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The graphics in SubCulture are simply amazing. With support for almost every 3d graphics card out there, the underwater world is amazingly detailed and varied, using what seems to be an improved (and faster) Magic Carpet engine. Detailed buildings appear in the colonies, but when you move away, there are many types of landscapes, like cliffs, and vast underwater caverns. The fish are amazing as well. There are many different species of both fish and plant growth represented, swimming around in schools. It's pretty cool to point your sub towards a group of fish and watch them scatter as you draw nearer.
There are many weapons and add-ons you can buy for your ship, using the money earned from performing missions, as well as salvaging items found on the ocean floor. Items such as human pennies and nickels can be carried via a tow-wire back to cities and sold. Other touches add to the overall feel of the game: The world goes through a steady day and night cycle. At night, the fish will become more aggressive, and it will be almost impossible to see at the lower depths (fortunately, you can shoot flares to light up the environment). The game also features dynamic lighting, and transparency, with some features (like lense flare) only appearing in the accelerated version of the game. In conclusion, while I only played the demo of this game (available at the UbiSoft website), it seems to me that SubCulture is a thoroughly enjoyable game, and a innovative mix of adventure, action, and strategy game genres. Go To Page: 1
The copyright of the article Review: SubCulture - Part 2 in Computer Gaming is owned by . Permission to republish Review: SubCulture - Part 2 in print or online must be granted by the author in writing.
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