News
GZInterview
10/8/02
Go beneath the surface
of Sub Rebellion
By Michael Lafferty
The year is 2145 AD An enormous movement
of the Earth’s crust has caused massive devastation to the surface world,
submerging most of the surface world.
Mankind has adapted and moved to the oceans where cities are flourishing. TWA, a weapon-manufacturing corporation, has created an entity known as the Meluguis Empire. This empire has organized numerous high-tech submarine fleets, raided resources and food from the remaining land in an effort to control the world.
There are those who stand against this empire. They are known as the Allied Forces. Both sides were very close in fighting power, but the mineral resources of the Empire have driven the Allied Forces into a defensive posture. But a loner scientist, Rumford Devon, has come up with a new combat theory, and from that has sprung a new submarine the Chronos.
The final battle against the Empire has begun.
Metro3D and Irem Software are the team behind Sub Rebellion, an action-packed combat game for the PlayStation2 console system.
Kita, Hiroya Kita, manager of research and development and the producer of Sub Rebellion for IREM Software Engineering, Inc., talked with GameZone about this upcoming title.
Question: How do the submarines of Sub Rebellion differ from the subs of today? Do they have a rechargeable power source? Do they need to surface to replenish air?
IREM: "We tried to design it as cool as we could, so the submarine design is based on realistic, existing submarines. You do NOT have to replenish air, but some stages you have to finish the stage within a limited time.
Q: If the latter is part of the game, is there the likelihood that some battles may occur on the surface, or is this totally an underwater combat game?
IREM: "In some parts of the game you will battle above the sea, but you do NOT go on to the land. You are using the submarine after all!"
Q: Is this game linear or non-linear in nature?
IREM: "Linear, because you have to finish each stage before you can go farther."
Q: Do players control characters or machines? How important is the in-game human element to the story?
IREM: "Players control machines, but since you need to communicate with the headquarters or you need to fight with the rival, you will have some human contact throughout the game."
Q: How intricate is the control system of the sub? Will players be doubly challenged in controlling the sub and fighting?
IREM: "At the beginning, you need to get used to how to control the sub, so you have a tutorial. After that you will be able to control as you like and the battle will start."
Q: What kind of graphics engine does this game use, and what did it allow you to do in-game? Lighting effects for underwater sequences had to be very hard to render. How did you accomplish this?
IREM: "This is an original in-house engine, so it is easy for us to develop with. We worked very hard on it, so I must admit it is a secret!"
Q: How does this game differ from other sub-, or naval-combat games?
IREM: "This is, I believe, the first free-flowing 3D combat game in an underwater world."
Q: What do you feel are the main elements of this game that will impress players the most? What impresses you the most about the game?
IREM: "The feeling of being underwater. This creates a very special and unique experience. Also the X-sonar, which allows you to find invisible elements below the surface of the sea, et cetera. You will like detecting things, so enjoy! X-sonar is really cool looking. Oh, and don't forget to search for the ancient treasures. You will find something astonishing!!! This is a really cool exploration-type submarine battle game."
Q: From what I understand, this game has been developed for the PS2. Are there any plans to port it to another platform?
IREM: "We are not sure yet."

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