While it's set in the same universe as both Fallout and Fallout 2, Fallout Tactics takes place between the events of the first and second RPGs. There's an individual turn-based mode, where each character performs an action based on their reaction time, as well as a squad-based turn mode, where you can give everyone an order and they all go at the same time. You can also drop right into a pure turn-based mode if you wish. This gives the playability and action of real time, but it makes it so your character's abilities and reactions still matter in combat like in a turn-based system. The continuous turn-based system is a psuedo real-time mode where everyone uses action points that deplete with each action and regenerate over time. Because Tactics has expanded to support multiplay, the design team thought that the turn-based mode wouldn't flow very smoothly if you were playing against other people online, so what they developed is a continuous turn-based system. When you were walking around the landscape the game was in real time, but once you entered into battle, the game dropped into a turn-based combat system. The RPG games were a mix of real time and turn-based. "A squad-based tactical game seemed like a natural progression for the Fallout universe." Being big fans of both the Fallout universe and games like X-COM: UFO Defense and Jagged Alliance, that certainly sounds good to us. So why the move away from the RPG model and into the tactical arena? "Fallout 1 and 2 have both done very well critically and sales wise, so we wanted to move in a direction where we were expanding the universe without doing the exact same type of game," explains senior game designer Chris Taylor. As you may have guessed from the title, Fallout Tactics is a squad-based tactical combat game set in the Fallout universe. What has traditionally been an RPG is now mutating into something completely new.
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