-wise, you have two dynamic campaigns, some single missions and a group of tutorial missions that help explain the mechanics. Like most subsims, the tutorials only go so far explaining the game’s ins and outs, but luckily Cold Waters‘ manual is available in game and it answered most questions I had. Whilst the single missions are a fun distraction, the real heart of the game lie in the campaign(s). You have the choice of beginning a career in alternate versions of both 1984 and 1968. Upon making your choice newspaper reports and World in Conflict style artwork will give you a rundown of how and why the world’s two biggest superpowers are now at war. Both campaigns take place in the same stretch of water, the North Atlantic, and are fairly similar. The key difference is that in the 1968 start you have less subs to choose from and due to the earlier time period sensors and engagement ranges are reduced, making it the harder of the two campaigns. After picking a sub and loading it up you’ll be given your first mission.The campaign map gains points from me based on its simplistic visuals that easily convey information, but it loses a few of those points due to how you move around. You just click and drag your cursor in the direction you want your sub to move. It often feel a little unresponsive and maneuvering around land masses or through straits can be unnecessarily fiddly.
“Conn, Sonar: New Contact, Bearing 0-4-0!”
Once combat is initiated Cold Waters shows its depth. Whilst things like sonar haven’t been modelled to meticulous accuracy they serve well enough to be convincing. Players will have to keep an eye on things like thermal layers will obscure surface and submerged vessels from each other at a certain depth along with employing their subs various sensors to their full potential whilst also being aware of their drawbacks. For instance in one of my first mission I successfully located an enemy Victor class sub using active sonar and sank it with a wire guided torpedo. I’d forgotten though that active sonar has a shorter range than passive but can be detected from some distance away. I then had the joyful task of dodging two torpedoes before locating and sinking the November class sub that had fired them. Torpedos and their modelling have to be one of Cold Waters’ high points and you have to be careful about not diving or turning to fast if don’t want to break their wires. For anyone reading who isn’t up on their sub knowledge wire guided torpedoes let you control them after they reach a certain preset waypoint. Torpedos can be fooled by noisemakers and smart piloting however. My proudest moment so far is when I managed to lure torpedo back towards the sub that fired before kicking off the engines to go silent and watching it sink its owner. Weapons as a whole are easy to use but take time to master. I have to say though that a few little tooltips explaining them in-game wouldn’t hurt. And would also stop me trying to use a TLAM on a Kanin DDG again. THE KING OF FIGHTERS XV
Missions come in all shapes and sizes from hunter other subs, to inserting spec ops teams, to preying upon landing forces. For the most part their well balanced and I’ve yet to run into any that felt impossible or unreasonably difficult. That’s not to say you won’t be visiting Davy Jones a fair amount of times. Death will arrive swiftly and suddenly. I met most of fates at the hands of sub hunting surface groups. Whilst in tactical combat you control your sub’s rudder, ballast, diving plans and speed manually and this leads to a bit of a double edged sword. During the delightfully intense moments when you’re conducting evasive maneuvers to outrun and outsmart torpedos it works quite effectively so long as you don’t get yourself turned around. However when you’re just trying to move into position or if you’re trying to do something else at the same time the controls become a little more cumbersome. I would’ve prefered two control modes one (like the current one) for evasive maneuvers and a second where you can simply set heading and depth like in Silent Hunter.
Cold Waters is a pretty enough game to look at though it does have its rough edges.
Explosion can often look a little flat and lackluster for instance. For anyone running with an older or weaker machine though you’re in luck as Cold Waters runs on damn near anything. And due to the control scheme and general UI layout it can be played with touchpad and keyboard too, for anyone planning on playing it on the go (though it is a bit easier with a mouse). At the end of the day, Cold Waters is a game I can’t help but enjoy. It definitely has it’s faults and some die-hards might be turned off by how simple it appears on the surface but like Atlantic Fleet the complexity hidden below provides a surprising amount of staying power. Due to how easy it is to dive into I would recommend it to anyone looking for gentler entry into the sub-sim genre and I would recommend to most people who are already fond of the genre to at least give it a try before writing it off. My recent writing for PC Gamer has mostly been about stuff that floats on water—Man o’ War: Corsair and Sailaway—and it’s a niche I’m very happy to occupy. But despite my love of all things briny and deep, I found Cold Waters intimidating—partly because learning a new sim is always tricky, but also because what little I know about submarines was learnt from 20,000 League Under the Sea. Essentially nothing, then. The Witcher: Enhanced Edition
I needn’t have worried. Cold Waters doesn’t require any prior knowledge of Tom Clancy, and it does a tidy job of easing you into complex and unfamiliar systems. It might be based on older, more complicated games—it’s the spiritual successor to the 1998 Microprose game Red Storm Rising (also based on a Tom Clancy book)—but this is a streamlined implementation of a tense, cerebral combat sim. It puts you in charge of a single US submarine hunting down Soviet naval vessels while remaining undetected yourself. Once you’ve located them using a combination of sonar, radar and visual confirmation, you take them out using missiles and torpedoes. That might sound simplistic, but ‘focussed’ is a probably better word. Your goals are relatively straightforward—although there is a bit of variation in the campaign missions—but this is more about doing one thing really well. Or in my case, doing it well enough that my sub doesn’t turn into an underwater death cupboard.The simplicity is reflected in the presentation. The UI is clean, information is presented to you directly, and there’s no pretense to make it look or feel like you’re inside a submarine (which could be a positive or a negative, depending on your experience of Cold War submersibles). I appreciated the intelligibility, but it can be a bit sparse.
There are no tooltips, either, so you’ll need to read the manual to fully understand everything. I don’t think I’ve ever played a game where I needed the tutorial more.
Even if you’re just fighting two other vessels, there’s loads to think about—can they see me? Where did the last torpedo I fired go? What happens when I accidentally shoot a whale?—so it’s useful to have focus. To this end, the more technical elements are refined so make the information easier to parse. Instead of deciphering radars and triangulating positions, the relevant information is given to you once you’ve performed the correct actions. This makes it feel less like a straight up sim, but it’s still miles away from being action game. The balance was about right for me. I eased my way through the tutorials, taking the time to read the expanded descriptions when necessary, but still came away feeling there was loads left to learn. Answers to most of the questions are found in a comprehensive manual which can be accessed at any time, but applying that knowledge still felt like a challenge. The greatest obstacle for me was working out exactly what I had to do to remain undetected, just because there’s so much to remember. Individually, they’re all simple things. TRIANGLE STRATEGY Switch NSP
Popping your periscope above will reveal you on the enemy’s radar; using active sonar will reveal your position; moving too fast will cause you to cavitate, revealing your location via the treachery of bubbles. You also need to be conscious of of sound transmission, and how noise travels between thermoclines—layers which divide water according to depth and temperature. Moving at a different depth to enemy vessels can keep you concealed, but you have to be aware of sneaky enemy subs using the same tactics against you. There are also loads of defensive options you can deploy, such as noisemakers, decoy torpedos and knuckling—the art of weaving back and forth in the water to create pockets of disturbed water—all of which confuse enemy vessels and shrug off homing torpedoes.And there’s the campaign. Actually, two campaigns–one set in 1968 and one in 1984. Each campaign provides the player with the correct weapons and ships for that era and the AI tactics are adjusted based on historical research to make the enemy act properly with the tech he had for that time period. The story that unfolds is rich with atmosphere; news flashes update the player on the events of the conflict between the US and NATO and the Soviet Union. Artwork is first rate.
The player is given a time-sensitive mission and then begins on a map of Western Europe and the areas of combat. Small plane and satellite icons whizz along, tanks stake out ground on the continent, ships and subs cross the map in accelerated time, giving you an impression of a busy world that you are a part of. You move your sub at two rates of speed; patrol speed (15 knots) or full speed (25 knots) to intercept enemy convoys, stake out areas to trap Soviet hunter/killer groups, and look for opportunities to fight your ship. Your encounters are dynamic; you will learn what you face when you make contact. You may start in an advantageous position or you may find the battle starting with the enemy holding an unhealthy advantage. But you’re commanding an American nuclear fast attack sub, that’s what they pay you for, so no whining.
Add-ons (DLC): Cold Waters
|Complimentary reviewer package||Steam Sub 133041-||Soundtrack-||–||–||–|
Processor: Intel Atom
Memory: 2 GB RAM
DirectX: Version 9.0c
Storage: 2 GB available space
Requires a 64-bit processor and operating system
Processor: Core i5
Memory: 4 GB RAM
DirectX: Version 9.0c
Storage: 4 GB available space
NOTE: THESE STEPS MAY VARY FROM GAME TO GAME AND DO NOT APPLY TO ALL GAMES
- Open the Start menu (Windows ‘flag’ button) in the bottom left corner of the screen.
- At the bottom of the Start menu, type Folder Options into the Search box, then press the Enter key.
- Click on the View tab at the top of the Folder Options window and check the option to Show hidden files and folders (in Windows 11, this option is called Show hidden files, folders, and drives).
- Click Apply then OK.
- Return to the Start menu and select Computer, then double click Local Disk (C:), and then open the Program Files folder. On some systems, this folder is called ‘Program Files(x86)’.
- In the Program Files folder, find and open the folder for your game.
- In the game’s folder, locate the executable (.exe) file for the game–this is a faded icon with the game’s title.
- Right-click on this file, select Properties, and then click the Compatibility tab at the top of the Properties window.
- Check the Run this program as an administrator box in the Privilege Level section. Click Apply then OK.
- Once complete, try opening the game again
NOTE: PLEASE DOWNLOAD THE LATEST VERSION OF YUZU EMULATOR FROM SOME GAMES YOU MAY NEED RYUJINX EMULATOR
- First you will need YUZU Emulator. Download it from either UNFITGIRL, ROMSLAB or REPACKLAB. Open it in WinRar, 7ZIP idk and then move the contents in a folder and open the yuzu.exe.
- There click Emulation -> Configure -> System -> Profile Then press on Add and make a new profile, then close yuzu
Inside of yuzu click File -> Open yuzu folder. This will open the yuzu configuration folder inside of explorer.
- Create a folder called “keys” and copy the key you got from here and paste it in the folder.
- For settings open yuzu up Emulation -> Configure -> Graphics, Select OpenGL and set it to Vulkan or OpenGL. (Vulkan seems to be a bit bad atm) Then go to Controls and press Single Player and set it to custom
- Then Press Configure and set Player 1 to Pro Controller if you have a controller/keyboard and to Joycons if Joycons. Press Configure and press the exact buttons on your controller After you’re done press Okay and continue to the next step.
- Download any ROM you want from UNFITGIRL, ROMSLAB or REPACKLAB. After you got your File (can be .xci or .nsp) create a folder somewhere on your PC and in that folder create another folder for your game.
- After that double-click into yuzu and select the folder you put your game folder in.
- Lastly double click on the game and enjoy it.