 X-Tactics
 
 X-Tactics is a new strategy RPC being developed for PC and  mobile by a developer named Gamkin. Based in Tokyo, Gamkin was formed in  2013 by former Square Enix, Capcom and Sega staff. The game is  scheduled for release this year for iOS, Android and Kindle devices, and  will be made available for PC, Mac and Linux next year.
  
 Siliconera got in touch with 
X-Tactics director/producer Robert Gould to ask a few quick questions about the game, such as how the 
Final Fantasy Tactics and 
Valkyria Chronicles  influences Gamkin have mentioned factor into the game, and just how the  PC version will be different from the iOS and Android releases.
  
 
On your IndieGoGo page, you named Final Fantasy Tactics and Valkyria Chronicles as games that you looked to while designing X-Tactics. Both of those are fairly different strategy RPGs. Can you elaborate on what you hope to pick from each game?
  
 Robert Gould, 
X-Tactics director: When we started we knew we  wanted to have cooperative tactical gameplay, something not very common  for strategy RPGs, but that picked our interests. Most strategy games  go with PvP, but here in Japan PvP independent of genre is not very  popular. Besides we feel it is more fun, and universal, to play together  with your friends than competing against strangers.
  
 This brings us to the 
Final Fantasy Tactics (
FFT) part of the equation. 
FFT  is not a multiplayer player game, but is has a special feel and tempo  to it, and the game actually works well if you pass around the  controller allowing everyone to control one character. This is in large  part thanks to its initiative system. The initiative system streamlines  the gameplay, as it removes the need to ponder on whom to move next,  allowing you to focus on how to make the best move with this character,  while providing a tense and deep simulated flow of time. It is this  balance between “think-time” and “results” that makes 
FFT fun.  So we took a similar initiative & turn based approach that serves to  speed up multiplayer sessions, allowing for synchronous gameplay  between friends.
  
 The second half of the equation here is 
Valkyria Chronicles. 
Valkyria’s gameplay  is broken down into several parts, with its BLiTZ system, you have the  strategic map-level part, the tactical part where you move individual  characters, and finally a more interactive attack part of play. This  model adapts well to mobile devices, where scrolling a large combat  field and wading through menus, isn’t that much fun. You might have  played the 
FFT release on mobile, its ok, but it feels bogged  down, obviously this is not because of it mechanics, but because it  doesn’t fit the medium.
  
 So 
X-Tactics missions play somewhat like 
Valkyria Chronicles  in that there is this macro strategic part where you decide who to send  to which areas to investigate first, allowing you to capture strategic  points to change the tides of battle, and manage risk. Then there is a  second part were you resolve the actual combat in tactical skirmishes  that are more like those of 
FFT.
  
 
 You’ve also said that X-Tactics will involve fighting game mechanics, such as the ones in Street Fighter? How is that going to work?
 You’ve also said that X-Tactics will involve fighting game mechanics, such as the ones in Street Fighter? How is that going to work?
  
 Yes it does, although for clarification, this doesn’t mean that we  resolve each attack as a fighting-game. The inspirations might be  somewhat subtler, but is just as meaningful.
  
 First and foremost, 
Street Fighter and 
Valkyria Chronicles,  for that matter, are both games with well-defined and memorable  characters. Each is unique and has special quirks and abilities.  Likewise, in
 X-Tactics each character is different and has its  own set of unique abilities and skills, and works better with certain  strategies and with certain teams.
  
 We didn’t want to go with typical archetype systems that many RPGs  have been doing these days. So when you go on a mission it is not about  taking 3 Tanks, a Healer, and a Support character. We wanted 
X-Tactics  players to think about what each character brings to the table on an  individual level, as you would if you we’re sending highly trained  special agents out to fulfil dangerous missions.
  
 Another design decision was to remove the weight from random numbers,  stats and grinding, and shift the focus towards skill, both tactical,  such as how you move your characters, as well as of reflexes.
  
 Perhaps the most important and profound inspiration we took from fighting games, is that in 
X-Tactics  there is no healer character, and there are no healing potions so to  speak of. Instead characters have a health bars that works like those of  fighting games, when you are hit you take permanent and temporary  damage, this temporary damage can be healed, but the permanent damage  can’t. Also if you are repeatedly hit temporary damage becomes  permanent, so this raises stakes and constantly shifts battle’s flow  between risky frontal attacks to neutralize the enemy as soon as  possible, and trying to take cover and protect the wounded so they can  recover. In 
X-Tactics, you can’t just send a few tank  characters out in the front on for bash fest, and mindlessly keep them  alive with healers in the back (because neither archetype exists). This  makes the battle field much more dynamic, and means that tactical  placement and movement is something that really counts from beginning to  end.
  
 Now this health system doesn’t work based on random numbers, critical  hits and fumbles, as it wouldn’t be much fun, if your fate is not  actually in your hands. So the defense system is reflex based, you  block, and with good timing can even counter attacks, but if you miss  you can easily go down, as characters are quite frail compared to your  typical fantasy RPG. But by the same token, enemies can also counter  attack your attacks, but you do have a last chance to counter-block  their counter-attack, so you have to be paying attention even when it’s  not your turn. This also means you can actually complete an entire  mission without taking a single scratch if you’re really good, and we  reward experience based on how much health you have left at the end of a  mission. So no dowsing off is allowed.
  
 Another quite straight forward fighting game mechanic is that your  team has a “Synchro” gauge that accumulates based on how good your  attacks are, and how much damage you have taken. This gauge when full  can then be used to unleash special super attacks.
  
 Finally, let me explain a little about the attack and skill system,  this also has fighting-game inspirations, although not as obvious.  Unlike most RPGs we don’t use an MP/SP-like system, or a cool-down  system, instead characters have several “focuses”. These focuses are  something like buttons in a fighting game. How you manage and combine  these focuses during an attack determines what happens, do you go for an  all out attack, or do you try to maintain your defenses up while  causing lesser damage? It is this focus system allows you finesse in  combat.
  
 Also focus management is used to activate skills. Certain  combinations of focuses, dependent on each character, activate their  unique skills, like button combinations do in fighting-games. As a bonus  if you manage to secure enough of the right focuses during your attack  phase you can even pull off a series of skills in the same turn, say a  shield-break followed by a whirlwind attack. So you can create emergent  skill combinations depending on the current needs.
  
 
 What exactly does the “Urban Exploration” part refer to, and why is it missing from the PC version of the game?
 What exactly does the “Urban Exploration” part refer to, and why is it missing from the PC version of the game?
  
 “Urban Exploration” is the term we use for the location-based part of  gameplay, this is not part of the core story-lines as such, it is more  of a sandbox that allows free-style play, along with side quests to  unlock items and character-based subplots.
  
 The core mechanics of urban exploration are centered on treasure  hunting, like geocaching, and “stamp-rallies” a very common form of  entertainment here in Japan. These exploration mechanics by their very  nature do not require large concentrations of players to be  entertaining.
  
 So, even if you happen to be the only person in your town playing at  some point in time, treasure hunts can be fun. Purely cooperative and  competitive location-based play like capture-the-flag mechanics on the  other hand work well in populated areas, but are no fun in more rural  areas, so we are not focusing on then at this point.
  
 Now this brings us to why the PC version doesn’t have it. PCs don’t  really have reliable location services, and  although it’s possible to  guess location based on network information, it would be very awkward to  explore your town holding a PC in your hands.
  
 But 
X-Tactics’ urban exploration is just a support mechanic,  or as we say in Japanese its “plus alpha”. The core gameplay stands on  its own, so there was no real reason X-Tactics could not be enjoyed on a  PC or console, after all while developing it, most of the actual  mission gameplay is just as entertaining on PCs as it is on mobile  devices.
  
 But the PC and console experience is somewhat different, Mobile play  gets squeezed in between other life activities, but PC and console play  is something players schedule time for, so we don’t want to do a simple  port. We want to take advantage of medium’s benefits and provide more  complex missions with larger teams of characters for the PC and console  versions. So we are not aiming for simultaneous releases, as it would be  impossible with our current team size.
  
 Internally we think of PC experience akin to chess while the mobile  experience is a form of mini speed-chess. They both share the same basic  rules, but by changing the context and scope they can fit into two very  different niches.
  
 We’ll also let players sync the data between their PC and Mobile  devices meaning that they are playing the same game, and not two  different games, or just playing the same game all over again. And  although the game can be played uniquely on either platform, we heavily  recommend playing it on both.
  
 
 X-Tactics’ world is where government agencies are  trying to keep certain kinds of incidents under wraps in order to  maintain the peace. What kinds of incidents are we talking about, and  how do the secret agents you play as fit into the story?
 X-Tactics’ world is where government agencies are  trying to keep certain kinds of incidents under wraps in order to  maintain the peace. What kinds of incidents are we talking about, and  how do the secret agents you play as fit into the story?
 .
 Its hard to say what incidents as there are many, because they range  from things like pyramids, the deaths or disappearances of famous people  over history, to things like fluoride in public water, chemtrails,  free-energy, and of course staples like aliens and Illuminati.
  
 We have been having lots of fun researching and finding dubious  connections between all sorts of conspiracy theories, myths and other  paranormal phenomena while working on the story for 
X-Tactics.
  
 In a way you could say 
X-Tactics is a parody or satire of  the real world, or maybe it is just telling how things actually are,  depends on how you look at it. As for the role of the secret agents, put  very simply their mission is to protect the peace. At all costs. They  are not set out to uncover the truth. They are well aware of the truth,  and understand all too well that ignorance is bliss, and don’t want to  take that away from the people, for many reasons, both altruistic and  for self-gain.
  
 Under normal circumstances you might call some of them anti-heroes,  but we’re trying to make it so players can be sympathetic with their  actions, even thou they might occasionally be quite morally dubious.
  
 To give a very broad idea, you could say 
X-Tactics is more  like “Men in black” with dark tongue-in-cheek humor. Rather than  something serious where heroes are looking for the truth, like “X-files”  although we do have the “X” in the title.
  
 
How is the GPS feature going to work? Can you provide examples of how the game will change depending on where you’re located?
  
 Besides the “Urban Exploration” part, in 
X-Tactics we use  GPS data to determine local weather conditions and to determine if its  day or night, summer or winter, and the moon phases. Although the moon  phase is the same all over the world, but the direction in which the  moon fills up depends on your hemisphere, something we didn’t know until  we began implementing it.
  
 Now all these are triggers, and certain missions and sub-plots only  unlock under certain conditions, so there are certain missions that are  only open during full moons. But there are also some Easter egg like  missions that only unlock on a rainy night near a gas station. We hope  that these will let the more some our more dedicated players have fun,  and share information, which might be correct or not, but all in all  adds to the sort of mystery and urban myth setting, by creating a sort  of meta-game.
  
 Also local weather conditions affect the missions, so if you enter a  mission at night-time, it is dark, if it is raining it will rain, and so  on. This has obviously cosmetic effects, but it also has gameplay  effects that range from what enemies you may encounter, and to providing  certain combat benefits and handicaps to certain characters and  enemies. After all ranged attacks don’t work well in strong winds, and  slippery floors can make movement more difficult than usual.
  
 We hope to support as many of these environmental features as we can  on PC and consoles as long as they are connected to the Internet.
 
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