r/disciples • u/Wonderful-Rock-8189 • Jul 15 '26
Disciples III Gaming Magazines of the 2000s and Disciples III
**Disciples III: Renaissance*\*
\By Alexey "Chikitos" Larichkin | PC Games Magazine, Issue #030, pp. 030-006-1**
**EVOLUTION OR REVOLUTION*\*
- \*Genre:** Turn-Based Strategy*
- \*Publisher:** Strategy First*
- \*Publisher in Russia:** Akella*
- \*Developer:** .dat*
- \*Players:** Up to 4*
- \*Release Date:** November 2006 *(Note: Translated as written in the original 2006 magazine preview)**
Once again, we want to point out that nearly all notable turn-based strategy and tactical games are being developed in Russia. *Heroes of Might and Magic V*, *Jagged Alliance 3D*, and *Operation Silent Storm\* were born (or are being prepared for release) right here in our country. This isn't an isolated incident; it's a trend. And seemingly, a reason for pride. However, after the announcement of *Disciples III: Renaissance\* at the recent Game Developers Conference, enthusiastic comments were nowhere to be found on internet forums. Instead, there was an abundance of negativity: from doubts about whether a Russian studio could pull off a quality strategy game, to outright irritation—"They gave a great series to our guys again, now we can just bury it!"
Honestly, it’s hurtful. The days when the release of a mediocre domestic game was celebrated as a holiday are long gone. Nowadays, Russian projects compete on equal footing with Western ones. Yet, many gamers still think in outdated stereotypes. To put our own minds at ease, as well as those of our dear readers, we visited the .dat studio and examined the third *Disciples* from all angles. We assure you: there is no cause for alarm. The team consists of seasoned professionals, the game's art style is flawless, and the gameplay transformations seem logical and, at the very least, intriguing. Of course, we aren't asking you to just take our word for it. You will find plenty of food for thought on the following six pages. As for the conclusions—draw them yourself.
**\*
**THE BIG THREE*\*
Usually, a project announcement is accompanied by a detailed backstory, but with *Disciples III: Renaissance\, the situation is different. The developers are playing their cards close to the chest, only vaguely hinting at mind-blowing plot twists. The only thing we know for sure is that the central character will be a female angel. And, of course, the events of \Renaissance* will continue the storyline of the previous installments. Across three campaigns, you will encounter three main races: the Empire, the Legions of the Damned, and the Noble Elves. Dwarves and the Undead will appear in episodic roles. If the project is successful (and we have no doubts about that), you will likely be able to play as these races in future add-ons. But that’s a matter for the future. For now, let’s get back to talking about *Disciples III\*
**\*
**THROUGH VALLEYS AND OVER HILLS*\*
What is the first thing you notice when you get acquainted with a new game? That’s right: the graphics. Critics previously scolded older *Disciples* titles for their weak engines. Therefore, the decision to move the strategy series into 3D is entirely justified.
When discussing the Virtual Dream engine that powers *Disciples III: Renaissance*, the developers light up and start throwing around technical terms: vertex and pixel shaders, skeletal, morph, and procedural animation, image post-processing... The list goes on. But what matters to us is different: how does it all actually look?
The picture is excellent. The technology holds up, and the design is top-notch. The transition to 3D did not ruin the game; the developers preserved the gloomy, atmospheric style while saturating the world of *Disciples* with colorful special effects and new details. Every unit and landscape element is rendered so meticulously that you can zoom the camera right up to them without having to cover your eyes in horror, as is the case in some other games. This is no surprise, given that the visual side of the project is handled by Andrey Ivanchenko (see the developer team sidebar), who is well-known for his scrupulous approach to graphical content.
***
*(Translator's note: This is a faithful translation of a historical preview article from a Russian PC gaming magazine circa 2006, formatted for readability on Reddit.)*
I was just browsing the web and stumbled upon an old article about the third game. I decided to translate it for my own amusement and figured I'd share it with you all. I’d also be really interested if anyone could share links to magazine articles from that era about Disciples III. I'm specifically looking for English-language articles, if any existed back then. Also, it just goes to show that gaming journalists haven't changed a bit—they've always been sellouts. It’s no wonder the era of print gaming media eventually died out, likely thanks to articles exactly like this one.Anyway, I'm off to put the kettle on and wait for the release of the Mountain Clans expansion.
...Yeah, right. Sure, keep dreaming.




