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RPGWatch Forums » Comments » News Comments » Jagged Alliance: Flashback - Update #10, Joining Kicking it Forward

Default Jagged Alliance: Flashback - Update #10, Joining Kicking it Forward

May 6th, 2013, 02:00
Full Control released another update for Jagged Alliance: Flashback. Nothing new in the update mostly informaton on Kicking it Forward.

Kicking it Forward

The “Friday Special” statue went really fast yesterday! Congratulations to Nicholas for having his beautifully bearded face and body forever and ever immortalized in the game.

Yesterdays update stirred a lot of discussions - great! A quick followup on that is, that we are still operating on concept art and pre-production. Nothing is set in stone and we are listening.

We believe in a strong story coupled with hardcore turn-based combat being the right mix. So that is our vision for this project if that is unclear in any ways.
And - this is important to say - we are making an entertainment product and not a simulator. We are with Flashback concentrating on the story part, the role playing of mercenaries having personalities and the game being fun to play. We are not! going down the ultra-realistic path and trying to make a tactical combat simulator. Flashback is not the Arma of turn-based RPG action.

So if we in the story have a plausible reason to have experimental and ultra limited uranium depleted ammunition as part of the story - then its going to be in there. It is not science fiction - but still fiction.

The inventory and the overall user interface has to be a joy to play as well. While we believe in inventory management being part of the game (who can carry 10 MG’s including ammo?), there is still value in having things like weight that you carry around being an influence on your movement speed, stealth and how fast you become fatigued. But it simply has to be fun to use as well, so for example being able to pick up items on the screen directly without having to move over to them - totally makes sense to do.

This might rub the wrong way for some and be the right direction for others. We simply wanted to make this clear up front, and with the modding possibilities there are other people than us that can work the game into that direction - or stick with some of the JA2 mods.

Kick! Kick! Kick!

We also believe in Kickstarter being a great alternative for working with the fan gamers and to finance otherwise forgotten games and genres.

That is why we are happy to announce us joining the Kicking it Forward initiative set up by Brian Fargo and inXile.

This means that we pledge 5% of the revenue of Jagged Alliance: Flashback sales back into future Kickstarter projects. We have chosen to primarily use the money to pledge towards turn-based tactical/strategic digital games.
More information.
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May 6th, 2013, 02:00
We are not! going down the ultra-realistic path and trying to make a tactical combat simulator.

Huh?

Flashback is not the Arma of turn-based RPG action.

OK, I can't just say "Huh" on this one, because I feel it's necessary to point out that the Jagged Alliance games this Flashback is based on were Squad Combat games, which is considered a sub-genre of Strategy Games. In other words, tactical combat simulator is core gameplay. They tacked the RPGish elements on as free extras. No tactical squad combat and it isn't Jagged Alliance.

But it simply has to be fun to use as well, so for example being able to pick up items on the screen directly without having to move over to them - totally makes sense to do.

Huh?
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May 6th, 2013, 16:03
But it simply has to be fun to use as well, so for example being able to pick up items on the screen directly without having to move over to them - totally makes sense to do.

Huh?[/QUOTE]

well as long as you can only do so AFTER the map has been cleared of enemies. Didn't JA2 let you do this as well?
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