Panzer Tactics HD, bitComposer Games' upcoming World War II turn-based strategy game, has had its price and release date announced. The iPad version will cost $8.99 and release on May 22. This updated version of the DS original will boast three campaigns, over thirty missions, and over 150 total units across the land, sea, and air.
Tag: Turn based strategy »
Frozen Synapse, a popular turn-based strategy game from renowned developer Mode 7, will become a universal app and arrive on the iPhone and iPod touch at some point later this year, according to a report from Pocket Tactics. You can get the game on the iPad right now, however, and that version has received a plethora of great reviews.
Notably, the game's user interface is jam-packed on the PC version and it's already clunky on the iPad; there's just a lot of buttons and options that make the game work. It's hard to imagine Mode 7 being able to fit all of the game's buttons on such a small screen.
We'll see how it works on a 4-inch (or 3.5-inch) screen when Frozen Synapse is released for the iPhone later this year.
There's been a fair amount of buzz surrounding Breach & Clear even before it was released on the App Store last week. And with good reason: it's pretty awesome. However, there's a bit more to the story of this mish-mash of genres and themes, including some rather unexpected sources of inspiration. Josh Fairhurst (president of Mighty Rabbit) and Wes Keltner (Creative Director for Gun) took a few moments out of their busy schedules to share some of the juicier tidbits with us.
148Apps: Breach & Clear uses a great combination of strategy mechanics. What were some of the least likely places you pulled inspiration from?
Josh Fairhurst (JF): The least likely place was NFL 2K1. The planning phase in Breach & Clear was beginning to feel a lot like creating a plan in a game of football, so we turned to the best football game of all time. Most of our gameplay was designed using powerpoint presentations supplied by our consultants. In each one of these images, vision cones were the dominant markings - so we built gameplay around that. A lot of people will probably think Frozen Synapse was an influence, but we didn't set out to be directly influenced by it. B&C was originally fully turn-based, but we found that with proper tactics, enemies never got a chance to respond. We switched to using simultaneous turns as a response to that.
Wes Keltner (WK): I agree with Josh, strategy and planning in Breach & Clear is somewhat similar to calling routes in football games. At one point we even discussed creating an ‘audible’ type button. During pre-production/design doc phase, my inspirations were a little more obvious. Classic strategy shooters on PC like Rainbow Six, SWAT, and Jagged Alliance, as well as titles like Final Fantasy Tactics were all staples for me.
148Apps: The weapon attachments all have some sort of statistical trade-off. Was this intentional as a means to prevent players from relying too much on relying on their equipment rather than stats and tactics?
WK: We basically wanted all these cool attachments to really push the realism of each weapon. Allow the user to really customize and tinker. We put the heavy lifting part into good hands.
JF: We felt that for every bonus, there should be some kind of drawback. At the same time, we definitely wanted to push tactics and proper planning above all else. In the end, the weapons and attachments don't feel like they make a huge difference unless you lean a gun all the way towards one of the stats. We're hoping to fix that in the future by adding some guns that will change the way you're approaching combat entirely.
148Apps: Were there any classes or skills that had to be cut due to time/space/balance? And if so, were there any you regret not being able to include?
JF: The Intel specialization originally had a tactic called "Direct Link" which allowed you to reveal the enemies in a chosen room. This was a great tactic, but in the end it felt like it would cause players to just leave their Intel guy positioned outside the level, slowly revealing all the rooms. I can't think of too many things that we cut that I regret cutting, I think we made pretty good choices.
WK: Yes, I don’t regret any of the cuts we had to make. As team working together, we all picked apart classes, features, content, each time they were considered. We would shoot holes in it, looking for weak spots. So the things that hit the cutting room floor were all for the good of the game. It’s often difficult to find a good balance between realism and fun.
148Apps: What are some of your preferred class combinations and loadouts?
WK: My preferred team is a Fireteam Leader, Medic, and two Direct Action guys. I love the sprint perk. Being able to move a guy so quickly around the level allows me to get the drop on unsuspecting foes, as well as help another unit out. Having a couple Direct Action guys allows me to quickly subdue a situation that might have gotten out of hand if it had taken me two turns to get there. I run 100% suppressed on all weapons. Suppressed weapons, mixed with the lock pick kit, allows me to play B&C with stealth and precision. Mix that with two speedy Direct Action guys...You’re a fast, efficient ghost.
JF: I tend to roll with a Fireteam Leader, Weapons Sergeant, Intelligence Officer, and Direct Action Specialist. I get into a lot of scenarios where an enemy is behind cover and there is no safe approach - I can quickly solve this by putting my Fireteam Leader into cover while using his "Draw Fire" tactics. After that I can use my Direct Action Specialist's "Sprint" tactic to run behind the distracted enemy. I tend to prioritize anything with a high rate of fire and I modify the gun to get that RoF even higher.
148Apps: What's next for Breach & Clear?
JF: Right now we're going through everything people are saying about the game - critics, customers, fans - everyone. We're going to be working hard over the next few months to respond to these suggestions, and hopefully, get them into the game. Our first targets are knocking out all those "Coming Soon" banners!
WK: Ditto on what Josh said...Oh and Android, Android, ANDROID! We can’t wait to allow Android players to start breaching to their hearts content. There are also some features and content Gun and Mighty Rabbit have been tossing back and forth but Josh hit it right on the head...we want to listen to the fans.
Our thanks go out to Wes and Josh for discussing design and tactics amidst all the post-launch hullabaloo. If you haven't given Breach & Clear a spin yet, you should probably go ahead and nab it off the App Store for $1.99.
XCOM: Enemy Unknown has been out on iOS for less than a week, but that didn’t stop it from making a bit of a splash on the App Store. So far it’s taken the number 3 spot for paid iPad apps and number 4 for top-grossing iPad apps, as well as being named Editor’s Choice by Apple on the App Store for the week. It’s a designation that we here at 148Apps wholeheartedly agree with.
During these past few days, the Council has been keeping tabs on all of XCOM’s operations. And in that time they’ve recorded the loss of 143,900 soldiers. Almost 150 thousand lives lost so far, and that’s not counting civilian casualties. However, they’ve also discovered that there have been 1,775,322 x-rays taken down in the process. That roughly averages out to one operative lost for every twelve aliens. While it’s unfortunate that so many have had to sacrifice themselves for the sake of humanity there’s some consolation in knowing that we’re still coming out ahead. There’s definitely a light at the end of the tunnel, but we could all stand to do a little better.
It’s true that only time will tell who will come out on top, but my money is on us. It kind of has to be. But we must all remember not to get too carried away, either. The battle for mankind’s survival is important but there can also be consequences to spending too much time worrying about Sectoids and Mutons, and not enough about work and stuff. It’s all being documented in a new video series - “XCOM: Enemy Unknown Consequences,” the first of which can be seen below.
Just remember, we can and will win this war, but only if all of our operatives play it safe.
In the world of XCOM: Enemy Unknown, even the lowliest of alien adversaries can be lethal. Especially early on. Whether it's a Thin Man's poison or a Heavy Floater's mobility, every single species has at least one kind of combat specialization you'll want to look out for. Simply shooting at something until it's dead can certainly work, but if you want to kill it and keep your squad alive, you should probably take a look at the tips below.
[SPOILER WARNING: This guide lists all of the aliens you'll encounter on missions throughout the game. If you don't want to be surprised, please stop reading now.]
Sectoid - Sectoids are one of the most fragile aliens you’ll encounter, but that’s no reason to take the lightly. They’re numerous, they’re quick, and they can boost each others’ combat abilities by linking up telepathically. Of course if the Sectoid that initiated the mental link is killed, both will die. Just stay in cover and pick them off and you should be fine.
Floater - Dealing with Floaters can be a bit tricky because of their mobility. They can simply fly up to “the high ground” whenever they feel like it for an accuracy and defense bonus, and can even airdrop themselves anywhere on the map at the cost of their turn. When one or more Floaters goes missing, it’s a safe bet that they’ve repositioned themselves and are planning to flank you, so make sure to keep everyone in Overwatch whenever possible.
Thin Man - Thin Men are about as formidable as Sectoids (i.e. not very), but they’re far more mobile due to their ability to leap over large walls or on top of buildings. They’re also poisonous and can use that to their advantage by spitting venom at soldiers or leaving a noxious cloud behind when they’re killed. A Thin Man’s poison doesn’t do much damage, and it only lasts a few turns, but it can add up so try to stay away from those green clouds.
Muton - When you first encounter Mutons, you know things are getting serious. These green jumpsuit-wearing aliens are essentially the enemy equivalent of a typical XCOM soldier. They’re formidable, come equipped with Plasma Rifles, are a lot more accurate than most of the other aliens you’ll have encountered up to this point, can use their Blood Call ability to boost their allies’ offensive capabilities, and have alien grenades that they aren’t afraid to use. Mutons are Enemy Unknown’s first real test, but things will only get tougher from here.
Chryssalid - I mentioned Chryssalids in the beginners guide but the warning bears repeating: do NOT let them get close. Chryssalids are primarily deployed at Terror Sites and will often go straight for any civilians they find. When a Chryssalid kills a human (including your own soldiers), which is very easy because their razor-sharp claws to a lot of damage, they also implant a sort of egg into them. This will create a sort of zombie - which is also a rather durable and hard-hitting enemy - that will shuffle around for a few turns before bursting open as a new Chryssalid jumps out. Yes, they reproduce. They’re incredibly fast, do lots of damage, and create more of themselves by killing things. Never, ever, ever, ever let them get in close to your soldiers.
Cyberdisc + Drones - The Cyberdisc is basically the aliens’ equivalent of a light tank. It’s rather mobile in its disc form, and a horribly intimidating death machine when it changes into its combat form. It can lob grenades, fire off some really heavy hitting plasma weaponry, and is usually flanked by two drones that can also deal a bit of damage with some small lasers and repair damage that the Cyberdisc has suffered. While it might be tempting to take out the drones first so they can’t fix anything, the Cyberdisc is a far bigger threat that can usually be dealt with in one turn provided enough soldiers are close by and can perform actions when it appears. Another benefit is that the Cyberdisc is too big to use cover, although it does still benefit from elevation bonuses. Also, try to keep clear when you take a Cyberdisc down as they explode afterwards.
Berserker - Berserkers are a very intimidating breed of Muton which usually appear with two regular Mutons in tow. They don’t bother with fancy weapons, but rather bum rush anything they don’t like and try to rip it limb-from-limb. Much like Chryssalids they make up for their lack of ranged attacks by being more mobile, although Berserkers aren’t quite as speedy. The flipside is that they take a free movement action towards their attacker whenever they take damage. That, and they can Intimidate nearby soldiers, causing them to panic and lose a turn. This can be advantageous, however, as it’s possible to corral a Berserker over the course of a turn by taking pot shots at it with several soldiers while drawing it into range of the bigger guns.
Heavy Floater - All of the mobility, elevation, and air-dropping benefits regular Floaters possess are also a part of the Heavy Floater’s skillset. However the Heavy Floater is far more durable, uses stronger weapons, tends to be more accurate, and makes liberal use of grenades when possible. The same basic tactics for Floaters apply, but doubly so.
Muton Elite - Muton Elites are essentially badass Mutons. They’re tougher, hit harder, and fight harder than the average Muton. They wield Heavy Plasma guns instead of the more run of the mill Plasma Rifles, and like to use grenades a lot more. Oh, and they also like to show up in groups of three. Best to treat Elites as you would regular Mutons, but be a bit more cautious and don’t hesitate to bring out the big guns.
Sectopod + Drones - Whereas the Cyberdisc is the alien equivalent of a light tank, the Sectopod is more like a full on battleship. This mechanized walker fires a devastating laser (twice!) as well as a cluster of rockets, and it has the most health out of any regular enemy unit in the game. Oh, and it also has two damage-repairing drones with it. Sectopods are pretty much the entire reason for teaching a heavy soldier the Heat Ammo skill since it gives them a bonus 100% damage against robotic enemies. Assuming a heavy soldier is present and in range, a rocket certainly wouldn’t be out of the question. At the very least it should destroy the drones and damage the primary target. A sniper with Disabling Shot is also handy since they can use it to shut down the Sectopod’s primary weapon for a few turns and give the squad a chance to regroup.
Sectoid Commander - Think “regular Sectoid,” but on mental steroids. Sectoid Commanders are only slightly more sturdy than their underlings, but they make up for it with some pretty serous Psionic powers that go well beyond simple being able to buff their pals. Mind Control isn’t out of the question, actually, so it’s imperative to make Sectoid Commanders a top priority target, unless an Ethereal is present. Kill it and the controlled soldier will be free, but if not you’re going to have one heck of a serious problem on your hands.
Ethereal - These incredibly powerful Psionic aliens have no need for weapons. Their minds are weapons. Taking on an Ethereal is no easy task as it’s packed with offensive and defensive skills. It puts up a Psionic shield that makes it very difficult to hit, can prevent damage when it is hit, has a tendency to counter-attack, and has an entire arsenal of mental attacks at its disposal. If handled improperly, an Etheral can all but wipe out an entire squad by using mind control, causing panic, and simply tearing a target’s mind apart. The two Muton Elite escorts are just gravy. Thankfully mechanical devices such as the S.H.I.V. are totally immune to mental attacks and it’s possible to develop Mind Shields for your soldiers to equip in order to boost their defense against mental attacks. Treat with extreme caution, regardless. There’s absolutely nothing wrong with a little overkill.