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Indie computer game follows legacy of titles like Fallout, Shadowrun and Syndicate

Indie computer game follows legacy of titles like Fallout, Shadowrun and SyndicateThe new game by indie developers Chainless Games is heavily based on principles and game mechanics of above-mentioned legends. Player gets in control of John “Cooper” Frase and his team, which is known for taking dangerous missions, which other mercenaries are scared to even think about. Their actions often lie in a gray zone between good and bad, where the right decision may not always be obvious.

“The Development of the game is getting to a stage where we are not able to finance it on our own and we need additional resources to finish the game and get reinforcement for our team,” says Tomas Pavlis, CEO and main programmer of the company. “That’s why we’ve decided to try our luck on Kickstarter,” Pavlis adds.

KICKSTARTER: https://www.kickstarter.com/projects/465261631/forbidden-unit

Mad Max meets Blade Runner

The Player manages a team of four mercenaries, which discreetly fulfill military contracts and requests of different kinds. The plot is set in the future after a devastating world war. Traditional states and political division of the world no longer exist. The Earth is largely destroyed and uninhabitable. Some people survive behind the walls of city states, controlled by large corporations that run their entire lives. Other people survive in the wasteland ruled by violent gangs, where the only respected authority is the barrel of a loaded gun. The bigger, the better.

“We think of Forbidden Unit as a tasty mix of Mad Max and Blade Runner,” says Martin Skýpala, Main Designer of the game.

To kill or let live?

The adventure part of the game (dialogues, interaction, exploration etc.) happens in real-time, but as soon as a combat starts the game switches to turn-based mode. In the turn-based mode, each character has a certain number of Action Points (depending on their stats), which can be used for movement, attack or any other time-consuming action. Each action takes a different number of Action Points (for example throwing a grenade costs more than shooting a pistol). Playable characters have unique skills (hacking, sneaking, using various weapons, silent elimination, optical camouflage etc.), which enables different kinds of play styles. It is entirely up to the player to choose between an action style full of hand combat, shooting, explosions or a rather low-profile style, consisting in silent sneaking, exploring hidden shortcuts and being completely unseen by enemy units. There are also multiple ways to finish a mission. The player can decide if they want to fulfill the contract according to the task and get the money or search into other unexplored possibilities. However, each decision has its consequences.

Each character in the game, including NPCs, has their own inventory, so after each successful combat, the player can collect ammunition, weapons, gear, money and other items from defeated enemies. Unneeded items can be sold on the black market or left on the ground. The Weapons have different kinds of ammunition and fire modes. Grenades can be timed so they go off after a certain number of game turns. By using explosives, the player can get in locked rooms or inaccessible areas. The environment is mostly destructible. The player can also use auto-turrets for securing certain areas and increasing defense capability of the team.

About Us

We are an independent team from Prague, a beautiful city in Central Europe. We have more than 12 years of experience in game industry. We worked for big Czech game studios on well-known titles like Arma, Arma 2, Take on Helicopters, European Truck Simulator 2.

We’ve always had the passion for making and playing games, and we wanted to create our own games. That was the reason we formed Chainless Games and released our first cell phone game GBikes in 2012. GBikes sold thousands of copies, without any marketing, it was promoted by Google Play selection, and it was also licensed and localized for the Korean market. A year later we updated GBikes to Ultimate Edition with more tracks, more GBikes, and improved graphics.

After that, we set off to make Forbidden Unit. As it is a much bigger project it required a lot of planning and prototyping on our part. We developed our system and tools for easy level editing, character management, dialogues, and items. We also implemented a stunning amount of functionality into the game.
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