Republic - The Revolution Analyzed 17
Thanks to an anonymous reader for pointing to a Gamespot hands-on preview of the PC strategy title Republic:The Revolution. This Elixir-developed game, which has had a legendarily long development cycle and has previously drawn flak for claims of an 'infinite polygon engine', looks somewhat unorthodox, with Gamespot offering only qualified praise, and mentioning that it's "..an unusual strategy game, in that it focuses on the world of politics.. Republic transports you to the fictional former Soviet republic of Novistrana, where taking on the establishment requires.. ..extreme measures." You can even visit the official Novistrana website if you'd like to learn more about the (fictional) country featured in the game.
Careful... (Score:5, Funny)
Re:Careful... (Score:2)
Re:Careful... (Score:1)
Re:Screenshots (Score:5, Informative)
http://www.gamespot.com/pc/strategy/republictherev olution/screens.html?page=11
Look at how the draw-in distance is so further out than where houses are spots:
http://www.gamespot.com/pc/strategy/republictherev olution/screens.html?page=9
I believe that's what they're talking about. The total polygon count for that city is huge, and you can just keep zooming out from where you see fence-posts, windowpanes, and doors with inset panels to where you see row-housing stretching out to the horizon. It's not about a high poly-count when you're looking at a single person, like in an FPS set in industrial tunnels, but about the entire world.
I must point out that the people have individual fingers, so the close-up poly-count doesn't stink either. It's just not a shiny colorful UT2K3 game. It's a detailed city in post-Soviet Europe, a god game where you can go and see your subjects' fingers. The SimCity people have only been dreaming about doing this.
Fixed links (Score:2)
overview [gamespot.com]
A href is for you!
-Zipwow
Re:Screenshots (Score:2)
Infinite Polygons (Score:3, Interesting)
Sounds like this engine, when zooming in, or walking closer to, the polygons are kept at a constant rate so the models look more crisp as you get closer, instead of looking like crap in normal games.
Re:Infinite Polygons (Score:3, Interesting)
Shiney's Messiah did something similar, where all of the models were supposedly crazy-high polygon levles, but polys were simply removed for slower machines; first ones you likely wouldn't notice, and then progressing up.
An engine that can take a large poly and break it into smaller ones, with meta-data for object curvature and the like, and tiled textures (and detail textures; don't put on a picture of a belt; model a belt) would be a great idea; plus, as you get better hardware, the game would automagic
Cyrillic (Score:4, Interesting)
Cyrillic alphabet are not that much different from latin and even if you can't learn it (the alphabet, not any of the languages) yourself, why not hire a Russian (or Eastern European) student, who would compose all Cyrillic text in the game for less than 100$.
Americans often laugh at Japanese who are so fascinated with English language that they on their T-shirts print random cool-looking words that do not make any sense at all. Well, how is that different from showing ignorance in the way Elixir Studios (are they US-based?) does.
Re:Cyrillic (Score:1)
- Chris
Re:Cyrillic (Score:1)
Re:Cyrillic (Score:3, Informative)
Re:Cyrillic (Score:1)
Re:Cyrillic (Score:1)
Forget Bourne (and Republic: The Revolution), I'm having an identity crisis.
Re:Cyrillic (Score:1)
If you make a block of text in many word-processing applications, it's filled in with "lorem ipsum dolorum...," which is a long string of basically nonsensical text in pseudo Latin. It's actually garbled Cicero that can no longer be translated. These programs fill in these text blocks to show the user what the page layout will look like, even before the copy is available. The layout guy may not get the copy from