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Jagged Alliance: Drug Flashback

PorkaMorka

Arcane
Joined
Feb 19, 2008
Messages
5,090
I'd pay a significant amount of money to stop this game from being produced.
 

PorkaMorka

Arcane
Joined
Feb 19, 2008
Messages
5,090
I'd pay a significant amount of money to stop this game from being produced.

Why?

http://www.fullcontrol.dk/games.html

Our mission is to deliver new strategy games for the "soccer dad" group.

By that we mean old school gamers that now have family, jobs, children. Soccer dads would love to play some more hardcore themed games but do not have 200 hours console time to play the latest AAA RPG. But they do have 10-15 minutes here and there on different devices.

The choices given to "soccer dads" these days are limited. And that is the gap we are trying to fill with our games.
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
Yup already pledged. Cant understand all the hate people have torwards them. Especially considering that they are making progress getting 3 old sir tech people involved. (Ian, Linda and Chris)
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
I mean what more do you guys want? Kevin Saunders gave them a glowing seal of approval. Chirs Camfield and multiple Bear Pit modders involved....
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
It's very simple:
1) i don't trust the company
edit; fuck man, edited out Shadowrun stuff. Well, i still don't trust them.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,442
Burning Bridges, bro, the crux of the problem lies herein:
A game that stays true to JA2's combat system, has mercs with personality, good graphics etc?
it's doubtful that they can deliver this much at 350,000$ no more, and no less.
How about 350,000$ only buys you good graphics, no mercs with personality and close, but not really JA2 combat system?
What if the above assumption is unfounded optimism?

Of course, what a bloke does with his own money is nobody's business. Full Control convinced you, more power to them.
As for some of us, they need to do a lot more explaining, which I believe is pretty fair.

And tooting that "if this kickstarter fails you'll never see nother Jagged Alliance 2 ever again" is a pretty low blow don't you think?
 

Cosmo

Arcane
Joined
Nov 6, 2010
Messages
1,387
Project: Eternity
it's doubtful that they can deliver this much at 350,000$ no more, and no less.

In the TC interview they clearly say that they thought reaching the funding goal would be no problem. I guess they wanted to rely on stretchgoals...
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,442
I wouldn't say that this is the last and only opportunity, but nothing else in years has come so close to promising a somewhat worthy sequel. If it fails, no one knows for sure when someone will attemp it the next time.
You're right, although reading the TacCancer interview, I had a very strong impression that FC wants me to feel that way, that it's now or never, them or nobody else.
Not a good way to earn my trust and money. Doesn't make me feel highly abut them as professionals, more like a cut above butthurt modders.

Unfortunately, I can't say that FC inspire my confidence. I realise you'd like to see some more optimism here, since it's not like we're losing anything here, regardless of whether the kicstarter fails or no,
still I can't abide blokes wasting everybody's time, and so far it seems the only thing FC is doing atm.

Would love to be proven wrong though.
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
Ehh its not like they dont have anything to build on. They have an engine etc and going by what they say it sounds like if Space Hulk does well they will toss in more money beyond the 350k.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,442
Well, the thing about Space Hulk is it's still in production, early alpha gameplay vid is all we got for it.
(btw. that's one of the reasons Full Control inspire little confidence in me. If Space Hulk was out, maybe it would have been different I'd very much like to see them).

Burning Bridges said:
Would like to see some of their past work too.
Jewtube to the rescue:

I take it it's the very first tutorial mission. While I can't honestly say it's terrible, it looks more like an early beta than a finished product you would ask monies for. While I can forgive the low production values,
and poor sound, (It seems to have some charm, or maybe I just have a hard on for anything turn-squad-based, also, bonus points for shooting sandnegroes). Unfortunately, the gameplay itself looks very poor and simplistic, many must-have game mechanics being painfully absent
(overwatch, burst fire/single shot toggle, changing stances, aimed shot, chance to hit, any sort of non-visual indication of enemy presence... etc).

Then there's Tactical Soldier:

Honestly, it looks like a better game, if only because it has overwatch % chance to hit and larger maps.

The rest of their resume looks like your typical cell phone shovelware


All in all, when the best way to describe the "track-record" of people who aspire to save the turn based genre is: slightly retarded half-brother of the new SEXCUM game... well, I'd say Full Control has quite a bit of convincing to do.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
If it looks like shit just use "it's a tutorial mission" excuse. Since that excuse was spot on more than zero times!
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,442
Yeah, I've seen the gameplay on the second (or third) mission. It introduced grenades, buildings and one guy with a LMG. Can't say that the tactical complexity went through the roof.
Surprise, surprise, that other mission had exactly the same sounds and music.
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
Most unorganized kickstarter ever. They still have nothing to show 2 weeks after launch...I'm currently backing with a lousy 25 bucks just for the off chance that they pull off a good game...But fuck the lack of progress in the campaign discouraging.

Updates while they provide info they don't give me any confidence. Why dont these Danes try to sell themselves first and make people believe they can pull off a JA.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,442
By the way, I recommend everyone interested to actually have a go at Frontline Tactics. It's free on steam, so you risk nothing, apart from your porn folder.
This allowed me a different angle on what the Danes are suggesting in the kickstarter and what to expect from them further down the line, especially when refer to weapons and weapon mods as unlocks.

Mini-review:
Game plot is inconsequential. There's a country at war infested with towelheads, you bring out your squad and clean them up. Fin.

The game is divided into two sections -strategic and tactical. In strategic you choose which missions to undertake, upgrade and manage your squad (unlock more soldiers, unlock weapons and training and accessories).
Though I use the term "manage" loosely. The strategic layer plays a lot like a MMO - you grind missions on the same few maps ad nauseam to gain cash. You can't really lose soldiers, if someone is killed, your income for that mission is reduced. That's all.
When you grind a predefined number of missions, you can advance the plot forwards and choose a bonus (cash, additional soldier, stuff like that). You can also spend REAL FRICKEN MONEY for microtransactions to give you earlier access to new stuff, thus reducing the amount of grind required. When it comes to character progression, each soldier can have up to two "classes" (small arms specialist, submachine gunner, sniper, etc.) this defines what weapons he can use and gives some bonuses and penalties to stats (say, sniper is better at camouflage, machinegunner is slower, cqb specialist moves farther) as well as Soldier Traning that you can unlock down the line which adds some stats and special abilities (yes, there apparently are called shots, overwatch and supression... unfortunately you have to grind quite a bit to unlock them). You can also upgrade the weapons by paying to unlock them, the progression is linear - level 2 pistol is pretty much better than level 1. You can also unlock attachments, scopes, etc. Which give bonuses and penalties to various weapon stats.
Inventory is very similar to the new SEXCUM. You can't decide to put grenades on a soldier, you have to pick an appropriate class. E.g. Pistol specialist starts with one frag grenade which can be used once per battle (And magically restores itself).
Except it's worse. Wanna swap weapons between soldiers? Sorry, can't.

The game is a sandbox though and through, you choose what missions to take (which means you choose how bored and how quickly the game will make you feel), I haven't seen the game urge you to react to distress situation or whatnot. You decide when it's time to advance the plot, and there's nothing stopping you from grinding the very same 5 starting missions for money. Like I said, there's no consequece for failure (and I *think* you even make some money on a failed mission).
Overall, the whole point of the strategic game is defeated by inane level scaling. I won a few battles, gave one of my guys the sniper skill. As if by magic, from this day on, enemies started to field snipers. Same thing happened when I got my third soldier and made him a machinegunner. Exquisite.


Now the strategic bit. First the gameplay.
The strategic part plays out on a pretty small scale. So far the max was 3 guys on my side vs. 2-3x that number of towelheads. Appropriately, the battlemap is also pretty small, a fast unit can traverse it in 3-4 turns. The scale probably goes higher, seeing that I can eventually unlock up to 10 guys. The number of unique battlefields is quite limited, you'll get to see the same stuff all the time. Only difference will be the number of enemies and the day/night cycle. so far I've only seen one victory conditon - eliminate all enemies. I've seen that defense missions will unlock when I progress through the game, so I assume there'll be some variety.
There's no elevation, the whole strategic layer is single-plane with various obstacles tucked on.

Units get two actions, just like in SEXCUM. One for shooting and one for movement. You can forfeit shooting and run to cover an extra bit of ground. You cannot crouch or lie prone, but the units do so when in cover. Units basically have three stats - movement range, armor (decreases damage, heavier ones decrease movement and initiative) and camouflage, which decreases the range from which you are spotted by that many squares.

Units move according to initiative, you can see the queue on screen, unfortunately, there's no easy way of telling who is who, unless you're good with names.

When you spot a towelhead, you click on him to open fire from your main weapon (you can choose which if you happen to have two due to mult-classing), sometimes he'll fire back but bugger me if I knew what's the actual trigger.
The whole shtick works like this - each gun has a damage stat which changes with range: pistols deal high damage up close, minimum damage at long range. Rifles deal less damage up close, more at longer ranges.
All hits are automatic, the UI shows you how much damage will you do, which depends on whether the target is at the preferred range, is there cover, and shooting targets from 2 different directions nets you a crossfire bonus to damage.
Automatic weapons also have a cone of fire, meaning they can potentially hit multiple towelheads (or inflict friendly fire). No, you can't toggle semi-auto.

The AI is pretty poor, it often shoots at your guy knowing that reaction fire will kill him. Does some flanking, but not too much. Never seen any genuine teamwork.

Difficulty wise, the game is piss-easy. You either steamroll through the mission, or get your ass handed to you, because your two guys get tucked vs. 8 towelheads who win by numbers and attrition, indicating that you picked up a mission that's way ahead of you and should go back to grinding some more.
And from what I've seen, there's always an easy mission available somewhere out there, so you'll never really "lose".

Finally, the inevitable graphics whoring.
Low production values are evident from the get go. Visuals are a bit worse than Silent Storm (which year was it again), though you can probably blame it on the fact that it's also an iOs game.
Anyways, real men don't bitch about graphics in their strategy game unless they get in the way. And it does. The interface is pretty unresponsive to clicks (though in its defense, I never managed to issue a wrong order due to a misclick).
There are some blood splatters and maybe some limited physics on corpses, but that's it. No destructible terrain, it would probably blow up your iPad anyway.
Other than that, AAA game enthusiasts will definitely feel right at home with the n-shades of brown color palette.

But hey, it doesn't have bloom or motion blur, bonus points.

While the game gets a pass on the graphics, the sound is pretty atrocious and shall receive the full extent of my wrath.
Music consists of one (or is it two?) half minute tracks on loop. Towelheads die screaming the identical scream ad nauseam. Guns sound... pretty boring, some are better, some worse. Not only the SFX seem uninspired, they also get repeated a lot.

So, verdict:
It can probably work as a "baby's first strategy game" for your nephew. Or when you have an iPad (yeah, in that case you probably deserve it anyway), are starved for a turn based strategy game and have nothing (nothing!) else to play.
Though I use the term "game" loosely as it's not really possible to lose it. Can you win it? Probably yes. Didn't check. Will I bother to? Probably not.
So, if you're looking for rough, hidden gems, look elsewhere.

EDIT: Why the bloody hell did I bother with a wordy review of your typical iOS shovelware and how it is relevant?
I think it is reasonable to suspect that the technology used for Frontilne Tactics will be salvaged by Full Control should the JA kickstarter be successful.
And the Codex deserves to know.
Also, as FC are inevitably human, I expect them to fall into at least some of the design pitfalls they used to in the past and show at least some of the weaknesses they did when they made their last game.

So, how does Frontline Tactics make me feel as a possible engine for a Jagged Alliance game? Doable with lots of good faith and lots of work (though not sure if reasonable to expect this at 350 000$). Does it inspire confidence? Hell no.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay


That does not inspire much confidence in me either :cry:

5:11 is hilarious, the guy can't figure out deployment
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
JAF Team Expansion and Modding Details

Update #12 · May 7, 2013 · 11 comments

Dear Backers,
We have 2 pieces of great news for you today. So lets get right to it!!
Chris Camfield is joining the Flashback Team

We are super happy to be able to welcome Chris Camfield to the Jagged Alliance: Flashback team.
Chris has worked on the implementation and design of several Jagged Alliance titles and ended up as lead designer on Jagged Alliance 3 that sadly was never released.
He will be joining the team as an advisor while keeping his day job at XMG Studios. Chris’ role will be to help us on essential pieces of implementation knowledge.
WHY were things implemented in a certain way in JA2. Not only HOW. The how could be deducted by most programmers by looking at the open sources.
Understanding the core mechanisms and how they were designed to fit together is essential knowledge to hitting the right balance once we add factions, better AI and other potential improvements/changes to the mechanics.
Establishment of Modding Advisory Team

In addition we are announcing having established a modding advisory and co-design team.
Currently this team includes R@S, creator of the Blue Sun Mod for 7.62 - High Calibre and DepressivesBrot from the 1.13-Crew.
We are also in contact with additional high profile modders to expand the advisory team even more.
Their role will be to work with us to identify essential modding hooks, directory structure definitions, design the templates for modding files and some proof of concept tests.
Having these great modders on board gives us the ability to not fumble the ball on mod support, and will make it easier for everyone to later potentially port their existing mods.
Details on Modding Support

Modding is a wonderful thing and has kept Jagged Alliance 2 alive for many many years. It is also something that takes time to implement right.
If we do not hit some of the higher stretch goals, then we can still support basic modding and hope for adding more options down the road.
Together with the modding advisory team we will prioritize the modding capabilities, that we from initial feedback have grouped into 3 areas.
1) Tweaking of configurations
For example being able to go into xml files to turn on/off line of sight via a boolean, or change the base movement cost per terrain.
2) Adding additional content
Having the ability to add a new mercenary, a new weapon or that “used condom” that you’ve always thought missing as a trash item.
3) Adding additional features
Coding new functionality like wind direction having influence on accuracy while shooting or alternatively altering existing calculations for damage models.
Exactly what is going to be moddable is something that is decided upon during detailed design and ongoing through development with the help of the modding-community.
Our initial thoughts are that we are able to support the first two options here with the minimum budget of our Kickstarter-target. This doesn’t mean the third option is skipped right away. If there’s some spare time in the end, we’ll take care of it as well or will try to introduce this option after the release of the game. In addition to that we are also in talks with other modders who wrote awesome tools for other games and as they will have access to the Alpha version of the game, they will be able to start writing their tools if they feel there’s need to do so.
We have to see how far we can push this with Kickstarter and our own money. Right now, we have to be a bit selective as we don’t know where we will end up yet. This also means that functionalities that have not been planned will drain resources from other parts of the game, and this is not our intention, as we want to deliver a game worth the name Jagged Alliance.
We hope you understand this point, because most of us have been part of a modding community at one point or another, it's important to us! And we will give our best to support it wherever we can and with whatever we can.
We are really excited for the new forces joining the team!
The Full Control JAF Team
 

Lorica

Educated
Joined
Mar 6, 2013
Messages
302
Nice. Looks like the hardcore fanbase might be sated after all
JAF Team Expansion and Modding Details

Update #12 · May 7, 2013 · 11 comments

Dear Backers,
We have 2 pieces of great news for you today. So lets get right to it!!
Chris Camfield is joining the Flashback Team

We don't know what we're doing and we're starting to realize it, so we're bringing on someone who does! He's not full time and he's probably not going to work on the game, but hey... LOOK AT THAT NAME!

Establishment of Modding Advisory Team

Unpaid consultants that will make it easier for unpaid modders to make our game playable? Sign them up! [no, seriously, I hope they're paying at least a consideration to these guys]

Details on Modding Support

Our game's going to be so very moddable, if we get the money to do it! Modders will start to fix our game for free before it's out of alpha! We don't really have a development plan still!

But we're modders and JA is God does that make us bros yet?

The Full Control JAF Team


spectre: Yep. :/
 

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