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Empire: Total War

* Empire: Total War will be the greatest and most awe-inspiring Total War experience ever. This is a total revolution of the Total War series, featuring a brand new graphics engine and technology. The new, advanced graphics engine will include staggering real-time seascapes, new advanced landscape and flora systems, dynamic weather and new battle choreography and occupy-able and destructible battlefield buildings.

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* Empire: Total War will not only be the most visually stunning Total War game, it will also feature a huge array of new features and gameplay. These add rich new layers of grand strategy to the formula and yet, despite this, E: TW will be the most accessible Total War game in the series.

* The game is set in the years 1700 to the early 1800’s, a turbulent age of gunpowder, revolution, discovery and Empire Building. This period has all the ingredients for a great Total War title: fascinating changes in warfare and its technology, a large number of competing factions hungry for power, and gloriously exciting and colourful battles. This is a time when an old world is being swept away at a tremendous rate by the juggernaut of the industrial age. Revolutionary ideas are in the air, and at least one monarch meets a bloody end!

* Against a backdrop of key historical themes such as the French Revolution and the American War Of Independence, the player’s aim is to create the greatest Republic or Empire the world has known, spanning not just a continent but the world! Can you hold on to lands in the New World, or establish a rich trading empire in the Indies?

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* Empire: Total War contains a revolutionised Total War campaign spanning 3 continents and featuring new, enhanced systems for Trade, Diplomacy, Missions and Espionage. There will be an all-new fully animated campaign map with all buildings and upgrades visible. The campaign will also feature a huge cast of historical figures including Peter The Great, Malborough and Charles XII of Sweden. The game will include 10 playable factions including Britain, Prussia, France, Spain, America and the massive Ottoman Empire.

* New Real-Time 3D Naval Warfare takes Total War’s unparalleled battle action to the high seas with players commanding single ships or vast fleets. These will be the most exciting and realistic sea battles ever seen in a PC game. They will feature a realistic sailing model, cannon and musket fire, boarding actions, fully destructible sails, rigging and hulls and a full range of weather effects to influence battles. These will play out on stunning, ultra-realistic seascapes, as cannons and muskets blaze away, cutting through the smoke and fog to splinter, pierce and shatter hulls, sails and masts, laying waste to crew members and sending them to Davy Jones’ Locker.

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* Empire: Total War’s revolutionised graphics engine will be put to work on land battles that will feature heavy artillery in the form of cannons, mortar and early rocket launchers, with bouncing cannonballs slicing through drifting gunsmoke to tear up lines of infantry. Bagpipes, drummers, flautists and trumpeters will fill the air with play out over the crack of musket fire, the boom of artillery and the thunderous charge of cavalry. Generals will bark out orders to their regiments as the player orchestrates the battle utilizing formations, unit abilities and drills. Weapons will jam and misfire, cannons will seize up and explode as the field of conflict becomes strewn with the bodies of wounded and dying men, lacerated and dismembered by pike, bayonet and shot.

* Empire: Total War will be the most accessible Total War game ever. Enhanced auto management, revolutionized UI, improved advice system and tutorials all combine to introduce new players to the concepts of Total War, quickly and easily.

* Empire: Total War will boast a full re-write of the AI with a wider range of strategies and tactics, providing a formidable opponent on land, sea and on the campaign map.

* A brand new multiplayer component will include player rankings, leagues and ladders and completely new gameplay modes.

Sins of a Solar Empire

You are the leader of a civilization embroiled in a galactic war, fighting for the survival of your entire race against relentless foes. Your success will depend entirely on your ability to manage your empire and command your vast fleets of starships to victory. Sins of a Solar Empire is a "RT4X" game, blending the epic strategy and empire management of the 4x genre with the fast-paced and tactical elements of a real-time strategy title.

To achieve victory over your numerous enemies in Sins of a Solar Empire, you will have to:

* Explore

A game of Sins of a Solar Empire can range from 30 to 100 planets in size, spread out among up to four different solar systems. Travel is managed via phase lanes - interplanetary and interstellar highways that connect planets, asteroids and stars. Send scouts to unexplored planets to discover new lanes and new territory to conquer. As you grow in power, you can also research new technology to help find distant planets and detect the movement of enemy fleets from far off.

* Expand

As you discover new territory to claim, you must expand and claim it as quickly as possible, or else the enemy might! Add planets and asteroids rich in resources to your ever-growing empire either through military conquest or cultural dominance. If your war fleets cannot wrest control of a planet from an enemy, extend your cultural influence along the phase lanes and entice enemy populations on the fringes to join your cause instead.

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* Exploit

An expanding empire requires resources to power its ever-growing war machine and economic engine. Sins of a Solar Empire has three primary resources; Metal, Crystal and Credits. Building structures on planets and in-orbit will help you maximize your income and ability to support larger and larger fleets of ships.

* Exterminate

Your empire grows in size and in strength, but now your borders are threatened by an opposing empire. They block further expansion and look poised to strike against you. Now you are faced with but two choices: run and hide behind your fortified worlds, or take the offensive and strike before the enemy can. Sins of a Solar Empire at its core is a game of interstellar war. Victory will only be achieved when your enemies lie broken and defeated at your feet. Only once you have secured peace and safety for your people through the extermination of your foes can you rest.

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* Diplomacy

Though through war you will achieve ultimate victory, you may not always be ready for a fight. Diplomacy is the tool of a leader looking to exploit the weakness, generosity or naïveté of opposing rulers. Strike deals with your opponents for a temporary cease fire, an exchange of goods and money, or sharing intelligence data, perhaps to band together against a common, stronger foe. In addition to striking deals with your opponents, you can take out bounties on empires, enticing other factions to attack for you.

Your high-level goals are to explore, expand, exploit, exterminate and manipulate adversaries through diplomacy and economic pressure. To achieve those goals, however, you will need to effectively manage your empire and fleets.

* Build Planetary Infrastructure

Increase your tax revenue and your ability to support your growing fleet and structures in orbit.

* Construct Orbital Facilities

Shipyards, research stations, and asteroid mines are among your most important buildings and key to powering your economy and war machine.

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* Setup Defensive Positions

Your ships cannot be everywhere at once, so use defensive platforms and strategic choke points in the phase lane network to secure and protect your planets from enemy fleets.

* Amass and Command Huge Fleets

Build fleets of capital ships, cruisers, frigates and support vessels to ravage enemy defenses and worlds. Manage your ships in battle to obliterate enemy forces and fight your way to victory.

* Customize Capital Ships

As your capital ships fight, their crews gain valuable combat experience, and as they grow more battle-hardened, they will learn new and cunning techniques to further improve their effectiveness in battle. Your capital ships are your most prized asset in any fleet.

* Research Advanced Technology

Improve your ships' weapons, unlock more advanced ships and structures, and discover new ways to exploit your resources by investing in technology research. A player who effectively manages the technology tree will be a force to be reckoned with on the battlefield.

Technical Features

Multiplayer Gameins of a Solar Empire is powered by the Iron Engine - a brand new, advanced graphics engine from developer Ironclad Games that was built specifically for Sins. Using the latest in DirectX 9 technology, Sins is able to deliver a massive, detailed galaxy for the player to explore, expand into, exploit and ultimately conquer in real-time, all while being able to perform well on a range of systems and hardware.

Here are a few of the major features of the Iron Engine that you'll see in Sins of a Solar Empire:alt="Alien Combat"

* Can support thousands of planets and solar systems, the only limitation is the player's system.

* Massive, detailed textures on ships, planets and orbital structures.

* Hundreds of ships on-screen at once, engaged in epic battle.

* Up to 10,000 particles (explosions, missiles, laser blasts etc.) on the screen at once in full-out combat.

* Seamless zoom-in and zoom-out from looking at a one-man space fighter, to viewing your entire empire spanning billions of kilometers of space.

* The Iron Engine is designed to perform well on systems ranging from middle-of-the-road hardware, to the biggest, most powerful machines on the market today. Effects, number of ships, planets etc. are only limited by how powerful your machine is. There are no hard-coded limits.

Officers

Officers takes place during the Second World War and puts you in the role of the US army as they take on the might of the Germans. We took a first look at the PC game with publisher Playlogic at this year's Leipzig Games Convention.

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One of the big selling points for the game is set to be the 25km x 25km maps, which have resulted in rounds that can take hours to complete. There'll be no fog of war in the game, but your map will be restricted in terms of enemy intelligence, meaning that they could be just around the corner and you won't know it. You'll be able to command airborne units, jeeps, tanks, ambulances, and greyhounds, while on the German side you'll see tanks such as the Mach I, II, III, and IV.

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The single-player game will feature seven large campaign levels that start in Normandy and lead you all the way into the heartland of Nazi Germany. The multiplayer portion of the game wasn't being shown in Leipzig, but we're promised online and LAN support for up to eight players. Obviously, the maps will be compressed quite considerably to prevent games from lasting forever, and in this mode you'll also be able to sample some of the German weapons and vehicles in action.

Worldshift

-A huge ominous object hangs over the earth of the 21st century, emitting a strange cosmic plague into space. Without warning, the massive asteroid, known simply as "Shard Zero," crash-lands into the planet, effectively ending human civilization. Thousands of years later, humans have split into two distinct factions. One lives in huge futuristic cities, while the other represents the tribal remnants of civilization's past. In addition, a third faction enters the fray, an alien race for whom Shard Zero could potentially be the savior of its civilization. Such is the backdrop for Black Sea Studios' upcoming sci-fi fantasy real-time-strategy game, WorldShift, which we got a sneak peek of today in a behind-closed-doors meeting with the game's developers.

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The game's producers use the descriptor "sci-fi fantasy RTS" carefully because WorldShift's three distinct races will feature powers and abilities drawn both from futuristic high-tech, as well as magic. During today's demo, we saw two of the available races in the game: the humans and the tribe. Typical human units include brawny-looking soldiers decked out in huge armor and automated rifles. In addition, we also saw a nasty-looking unit known as the ripper, which looked like a hulking robot warrior complete with long, lethal razors for fingers. Tribal units will be adept at magic, and one of the faction's most powerful units is the high priest, which can attack its enemies with powerful bolts of energy.

While there's much work yet to be done on WorldShift, what we saw today has us excited about the future of the game's look and feel. The demo level featured a thick jungle environment, presumably home to the tribe faction. A brief skirmish between a squad of humans and tribe warriors showed off the fast-paced action that will characterize the action in the game.

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In addition to creating a satisfying RTS experience, developers behind the game are striving to ensure that WorldShift is approachable for those new to the series or the RTS genre in general. Part of this approach comes in the form of a simplified heads-up display and easy-to-use controls. When it comes to controlling individual units, you'll typically only need to use the mouse to move them. You'll also be able to choose from a handful of special abilities for units by clicking on a small menu in the lower left-hand corner of the screen. To shadow a boss unit with some underlings, you just choose the group you wish to order, then click on the unit you want them to protect. In addition, unit pathfinding looks to be slick, with large groups of units moving smoothly across one another's paths without any slowdown as individual units try to find their way.

Another nod toward the refined take on the RTS strategy in WorldShift is the ability grid featured in the game. There are no technology trees in the game. Instead, players can acquire powerful items and relics then attach them to various units to gain more impressive abilities. These relics can be collected in some of the cooperative player-versus-environment missions that the developers refer to as "dungeons." Here, you goal will be to take individual boss units (such as the humans' commander or the tribe's high priest) and navigate them through treacherous courses lined with enemies. These co-op missions are far removed from your typical RTS conventions. There are no buildings to construct or resources to gather; instead, they seem to play more like missions from such games as Diablo, where you and your friends work together to defeat the various enemies (as well as some tough boss battles), eventually reaping the rewards in the form of increasingly powerful relics.

Though WorldShift's approach seems to be friendly for RTS beginners, the game looks like it is well on its way to becoming a deep and immersive strategy game.

Edited by brue
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znaci kad sam saznao da je novi TW imperijalisticki, svenuo sam od tuge:(

jednostavno ne podnosim taj period, ne znam bogami kako i da li cu ja to moci da prenebregnem i da igram igru. manje bitno, ali direktna posledica perioda - sigurno nece biti srbije.

brate sto ti ne smuvas miu? realno 5 min da provede sa tobom bila bi ready za guraj-vadi. :)

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Nemoj da si lud taj period istorije je premalo exploatisan ionako i jedva cekam da izadje prava i lepa igra u tom periodu. Onaj Imperial Glory je bio kul, ali DEMO mi se bash nije svideo pa sam odustao i od igranja. Ako se dobro odradi, to bi mogla da bude jedna od najboljih TotalWar igara.

Ovo ostalo je bla, mada ovaj Sins of Empire neshto mi se onako svidja na prvi pogled :).

We must all fear evil men. But there is another kind of evil which we must fear most and that is the indifference of good men !

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Tom Clancy's EndWar

LEIPZIG, Germany--There's a rush of companies looking to deliver real-time strategy gaming on the console. But of all them, Ubisoft and its internal developer Ubisoft Shanghai may very well have them all beat when it comes to innovation. That's because Tom Clancy's EndWar features one of the most amazing voice-command interfaces that we've ever seen, and it's used to help you command 21st-century armies on fully destructible battlefields. We first got to hear about EndWar at Ubisoft's press event last May, but this was the first time that we actually got to see the game played live.

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On first glance, EndWar looks like a typical real-time strategy game. You control sets of units on a 3D battlefield, and they pound the heck out of the enemy. However, the control scheme for EndWar is revolutionary. While creative director Michael de Plater played the game using an Xbox 360 controller, he also used a wide range of voice commands for many tasks. In rapid fire, he barked out such orders as, "Calling all gunships, create group," or "White Team, attack Hostile 1." Switching the camera to a group is as simple as calling out the group and saying "camera" afterward. Calling in reinforcements, which are purchased using points that you gain from killing enemies, is as simple as saying "reinforce" and the type of unit you want. (There is absolutely no base building or resource gathering in this game because the designers want to keep it as believable as possible. Thus, reinforcements and replacements are delivered to the battlefield via air transport.)

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The flexibility of this system became quickly evident: You can quickly and simply give orders to units that aren't even on the screen. That makes command and control of the battle a lot easier than ever. Information on all your units is displayed at the bottom of the screen, so it's easy to keep track of the units and their designations. Even better, units are pretty good about carrying orders out in a smart manner. For example, infantry know how to use cover while maneuvering and fighting, so you'll see squads of men hug walls, as well as the sides of cars, in combat.

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The goal of the battle is to seize strategic points on a map. These are actually radar towers and networking nodes for the missile defense shield that's the cause of the conflict. The premise behind EndWar is that the threat of nuclear war has kept the peace between the major powers for almost 100 years. War erupts after a nuclear missile shield is established because the threat of annihilation is no longer there.

If you seize a strategic point, you can upgrade it in a number of ways that give you special abilities, such as the ability to call in air strikes or artillery. Units themselves can also be upgraded dozens of ways. While there are only seven basic unit classes in the game, there are more than 150 potential upgrades. The example given involves heavy infantry, which have antitank and antiaircraft capabilities. If a unit gains experience and is promoted, you have a choice of upgrades, such as adding combat engineers that can lay mines or special counterengineers that can remove enemy obstacles.

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All of this sounds good, but you'll also be able to participate in an online, persistent campaign with thousands of other EndWar players. Details on the game's ambitious multiplayer plans are still to come though. Still, EndWar looks amazing and seems like a real-time strategy game that actually feels made for consoles rather than a strategy game that feels like it was crammed onto the consoles. Keep in mind that there's a PC version as well, but fans of Tom Clancy games on the console should keep an eye out for yet another game. EndWar should ship sometime next year.

Galactic Assault: Prisoner of Power

Galactic Assault: Prisoner of Power may have a sci-fi setting on an alien world, but this turn-based strategy game from Paradox Interactive and Wargaming.net could very well be about any contemporary industrial conflict that features infantry, tanks, and artillery. Like Wargaming.net's earlier game, Massive Assault, Galactic Assault is essentially a computerized version of a turn-based wargame, right down to the hex-based nature of the map.

The game is based on Prisoner of Power, a Soviet-era science fiction novel by Arkady and Boris Strugastsky. In it, a young man from Earth crash-lands on the planet Saraksh and overthrows an oppressive society. The game is set in the aftermath of those events, as the collapse of the regime paves the way for a belligerent neighbor to invade, and you'll have to command the forces of the land of Unknown Fathers in combat.

If you've ever played any kind of board wargame, then the rules for Galactic Assault will be familiar. Each turn is broken up into several types of phases. There's a combat phase where you can give movement and fire orders to your units. Then there's a recruitment phase where you can construct specialized buildings and order up new units. Once that's done, it's the enemy's turn, and the entire cycle starts all over again. The game actually models the time of day, so after each turn it may become gradually brighter or darker, depending on what side of the diurnal cycle that you're on. This has tactical implications for line of sight.

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At your disposal will be a wide range of infantry, artillery, and armor that you can purchase at barracks and factories. This isn't a real-time strategy game, though, so there's no resource gathering. You purchase units with cash that's awarded between missions. Obviously, the better units cost more, so it's a decision between quantity and quality. For example, you can get plenty of low-level infantry, or you can spend a bit more and get some better-quality infantry. You can also use these structures to replace losses during the recruitment phase.

Since the units are essentially the equivalent of their modern-day military counterparts, many of the tactics are the same. You can position infantry in woods or buildings for cover, or they can dig in if in the open, providing them better cover, but at the cost of a turn to dig in and a turn to dig out should you want to move. The rock-scissors-paper relationship between units is what you'd expect. Infantry are good against other infantry, but weak against armor. Artillery is powerful against infantry, but also vulnerable to armor. Tanks can blast away, but need infantry and artillery support to be truly effective. Morale is modeled and each unit has a color-coded moral indicator. Green is healthy, yellow is danger, and red means that the unit is demoralized and is basically combat ineffective. Thus, you rarely annihilate enemy units. Instead, you just need to punish them enough so they break and run, which is often the case in warfare.

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In terms of production values, the graphics and sound is fairly rudimentary. Even with all the graphical settings maxed out this isn't a flashy game, though the upside is that it should run on most systems fairly well. And judging from our time with it, Galactic Assault is pretty easy to pick up and play. It ships later this month.

Disciples III

One of the many games being shown at this year's E3 is Disciples III, the third game in the turn-based strategy series. Unlike previous games in the series, Disciples III will be a fully 3D game with polygonal graphics to represent its huge monsters and warriors onscreen, though a representative from Akella, the game's developer, assured us that the game won't have particularly demanding system requirements.

Disciples III will feature more than 150 different "characters"--the war heroes, monsters, ghosts, and other beasties that can make up a war party in the game, and like in the previous games, the size of your war party will depend on your leader character's leadership skill. Apparently, some monsters in the game, such as dragons, will be absolutely huge, and will take up to 12 squares on the game's combat map, which has been retouched as a grid-based map divided up into two halves--yours and your opponents'.

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We had a chance to see only the demonic legions of the damned faction in action, and they're as scaly and red-skinned as ever. However, the sequel will apparently ship with only three playable factions out of the box: the legions, the human empire, and the noble elves. Apparently, subsequent expansion packs will add additional races at a rate of one race per expansion--with any luck, we'll see the return of the original Disciples factions of the dwarven mountain clans and the undead horde.

The version of the game we saw was an extremely early one, so there was very little in the way of content to see. We did have a chance to see some parts of the overland map, which is now fully 3D, but is still populated by static monster spawns, various structures your parties can visit (or ransack), and still consists of different terrain types, which can be still converted to your faction's land type by using a rod-placing unit. We also had a chance to see the legions' home town, which was essentially a gigantic floating rock formation suspended above rivers of red molten lava. Both the overland view and the town view seem strikingly reminiscent of Heroes of Might and Magic V, though the towns in Disciples will have the familiar interface options to upgrade various portions of your stronghold to strengthen the specific unit types you choose; for instance, like in the previous games, you can choose to upgrade your melee units' barracks, which lets your basic melee units develop into a stronger character class once they gain experience levels. Upgrade options for melee, archery, magic, and miscellaneous classes at strongholds all appear to be intact.

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Disciples III is currently being developed as a joint venture between Canadian publisher Strategy First, which is providing much of the game design, and Russian developer Akella, which is providing most of the production work. The game is scheduled for release in the second quarter of 2008.

Edited by brue
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meni se svidza novi total war, bash bi mi dobrodoshao taj period sada :)

a za ovaj sins of solar empire sam mislio da ce biti nesto homeworldoliko a ne josh jedna EEEE strategija, ali dacu joj shansu... mislim svemirska strat je svemirska strat :)

a onda malo presechemo sa WW2, nadam se da je ovo vishe taktichka zajebancija nego li nesto na fazon CoH ciji expansion i onako izlazi uskoro

jedino nista ne znam o ovom poslednjem EndWar, u kom je fazonu, sem sto je moderno vreme i urbane su borbe :)

sve u svemu lepa zima nas ocekuje :)

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Hvala bogu, neko da postuje, izludjuje me ovaj limit sa brojem slika po postu :P

Elem, mislio sam da nabacam malo ovde, cisto da se osvezi podforum...skoro je bio zamro :(

Pa Total War moze biti dobar, cak odlican, kao sto rece Sting, nema mnogo strategija da pokriju bas to doba.

Sins, pa ako bude makar slican Homeworldu jeee :P

Officers mi zvuci zanimljivo zbog velicine mape. CoH je dobar, al mi se smucilo vise tabanje strategija po nekim sprcenim mapama.

Worldshift..onaj prvi Warhammer, davno davno sto je izasao, u fantasy svetu, ne sf, imao je slicnu foru, gde su se sa jedinicama skupljali skriveni itemi po mapi. Mozda bude makar zanimljivo ako nista drugo.

End War vidim kao pandan World in Conflictu, ne samo zbog obradjenog perioda, vec vise na konto multyplayera. Valjda nece biti onako "mrsav" sa izborom jedinica kao WiC.

Galactic Assault...nedostaje mi vreme Battle Isle-a tbh :(

A Disciples su Disciples...samo, opet, nadam se da ce mape biti vece ovaj put.

Edited by brue
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Spore

Currently scheduled for release in the Spring of 2008, the life-simulation game from The Sims creator Will Wright is purportedly already far enough along in development that it can be played from start to finish. If you've been keeping up to date with Spore since it was announced in 2005, you'll know that the game is divided up into five distinct levels. In case you're not familiar with them, here's a quick rundown of what you'll be doing in each level:

Level 1: The "Cell" portion of Spore will see you assuming the role of a single-celled organism for around 30 minutes. Your goal will simply be to swim around and eat other organisms and, in doing so, enhance your DNA.

Level 2: The "Creature" phase will see you crawling out of the water onto land for the first time. When you get there you'll need to evolve your creature through either aggressive or social interactions with other creatures, through eating various meats and fruits, and using the game's powerful creature design tools.

Level 3: After getting the population of your new species to a certain size you'll enter the "Tribe" phase of the game, which takes the form of a somewhat simplistic real-time strategy game. As a tribe, your main goal will simply be to grow, which you can achieve through procreation or by recruiting creatures from other tribes by befriending or going to war with them.

Level 4: Once your tribe reaches a certain size--the required population appeared to be 15 in the version of the game we were shown--you'll enter the "Civilization" level. Although your creatures can no longer evolve at this point, you'll have the freedom to design buildings, vehicles, and such using tools similar to those with which you designed your creature. Interactions with other groups of creatures will become more complex at this stage, since you'll gain access to strategies such as diplomacy and cultural conversion.

Level 5: "Space" is the final frontier as far as Spore is concerned, and after winning the evolutionary race on your start planet, it'll be time to take to the stars in search of new ones to colonize or conquer. Along the way you'll encounter other species every bit as advanced as your own, and you'll have the option to trade with them, go to war with them, or simply do your best to ignore them.

Today's presentation focused on levels 2 and 3, so the first thing we got to see was a number of organisms identical to the player's crawling onto the land. The brief, in-engine cutscene that followed showed a pair of the organisms mating and then, when an egg appeared on the ground just a few moments later, we got to see the creature editor in action. The creature editor is a deceptively powerful tool that you'll use to determine the path of your species' evolution.

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The abomination of nature that we saw created from scratch started out with a spine that the player was able to pull into just about any shape imaginable just by grabbing different parts of it with the mouse and pulling them around. The body of flesh surrounding the spine appeared to be every bit as easy to manipulate as the skeleton beneath, turning from skinny into bulbous and back again in seconds. Next, limbs were added. You'll have the freedom to add as many arms and legs to the body you've created as you see fit (within reason), and each of them can be manipulated in the same way as the body. Legs can be inverted, arms can be extended so that they drag along the ground--you really can do just about anything you want to them. Some of your creations might end up looking less than feasible, but Spore's own Mother Nature will animate them convincingly regardless. That's a bold claim, and it's not one that we heard from EA--it's based purely on what we saw for ourselves today.

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What else did we see? The creature created during our presentation had four legs, two of which were inverted. It had two arms, it had spikes on its knees, its eyes were on what we would've assumed was the chest, and its mouth (beak, actually) was positioned high above its torso at the end of a long neck. In short, it looked like nothing we've ever seen before, but as our presentation progressed we got to see the ungodly creation walk, run, dance, sing, fight, and even re-enact a famous scene from 2001: A Space Odyssey by tossing a piece of wood up into the air in slow motion while orchestral music played in the background.

The gameplay in level two will see you assuming the role of a lone creature on a planet inhabited by up to 15 other species--all of which will have been created by other players, even though Spore doesn't feature multiplayer support per se. When encountering new creatures you'll want to interact with them so that you can earn DNA points and unlock new body parts to spend them on. Initially, your only option for befriending other creatures will be to sing to them, but as you evolve you'll learn to dance and make gestures such as waving. Your combat abilities will also be very limited initially and, as you might expect, the moves available to you will be determined in part by factors such as how many limbs you've given your creature. As you add new parts to your creature you'll find that many of them either afford you new abilities or enhance existing ones.

Another very important part of your creature's design, at least from an aesthetic point of view, will be its coloration. We didn't get to see the coloring tools in action for very long, but it's clear that will be large number of different colors, markings and patterns to choose from. Furthermore, you'll be able to layer different visual effects on top of each other to create a unique look, and we noticed later in the game that when tribes appoint an alpha male, said creature invariably becomes bigger than the rest of the group and exhibits much more vibrant coloring.

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One of the most important abilities you'll learn as you walk around the planet on your own is the mating call, which can be used to locate or attract potential partners for procreation. You'll also learn to make friends with other creatures form different species, and if they agree to join your "posse" when you invite them to, they'll follow you around and do their best to help you out the next time you're in combat or attempting to impress another creature. To get a friend into your posse you'll first need to impress three members of its species, and when you get three friends in your posse you'll progress to level three.

As we mentioned earlier, the "Tribe" stage of your evolution will take the form of a somewhat simplistic real-time strategy game. You'll have a base, you'll send creatures out to obtain supplies--by foraging for fruit, hunting, or fishing--and you'll inevitably have to interact with other tribes at some point. During our presentation we watched one tribe try to befriend another by taking them gifts of food. That didn't work out on this occasion, so we then got to see a battle between two tribes, which was resolved when the attacking tribe managed to destroy the defenders' main hut. Any enemies that hadn't already been killed surrendered and joined the attacking tribe at that point, more than making up for the warriors who had fallen in the conflict.

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By growing your tribe and stockpiling food you'll gain access to more advanced weapons, tools, and structures. Primitive clubs will become axes, for example, and one of the first buildings that we saw added to the tribe's camp as they evolved was a healing tent. Another neat feature that we saw in action during the tribe level was the option to create different outfits for your creatures that they'll wear when performing certain actions. Garments such as helmets and loincloths didn't appear to afford the creatures wearing them any attribute bonuses or anything, but when combined with the costume-like warpaint option, they certainly made it easy to tell which creatures were doing what.

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When the tribe was 15-strong (our presenter was cheating to speed up the process quite considerably), level three came to an end. Before leaving the presentation room we were treated to a brief look at level four, "Civilization." You'll get to design buildings and land, sea, and air vehicles using tools very similar to those that are used for creatures. We saw a building that looked like some kind of monument, we saw futuristic-looking buggies, and we even saw a small squadron of military aircraft approaching what was presumably an enemy settlement. It could hardly have been further removed from the lone exploration of an island inhabited by colorful creatures that we'd witnessed earlier, and when the presentation came to an end it was hard not to be impressed by the scope and sheer scale of Will Wright's vision.

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Seca li se neko Sim Eartha od pre par miliona godina? ;)

Ne znam, volim taj fazon. Mogla bi da bude dobra igra, ako nista kao mali intermeco izmedju krsha ww2, SF i fantasy igara.

Jos samo kad bi neko hteo da napravi remake od History Line-a pa da mogu da umrem :P

Edited by brue
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OK ... ovaj spore je izvikan mnogo ali imam osecaj da ce biti tesko govno .

Hteo bi da pitam u vezi Sins of solar empire ... Hoce li ovo biti na foru homeworlda ? Ili da napomenem mnogo manje poznatu blisku igru Hegemonia.

i Worldshift izgleda interesantno .

Edit: Izgleda da ce sins biti na foru civilizacije ... samo u 100% rts fazonu ... thats good .

Edited by StormScion

Is the destiny of mankind controlled by some transcendental entity or law? Is it like the Hand of God hovering above? At least it is true that man has no control, even over his own will

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jedna od novi ps3 igara kojoj uvek zaboravljam ime ima taj sim-earth fazon, al sve je fotorealistichno...dal je small planet ili smimple worlds uglavnom imash chovechuljke kojima oblikujesh okruzhenje...i svi najludji objekti koje napravish se pamte i na kraju pravish svetove od njih...mnogo ubavo...

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Nemoj da si lud taj period istorije je premalo exploatisan ionako i jedva cekam da izadje prava i lepa igra u tom periodu. Onaj Imperial Glory je bio kul, ali DEMO mi se bash nije svideo pa sam odustao i od igranja. Ako se dobro odradi, to bi mogla da bude jedna od najboljih TotalWar igara.

Ovo ostalo je bla, mada ovaj Sins of Empire neshto mi se onako svidja na prvi pogled :).

a jebiga kad ja ne podnosim taj setting, to mi je i najveci smor sto ako bude do jaja igra kao igra mogu odmah da se upucam:( verovatno cu igrati posto sam postovalac serijala, ali od nekog immersiona od strane mene nema sanse. mislim, kad bi ti znao koliko su meni odbojni oni likovi u uniformama i sa musketama i oni topovi sa onim velikim tockovima od bajsa:) ne bi to pricao:) nadam se da ce biti bas bas do jaja, pa cu onda mozda uspeti da se utripujem da igram, tj da prenebregnem odbojnost:)

brate sto ti ne smuvas miu? realno 5 min da provede sa tobom bila bi ready za guraj-vadi. :)

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Escape from Paradise City

Escape from Paradise City is about territory. Taking it and keeping it for profit and power. Each of the three main characters that players will take control of in Paradise City is part of a government "re-education" plan. Think La Femme Nikita. Each of these guys has been told that they can either rot in jail for the rest of their lives or help the government infiltrate and take down a massive organized crime outfit in Paradise City. It'll be each of their jobs to climb the power rankings in the area to eventually confront the head honcho and take him down.

As you would expect, beginning maps will feature much smaller portions of the city filled with small time crooks. Conquering these territories, and eventually the whole map, will grant power in the form of trait points which can be put to use on each character's unique trait tree. All of these traits are passive abilities, but choosing certain of them unlocks active skills as well. The trick is that skills must be purchased at a trainer after they've been unlocked, which means taking over a territory with the right skill trainer in it. Once players have the right traits, they'll also unlock a variety of "powers" which are used like a real-time strategy game's God Powers (think Battle for Middle-earth and the various powers available to each side). These can include anything as mundane as calling in special thugs for back-up to radioing your government sponsors for an air-strike against an enemy target.

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Each city map is divided into several different territories with various bosses, henchmen, and advantages. Some may hold money making shops, others may allow access to different weapons or skills, while others still are simply good for their strategic location. In order to capture the territories found in the game players will have to utilize the various tools and "powers" to defeat henchmen guarding each area and eventually the territory's boss. Once the boss has been sufficiently slapped around, he'll start running around to all of the businesses in the territory, letting them know that their employer has changed, at which point they'll be available for use. The interesting thing about this sequence is that while the boss is running around the neighborhood, he's vulnerable to attack from rival territories. This will play out a little more thoroughly in multiplayer, but the AI will take advantage of this weakness and try to take the territory back so each boss you defeat will be worth protecting on his route.

As you might have guessed, gameplay in Escape from Paradise City is heavily based in combat. While it's possible to zoom down in to control the main characters directly, the style of play is definitely more of a point and click RPG-style tactical strategy experience. Combat was described as being heavily influenced by World of Warcraft, which means players to use plenty of skills during battle. All of the skills have been designed to work well together in combination so players should have a good time mixing and matching the right stuff.

Combat is entered simply by getting in range of a rival gang member and shooting, kicking, punching, and stabbing the crap out of them. Once you've destroyed all the enemies in the area and have taken down the boss, you'll be able to purchase the help of some henchmen to help defend the territory. These guys will hang out waiting to see enemies enter the area or, if you have a scout running around looking for them, will actively seek to punish any guys that accidentally step foot into occupied territory. These guys can also be sent to attack an adjacent territory should the help be needed.

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Minions can be given orders, but most of the big combat moves will come from the three main characters. Nicholas Porter is about ranged combat and will prefer to use rifles and submachine guns and most of his traits and skills will reflect that. Angel Vargas is the tough chick of the group focusing most of her skills on melee abilities. Boris Chekov is a crooked cop that uses influence to get the job done, though he also finds shooting his pistol helps procure the right results.

Each of the main characters will gain experience through conquest and become stronger over time. Along with the trait and skill system mentioned above, leveling up also allows them to gain attribute points like those seen in most RPGs (strength, dexterity, stamina, etc..). Lastly the characters will also be able to equip different types of weapons and carry around some extra items in their personal inventory.

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All of this takes place in a pretty decent looking city bustling with activity. People walk the streets while cars motor from here to there. There's plenty of detail to enjoy in the buildings and environment as well.

Once out, players will fight through 16 chapters in single player and fight on 8 player team-based multiplayer maps for control of the city. Escape from Paradise City is scheduled for a Fall release and is nearing completion.

Fantasy Wars

The title says it all. The game is set in a fantasy universe rife with war. The Orc chieftain named Ugraum is prodded by his shamans into attaining a huge horde and taking on the humans in a war of supremacy. The orcs and humans will, as you might expect, bring the elves and the dwarves into the fight as well for the four way gangbang of war we're so used to seeing in movies and video games. The tactical maps serve as missions through the long story which holds a much more sinister base than any of the factions believe. Three campaigns will tell the story and provide you with plenty of hours of entertainment.

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Fantasy Wars is played in a hex format that strategy gamers will be pretty familiar with. This version of a hex war simply looks much better than those that are usually released onto the market. Using the 3D engine, units can gain advantage by using the terrain wisely when planning attacks. Not only will you see several unit types for each faction, but terrain filled with towns, castles, forests, and more. Certain hexes will hold distinct defensive advantages and players will have to consider their tactics carefully before throwing forces into the thick of it.

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All of the units will also be able to gain experience and receive upgrades that help them to get more powerful over time, giving a big reason for players not to throw their troops into messy conflicts without reason.

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One of the cool things about the units in Fantasy Wars is how they're displayed on the map. When zoomed out, the unit will be displayed by a large version of that army type as is the case with most turn-based strategy games. When zooming into the map a little farther, the unit representation will become more literal as you'll see the actual number of orcs in your orc archer unit. While the number of units will be represented as health when zoomed out, it tends to be an easier visual clue when up close to the battle. On top of easy planning, zooming will allow you to check out the actual battles between the units, whatever they may be. In the short bit we played, we had the chance to see our hero unit Ugraum kick the crap out of a whole group of goblin warriors by first charging and running some over and then hunting down the rest for a good slashing.

Empire Earth III

The latest in the Empire Earth saga is looking to bring some new features to their normal stable of cross epoch battles including a meta game, a simplified list of factions, a more cartoony style, and more complex diplomacy system. There's a lot of good ideas here, but as we found out at a recent event when we had a chance to play the game, there's still a lot of work to be done, especially in the interface.

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We had the chance to sit down with the game at the show and check out some of the new features for ourselves, starting with the meta game. As is the style nowadays, Empire Earth III is moving away from an exclusively real-time setup in the single player campaign in order to let you seek to take over and rule the world. You'll take control of one of the game's three factions (Western, Middle-east, or Far East) and look to move around the map while picking up new lands and resources along the way.

Each of the territories on the map has stats associated with them in several key territories such as military, research, and economics. Capturing the territory will give you access to these various resources. Each of these territories can also be changed to focus in one of these areas. Switching a territory to research will gain epochs faster while switching to economics will provide more resources to play with.

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While you're sitting around fiddling with your territories trying to get the perfect balance of focuses, the enemy will also be trying to take over the world on their turns. While it may pay to hang out for a couple of turns to gain money and technology before acting, sitting around for too long could be the death of you. Entering new territories and claiming them as your own is a necessary evil. The way a territory is taken is up to you, however.

Once a territory is invaded, players will have a chance to plop down any buildings included for the assault force and get to conquering the neighborhood. Oftentimes this will come down to force of arms, but there are plenty of other opportunities to gain favor with the natives in order to get them on your side. For instance, a tribe might ask you to save a princess from a rival tribe. If you can do this in the time allotted, you'll gain favor and eventually will be able to ally with that friendly tribe.

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In our case, the natives provided too big a problem to negotiate with so we got our barracks humming pretty quickly to fend off the incursions sent by the natives inhabiting the area. After setting up our original city center, we put down unit production buildings and found our first resource node. Once we had a fortress up to provide a larger unit cap, we began sending constructing buildings in neighboring provinces to step up the resource game. Before long, we had a large enough economy that we were able to stomp across the battlefield and take down the enemy.

The main problem that we found with the way the game plays at the moment is the interface, which as far as we can see, needs a lot of help considering how much we'll need to keep track of. Considering we couldn't even find some of the simplest things, and we play a lot of real-time strategy games, we're hoping there's a major interface overhaul by the time the game ships. Certainly there's plenty of time to make that happen, but one of the most important things possible for strategy is conveying all of the various information important to being successful.

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Honestly, it's hard to sit down for a short period and really feel an understanding for a game as wide and deep as Empire Earth III. We'll need a few hours to really formulate an understanding of the game mechanics and how to go about conquering the world. As it is, we saw a mere slice of the pie in the ancient world and none of the future technology that is possible and really helps differentiate the three factions even more. With the game not due until November at the earliest, we're expecting to have that opportunity.

Edited by brue
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@ Kole

Nadam se da ne mislis na Little Big Planet? :)

@ Doolio

Da :) Fantasy Wars between Elves and Orc bi bilo jos "mocnije" ;)

Mada, ovaj feature da mozes da zumiras i vidis borbu vise jedinica... posle 5 minuta igranja, ko ce to da zumira? No, videcemo, trebalo bi da je izasla..juce :P

@G

nemoj molim te da mu dajes povoda da i ovaj topic preplavi sa postovima tipa jedna prosto prosirena recenica o Oblivionu ili asocijacijama na to. Ima topic o toj ... igri... pa tamo moze da se izivljava.

@voodoo

Nebitno je da li je neka igra za neku od konzola ili pc. Bitno je da li je dobra ili ne i za koju populaciju je rade. Normalno, posto su konzole vise orijentisane ka deci, da ce i vecina igrara biti vise u tom maniru. Ne znam za debile stvarno.

Lep primer za to , kad se uporede PC i konzole, i za koga je namenjeno - Civilization: Revolution.

Escape moze biti gotivan. Samo da je ne uproste previse. kad bi mogli da postignu atmosferu iz Syndicate-a bilo bi odlicno :)

Edited by brue
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Sve je to ok, samo što PS3 i 360 nisu orijentisani ka deci, već ciljnu publiku predstavljaju stariji tinejdžeri i ljudi od 20. do 35. godine. Wii je orijentisan ka deci i kežual igračima.*

Video sam dosta trejlera i gameplay videa za nove igre za te dve konzole, i prema ozbiljnosti pristupa razvoju i količini sadržaja, to ni u ludilu ne mogu biti dečije igre. E sad, što su ovde ljudi skloni da automatski ubace igru u dečiju klasu čim nema profenitija i nije izometrijski rpg ili potezna combat strategija, to je druga stvar.

Hoću reći, igre na PS3 i 360 su igre u svom izvornom smislu i značenju, i namenjene su ljudima iza kojih je pet do petnaest godina igračkog staža i treba im nekakvo osveženje, bilo kakvo. Igre na PC-ju su postale debelo govno i faktor zabave im je drastično opao. Pogledaj sve ove strategije što dolaze. Pola njih su direktni klonovi skrnavog Ground Controla koje ne bih igrao pa ništa drugo da nema. Nekada davno u vreme Starcrafta, Age of Empiresa i Dark Reigna znalo se šta se traži od jednog RTS-a i šta mora da bude, ovo danas veze nema. Da ne pričam o klonovima Kozaka gde se sve svodi na izgradnju pravougaonih grupacija koje izigravaju topovsko meso, što je još gore od rush sistema na koga svi kukaju da ne može biti u jednoj ozbiljnoj strategiji. Ko je ovde uživao igrajući Warhammer: Mark of Chaos? Igra ima sve što se tiče eye candyja i Warhammer lorea, ali je dosadna u pičku materinu.

*edit:

Da potkrepim argumentima: na ovogodišnjem WCG-u nešto nisam viđao decu da se guraju ispred next-gen konzola, već su uzurpirali sve kompjutere sa ćanterom i warcraftom. Ispred konzola su se gurali matorani od 20+ godina.

Dalje, znam jedno četvoricu koja poseduju jednu od ng konzola a stariji su od mene, a ne znam nijednog klinca koji ih gotivi, već isključivo fura PC i tera priču kao Kuzma u najboljim danima (a klinci teraju mobilne od više stotina evra i nije im problem iskamčiti bilo šta od roditelja).

Prema tome, manite se priče o onome što ne znate. Igre za aktuelne konzole se ne prave ni za decu ni za matorce (njih pokriva Wii) već za ciljnu grupu koju sam spomenuo, a ako je igra dobra, nebitno je da li je izašla za PC ili veš mašinu (a to da li je dobra znaš kad sedneš i probaš, a ne kad daš ofrlju procenu praćenu predrasudama na osnovu dva loša screenshota). Mašina je samo alatka kojom pokrećeš igru i tako celoj stvari treba i pristupati. A ne worshipovati mašinu i pričati da je sve živo što izađe za nju bolje od svega što je izašlo za neku drugu.

Edited by voodoo_
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A naši tinejdžeri su sve same intelektualne i emocionalne gromade.

I šta nas zabole za američke tinejdžere, pričam o evropskom tržištu i naposletku, o našem tržištu. Ljudi koje znam da poseduju neku od ovih konzola zarađuju i žive normalno, nisu u pitanju debeli debili koji sede ceo dan i ne ispuštaju džojped iz ruke.

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yay Brue!

jeste Little Big Planet!

svaki put kad uhvatim footage te igre u game one mnogo mi se svidi kako izgleda...baaash bash ubavo...

also, ima neke istine u delovima ovog sto vudu pricha ali sa drugim stvrima se ne mogu pomiriti tako da ga ostavljam G!-u za prepucavanje...no...to raite na nekom drugom topicu, ovde je civilizovana pricha...a i pomenuo si dark reign <3

i da, ja sam igrao mark of chaos!!!111dvajestri!

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a jebiga kad ja ne podnosim taj setting, to mi je i najveci smor sto ako bude do jaja igra kao igra mogu odmah da se upucam:( verovatno cu igrati posto sam postovalac serijala, ali od nekog immersiona od strane mene nema sanse. mislim, kad bi ti znao koliko su meni odbojni oni likovi u uniformama i sa musketama i oni topovi sa onim velikim tockovima od bajsa:) ne bi to pricao:) nadam se da ce biti bas bas do jaja, pa cu onda mozda uspeti da se utripujem da igram, tj da prenebregnem odbojnost:)

Brzo na citanje istorije :D! Taj period nikako ne moze da bude nezanimljiv kad se malo upoznash sa deshavanjima i politikom u to vreme itd. To je bilo neshto neverovatno :). Ogromne imperije, diplomatija i prevare, ludilo jedno. Oni ludaci koji idu pravo na topove i pucaju u redovima i ginu. Zamisli samo jedinicu ludih shkota kako jurishaju na josh ludje ruse posle pucanja iz muskete itd :D. Da ne pricamo Napoleon i sva sranja koja je napravio.

Miris baruta i krvi, jurishi konjice kao nikada pre, hladno oruzije josh korisno, neverovatne licnosti i liderske figure. Ne moze da bude loshe! [:D]

p.s.

U jebote kad sam procitao shta sam napisao tek sam onda shvatio koliko sam nalozen!! [:)]

We must all fear evil men. But there is another kind of evil which we must fear most and that is the indifference of good men !

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omg nisi me shvatio:)

meni je istorija hobi i prilicno sam upoznat sa svim istorijskim periodima, pa i sa ovim. zanimljivo mi je pomalo da citam o tome i da znam ko je koga jebo kada i tako te stvari, zato sto volim istoriju pa je greota da preskacem:) ali bre, pa ja bih se zesce smorio da me recimo teraju da gledam film o napoleonovim osvajanjima, pa makar fajtovi bili cgi nad cgijevima i najnaprz na svetu, a sad zamisli me pred igrom tek, u kojoj jos treba nesto i da radim, a ne samo da se primoram na pasivno gledanje. jako tesko cu ja to igrati...

heed the following words carefully:)

DAKLE - period nikako nije nezanimljiv, jako je turbulentan, mozda cak i najpretrpaniji i najistripovaniji period u istoriji jer je spojeno i moderno i tradicionalno, ideologija i vera, razni izumi, amerika, velike imperije, revolucije, kurci, palci. ne vidim kakve to ima veze sa tim sto ja imam odbojnost sa samim okruzenjem?:)

izasao si van konteksta. dakle - ako mene smori kad vidim lika u trorogom sesiru sa musketom van svakog opisa koji covek svojim siromasnim sistemom komunikacije i deskripcije moze da postigne, jebes ti sve ovo sto sam nabrojao.

sto se tice jurisa konjice, meni je omgwtf jedino onaj klasicni srednjevekovni parni valjak juris primamljiv:)

znaci, da ti ponovim, okruzenje, ako hoces SMINKA:) mi je toliko odbojna da sam engine, immersion, kvaliteti i ostali tripovi moraju da budu vanvanvanvanzemaljski gotivni da bi se ja primio na igru koja se odigrava u to vreme, a ni tad ne bih mogao da se primim nego bih mogao da igram i da mi bude, ajde da kazem, interesantno.

e sad, ako pokusam da se lozim nekim zen autosugestijama, mozda dodjem do stepena kad cu moci da igram igru bez kofe za povracku pored stola, tako da bolje da pocnem sa terapijom, pa da ipak mogu da igram kad izadje:)

da, podsetio si me na ruse, pa mi je sa -789123 igra dosla na -789120, napred ludi rusi:)))

i da, nemas pojma koliko ti zavidim sto si primljen na taj period i sto ces dobiti proizvod koji ce ti biti krajnje gotivan:)

brate sto ti ne smuvas miu? realno 5 min da provede sa tobom bila bi ready za guraj-vadi. :)

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@ Voodoo

Prvo da ti se zahvalim na najzad normalnom postu :)

Vidis, ja ne gledam intelektualni razvoj klinca ovde i klinca u Americi. Mnogo mi je intresantnije porediti tipicnog Srbina i tipicnog Amera u ostvarivanju svojih radnih obaveza.

Sto se tice klinaca, ovde govorim o nekoj vecini, nezavisno od grada iz koga je: klinci kod nas su ograniceni, vecina koju to uopste zanima, na kompove zbog igraonica ali i zbog fazona tipa da ce mu roditelji radije i cesce kupiti komp nego konzolu "da nauci nesto".

Sto se tice "odraslih", cini mi se da prosican Amer ima manje vremena u stvarnosti ili pak "u glavi" od proseka u Srbiji.

Tako da, sobzirom i na "velicinu" trzista u Srbiji za igre, ono ne utice ni malo na svetsko trziste pa samim tim na razvoj igara, dakle, ni obican igrac u Srbiji (koji je razlicit od proseka na Zapadu) ne utice ni malo na pomenuto.

Dalje, nisi uopste lepo procitao sta sam napisao u prethodnom postu. Rekao sam da nije bitno za sta je igra (konzolu, pc il sta vec) i rekao sam "vecina igara", dakle ne sve. :)

I na kraju, sve ovo je skoro pa offtopic, ako bas hoces neku vecu diskusiju, startuj negde topic tipa konzole vs pc ili tako nesto. Ne moraju bas svi topici da budu optereceni sa tom tematikom, da ne pominjem Oblivion vs others. A ovaj put, ti si to naceo. Verovatno te zanima timatika i bice mi drago da ti priustim neku diskusiju na tu temu :)

back on topic:

@ Doolio

Pa zavisi. Ako budu uradili klasiku kao ostali delovi iz TW serijala, moze biti dosadno i meni :)

Vise bih voleo da vise iskomplikuju, i da npr umesto nacija "vodis" kompanije, i sve pratece sto ide uz njih: veze sa kraljevskim kucama, spijunaza, spletkarenja, dealovi sa piratima itd itd. Pa makar stavili dva rezima igre: retard and geek (mislim na zakomplikovanost i ponudu opcija itd itd) :)

@Sting

:) Neko se prima na onu seriju Sharp ili kako vec, za vreme Napoleonovih ratova? ;)

@Kole

pa zar to nije nesto bas ciljano za klince? Mislim, ok je grafika sto se tice tehnoloskog razvoja, samo...

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Edited by brue
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