Interview By: John Bergerud
Published On: Thursday, October 12, 2000
Introduction:
GA-Strategy interviews Game Designer Chris Taylor,
to find out more details about 14 Degrees East's
upcoming squad-based tactical combat game, Fallout Tactics.
Could you briefly describe to our readers what exactly is
Fallout Tactics?
A squad-based tactical combat game set in the Fallout universe. This means
you get to put together a squad of characters and go on missions against
other squads, mutants and enemies. It's both a single-player and a
multiplayer game. It's not an RPG like the other Fallout games, but it has
a lot of RPG qualities.
Who is this game being developed for?
People who like Fallout, Jagged Alliance and X-com games and/or two-headed
cows. We're not sure about that last part.
How different will Fallout Tactics be from the previous
incarnation?
Pretty different and strikingly similar. You now have full control over
everyone in your party, plus you can control vehicles in actual combat in
addition to some other combat improvements. The difference is that it is
mission-based instead of being completely open-ended and the dialogue system
is streamlined.
How much of the original game is incorporated in this latest version?
The SPECIAL system is there, giving you complete control over your
characters. Your character actually matters in gameplay. The sense of
humor and the style and the look of Fallout are still there.
I understand that two different development teams are
developing this title? How does that work?
The developer is Micro-Forté, the division is 14° East and the publisher is
Interplay Entertainment Corp. The utensil is a spoon.
Micro-Forté is doing the actual programming and art, and the majority of the
design. 14° is doing the audio and works with MF on the design. Interplay
is making the box and putting it into the hands of our fans!
Tell us more about the latest engine on which Fallout
Tactics is based.
What are its capabilities and how has it allowed you to
expand the game
beyond the scope of the original title?
For starters, it's a completely new engine. It supports higher resolutions
and higher bit depth, making the screen look that much cooler. It also
supports multiplayer, as previously mentioned. We've added a semi-real-time
mode, called Continuous Turn-Based (CTB), in addition to the Fallout
turn-based system, in order to make multiplayer play a little faster. There
are elevations, so you can climb buildings and drop grenades down on people,
or shoot over their cover. You can crouch and go prone. The interface is
getting some revamping as well.
What is the design philosophy behind this game?
Guns, big guns and small guns. To combine some of the best strategy gaming
with the Fallout world and provide an experience that would be difficult to
do with a pure RPG.
What is the objective of the game? What are players trying to
accomplish?
Guns, big guns and small guns. The player is a member of the Brotherhood of
Steel, a techno-religious organization that is taking some responsibility
for the actions of the player character from Fallout 1. The BoS (as
compared to that singer from Jersey) has sent some people to track a large
super mutant army that has gone from California to the radioactive hell
known as Back East.
Who are your enemy this time around?
That would be spoiling the adventure, now wouldn't it?
How many scenarios and missions will Fallout Tactics offer? How will
progress be made through Fallout Tactics?
We are planning on over 30 missions, some of which are required to advance
the storyline and some of which are optional. The player moves through the
game in a series of chapters, wherein he has some control over the mission
selection within each chapter.
What do you consider to be the main factors of Fallout
Tactics that will
make it stand above other strategy titles? Where do you see
the genre moving in
the coming years in terms of innovation?
Certainly the character generation system and the affects that characters
have on gameplay is a huge deal for us. The story and setting of Fallout
are also unique. We have a nice mix of RPG-goodness, which is always nifty.
I think that most of the innovation of this genre will revolve around
accessibility and expansion. The games will get a little easier to pick up
and they will be more easily modified by players.
For gamers who have already played the previous version, what do you
think will attract them back to this latest version?
Guns, big guns and small guns. Honestly, I think they will be attracted to
the setting. Fallout fans are rabid (and that's a good thing). We are
treating this game very seriously, especially the Fallout humor.
How long has this game been in development? How's it coming along?
Since late last year (1999, in case you are reading this in 2001). We are
scheduled for a Q1, 2001 release. It's already very fun to play.
Besides Fallout Tactics what other project are you guys
currently working on?
14° East is working on several nifty titles. Other than that, I can't tell you...
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