In addition, the environments have a nice level of detail, from the graffiti-scarred urban walls to rural forests and fields.
#N gage emulator promise of power full#
Although the characters are sprite-based, all of the game's environments are modeled in 3D, so you can rotate the camera smoothly through a full circle.
#N gage emulator promise of power portable#
The presentation of Rifts' combat system appears to have taken a major step over other portable turn-based strategy games. In addition, your combat party will be limited to three characters, although you can switch out your party members by returning to your base. This will still allow for height bonuses for ranged weapons and the like, but it probably won't match the strategic granularity of the elevation mechanic in similar games. On the other hand, Rifts will only have two levels of elevation, next to Final Fantasy Tactics' eight or nine. Some magical and psionic effects will penetrate your armor and hit you where it hurts. Basically, MDC is armor, while HP is life. For another, Rifts' damage system is derived from the source material, so there are both MDC and HP to worry about. It's now easier to use hit-and-run strategies and utilize cover effectively. For one thing, action points and movement points have been separated, which provides a greater degree of tactical flexibility. As expected, Rifts' combat system is modeled after classic turn-based strategy games like Final Fantasy Tactics, although Rifts introduces a number of interesting twists to the formula (in some ways, the combat here is quite a bit deeper than in those games). A character immediately popped up to give us a quick tutorial on the game's basic mechanics and combat, which are both based off of fairly intuitive contextual menus. For example, you can become a cyberknight from either track.įrom there, we jumped right into Rifts' story as an escaped convict fleeing from the Coalition States' soldiers, known as "dead boys" for their ghastly skeletal armor. For example, juicers, crazies, and borgs all derive from the merc track after your character reaches level four, while psychics can turn into mind melters or bursters. These "tracks" dictate what basic sorts of abilities your characters starts the game with, and also the kinds of classes they can evolve into once they gain enough experience. Rifts' creators have also decided to simplify the class system initially by providing three introductory protoclasses to choose from: mercenary, psychic, and magician. After a brief introductory cutscene to explain the traumatic origin of the Rifts, we jumped right into selecting our character's class, attributes, statistics, and skills, just as we would have done in the pen-and-paper RPG (the skills appear to have been simplified somewhat, but there are still a ridiculously wide range available). We started our tour of the game at the character-creation stage, which surprised us with its level of refinement. And even though shop-stopping bugs are everywhere, and some of the dialogue and interface features remain to be implemented, the framework is very impressive. Sometimes, they're one and the same.Īt this point in the development process, most of Rifts: Promise of Power's core gameplay has been laid down. Self-preservation doesn't always have to come before schmoozing.
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Judging from the limited amount of gameplay we've experienced, it looks like Nokia and Backbone Entertainment are making great progress toward delivering on the astronomical promises they've made. At a meeting in GameSpot's offices, Nokia produced a pre-alpha copy of the game and allowed us to fool around a bit in the dashingly romantic state of nature that is post-Rifts Earth.
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Rifts: Promise of Power could be something very, very big, and not just within the somewhat cramped context of the N-Gage platform. GDC Mobile, San Francisco-You heard it here first.