Tags: Brian Mitsoda; DoubleBear Productions
Brian continues his Monday Design Updates and this time he talks about from <a href="http://www.irontowerstudio.com/forum/index.php/topic,1456.0.html">whence he draws his inspirations.</a>
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<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">X-Com combat made the end of a turn into as sweaty, heart-in-the-pit-of-the-stomach press of a button. You could have several good turns where aliens were spotted and put down before they could get a shot, and then one turn where the operation was completely FUBAR – a grenade thrown into the middle of a squad, a Chryssalid running into a room and killing your commander, or an unseen sniper getting several good shots in on your best guys – it was as much a game of suspense as it was of tactics. Enemies had to be spotted – not triggered, mind you – but actually seen by one of your party members in order to know its position, which meant that it was entirely possible for an enemy to sneak up on you if you weren’t carefully positioning guys to watch your back. Every time you were about to open a door, you didn’t know if the room was going to be empty or if six Snakemen were going to be standing there with rifles aimed at your chest. The game provided scares and tension that carefully-plotted designs just can’t reproduce.
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If this Zombie RPG is going to have X-COM style combat I won't complain.
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Spotted at: <A HREF="http://www.irontowerstudio.com">ITS</A>
Brian continues his Monday Design Updates and this time he talks about from <a href="http://www.irontowerstudio.com/forum/index.php/topic,1456.0.html">whence he draws his inspirations.</a>
<br>
<br>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">X-Com combat made the end of a turn into as sweaty, heart-in-the-pit-of-the-stomach press of a button. You could have several good turns where aliens were spotted and put down before they could get a shot, and then one turn where the operation was completely FUBAR – a grenade thrown into the middle of a squad, a Chryssalid running into a room and killing your commander, or an unseen sniper getting several good shots in on your best guys – it was as much a game of suspense as it was of tactics. Enemies had to be spotted – not triggered, mind you – but actually seen by one of your party members in order to know its position, which meant that it was entirely possible for an enemy to sneak up on you if you weren’t carefully positioning guys to watch your back. Every time you were about to open a door, you didn’t know if the room was going to be empty or if six Snakemen were going to be standing there with rifles aimed at your chest. The game provided scares and tension that carefully-plotted designs just can’t reproduce.
<br>
</p>
<br>
<br>
If this Zombie RPG is going to have X-COM style combat I won't complain.
<br>
<br>
Spotted at: <A HREF="http://www.irontowerstudio.com">ITS</A>