The fine folks over at the 'Codex have a new interview about Metalheart, the new sci-fi cRPG from Akella:<blockquote>3.) Previously, Akella has mainly made real time CRPGs. Can you tell us why you've decided to make a turn based game? What about turn based combat should people look forward to in this title? What does it add to the gameplay?
Why not? We also mostly produce ‘naval’ titles. But we have games like Axle Rage which is definetely not naval. Real-time is great, but we need diversity, new ways of developing our skills, our ideas. New experience. Doing the same thing over and over again is boring.
Turn-based combat in Metalheart is close to what can be called ‘classic style’ in CRPGs. You know, APs and all that stuff. We are following the traditions of games like X-Com and Fallout. Classic and effective battle scheme.</blockquote>It's a good read, so head on over there and read the rest.
Why not? We also mostly produce ‘naval’ titles. But we have games like Axle Rage which is definetely not naval. Real-time is great, but we need diversity, new ways of developing our skills, our ideas. New experience. Doing the same thing over and over again is boring.
Turn-based combat in Metalheart is close to what can be called ‘classic style’ in CRPGs. You know, APs and all that stuff. We are following the traditions of games like X-Com and Fallout. Classic and effective battle scheme.</blockquote>It's a good read, so head on over there and read the rest.