пятница, 8 февраля 2013 г.

читы на fallout tactics

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

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