that we wanted to show in the environments. The game would run in
as we felt that current 3D technology would not give us the detail
We would stick to the original prerendered appearance of Fallout,
only, and where the game would fit in the Fallout timeline.
specification. Much was discussed, including doing the game as turn-based
the Interplay offices for five days to thrash out the initial design
a design meeting was set up and key members from Micro Forte visited
a rough design document was put together by Ed Orman, our designer,
combat rather than RPG gameplay.
explored in earlier Fallout games but with an emphasis on tactical-style
Fallout world. The new game would continue with the themes
the idea of doing a tactical combat game set in Black Isle's postapocalyptic
potential in the demo and in particularly the Phoenix engine to propose
who was the head of Interplay's 14 Degrees East studio, saw enough
but was not interested in the game itself. However Brian Christian,
Phil Adams at Interplay was impressed with the quality of the demo,
with a pitch for an isometric scrolling shooter called Chimera.
May 1999, John De Margheriti, our CEO, visited Interplay Productions
Postmortem: Micro Forte' s Fallout Tactics
Gamasutra - Features - Postmortem: Micro Forte' s Fallout Tactics
Комментариев нет:
Отправить комментарий