Overview
Features
Screenshots
What They're Saying
Links
Downloads
A Note from the Designer
Requirements
ORDER HERE!
Previous Game Next Game
Home / News The Gamers Front
Games Intel Forums
Just Released Coming Soon
Newsletter Features
About Us Contact Us
OUR BLOG The Exchange
Customer Support

 

 

 

With so many real-time games saturating the market, why make another one? First of all this game is NOT a RTS (real-time strategy) in the sense that when people hear of RTS they think of C and C, Warcraft, Dark Reign, Total Annihilation, etc. etc. All those games have set up a genre with very specific elements. (Base building, resource mining, wildly different unit types between opponents, etc.) The only thing that Remote Assault has in common with RTS is that it is not turned based.

The reason I made Remote Assault different is because I was frustrated with the mechanics of RTS. RTS always seems to turn into click fests as you try to manage your horde of units against the enemies. You try to manage your units in one area while other of your units are wandering off in some other area. There are no tactical considerations taken into account, and it basically just devolves into who can produce the most units.

I almost didn't consider real-time until I played Sid Meier’s Gettysburg. Sid showed that it was possible to have a real-time game with the depth of tactics of a turn based one. However I certainly didn’t want to make a clone of Gettysburg. For one I wanted modern units. Also Gettysburg only represented groups of units. I wanted every unit to be a separate entity that could then be grouped into squads or higher.

So the goal was to make a wargame in real-time that had the depth of a turn based game and emphasized use of good battle tactics and stealth. 

 

Brian Gantt  
Designer: Remote Assault 

 

<< Downloads

Requirements >>

© 1999-2008 Shrapnel Games, Inc.  All Rights Reserved.