Spitfire Interactive has unveiled its debut game Capes, a superhero tactical RPG set in a bleak world ruled by supervillains. With superheroes essentially wiped out, the world has been forced to endure the iron-fisted tyranny of the supervillain ruling class for the last two decades, but now a new generation of heroes is stepping up to save the day.
As an added twist, you'll be able to grow your heroes and unlock new abilities that can be combined to form powerful new attacks. There'll also be secret histories of villains and heroes to uncover, multiple locations to visit, and a wide range of diversity present in the heroes that can be recruited. If the idea of the game sounds familiar, that's because Freedom Force writer Morgan Jaffit is involved in the game and is Spitfire Interactive's director.
"I started my career writing on Freedom Force alongside [BioShock writer-director] Ken Levine, so this feels like a return to where my journey began," Jaft said in a press release. "My team and I want to explore the 'darker side of every coin' and we have the best people possible to do it."
Capes will launch on PC via Steam in early 2023.
"What? What?What?" -- The 14th Doctor
It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
I'd have really loved for them to have used the story from Savage Worlds' Necessary Evil setting (which was the first thing that popped into my mind when I started reading the description.) The supervillains won, and the last hero was dead. That's when the alien invasion (and subsequent occupation) began, and it was up to the villains to save the world. It makes a great twist on the genre.
Very interested. Also loved Freedom Force. Really hoping for a solid storyline, in addition to what looks like character/squad customization. Kind of hope that there base-building and management won't play a very large part of the game but it's likely inevitable that it will. I liked way base building was done in PoE much more than in Pathfinder, for personal-it's-just-me example.
Last edited by Jolor on Sat May 25, 2024 5:44 pm, edited 1 time in total.
Correct me if I'm wrong, but between the turn-based game play, upgrading your toons with experience and abilities, and tactical gameplay, I'm getting a major XCOM vibe.
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
Looks great except its turn based. Have to pass ...again.
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I am Dyslexic of Borg, prepare to have your ass laminated.
I guess Ray Butts has ate his last pancake. http://steamcommunity.com/id/daehawk
"Has high IQ. Refuses to apply it"
I used to love turn based. Was no real time then. But over the years I got to where I cant play a turn based and have fun. Hell one of my ALL TIME favorite games is Fallout and I couldn't replay it last time I tried about a year ago...and Ive replayed and finished it many many times over the years.
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I am Dyslexic of Borg, prepare to have your ass laminated.
I guess Ray Butts has ate his last pancake. http://steamcommunity.com/id/daehawk
"Has high IQ. Refuses to apply it"
Turn based is a lot more about thinking and planning an optimizing than just doing. If that's your jam, well fortunately there are *lots* more action games than TB games for you. Enjoy your options and I'll enjoy mine.
"Better to talk to people than communicate via tweet." — Elontra
Edit the opening cutscene in the demo is odd to my sensibilities. They use comic word bubbles on 3D graphics moving. It's like watching a bunch of Electric Company Spidermen interacting.
Not sure I like the grid based movement and that abilities only work orthogonality.
LordMortis wrote: ↑Thu Oct 13, 2022 10:48 am
Demo! Thanx!
Edit the opening cutscene in the demo is odd to my sensibilities. They use comic word bubbles on 3D graphics moving. It's like watching a bunch of Electric Company Spidermen interacting.
Not sure I like the grid based movement and that abilities only work orthogonality.
Still a demo was nice.
Agreed on the ability restrictions. I mean, shouldn't a disarming whirlwind knock the weapon out of any of the surrounding 8 squares? I mean, there are other skills that work that way... Also, I wish there was the ability to make your own heroes instead of the preset team.
Still, reminded me of a great mix of City of Heroes and XCom.
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
This isn't the place to go into it, but most of the strategy is more about figuring out the trick to take out the enemies before they can act, rather than using tactics to adapt to what they're doing. Most of the time that required trial and error to figure out the 'trick' to that particular fight. In other words, a puzzle game. I'd put it in the same category that way as something like Brothers in Arms, where you could try to go about things multiple ways, but unless you stood where they intended you to stand and used the plan that they expected you to figure out, it was usually futile.
XCOM:EU had firefights that rewarded forethought and tactics. XCOM 2 punished you for having firefights.
Reviews have changed my mind and I'm going to wait for a sale. They're not awful reviews, but they're also not glowing reviews. Plus, the lack of a cover mechanic annoys me somewhat.
Blackhawk wrote: ↑Tue May 28, 2024 1:52 pm
This isn't the place to go into it, but most of the strategy is more about figuring out the trick to take out the enemies before they can act, rather than using tactics to adapt to what they're doing. Most of the time that required trial and error to figure out the 'trick' to that particular fight. In other words, a puzzle game. I'd put it in the same category that way as something like Brothers in Arms, where you could try to go about things multiple ways, but unless you stood where they intended you to stand and used the plan that they expected you to figure out, it was usually futile.
XCOM:EU had firefights that rewarded forethought and tactics. XCOM 2 punished you for having firefights.
Hm, ok. Not sure I agree, but that's what's great about opinions!
I consider puzzle games more like Myst or Obduction or those escape room games, but that's probably more my literal brain reading the word "puzzle." I *do* get where you're coming from in terms of figuring out each fight, however. In X-COM I think there are tactics that hold true for all battles, like snipers in a high place with fields of view, using cover to advance with short range/melee fighters, using chokepoints to maximize special abilities, etc. And then there's the strategy behind the use/construction of base rooms, figuring which soldiers to train and which to keep in the field, all that.
Man, this made me want to go back and play those again...
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
Hyena wrote: ↑Tue May 28, 2024 1:52 pm
In X-COM I think there are tactics that hold true for all battles, like snipers in a high place with fields of view, using cover to advance with short range/melee fighters, using chokepoints to maximize special abilities, etc.
And that was my problem with XCOM 2. Those tactics should have worked, but they layered on multiple mechanics to break them. Just to work from your example, snipers in high places either get pulled out of cover in dropped in melee range, or enemies teleport (or whatever it was) right behind them in melee range. In every case where I went and read up on the strategy, the counter was always the same: know where the enemy is in advance (by playing it like Dark Souls), and then kill those enemies before they can act. To me, that's the opposite of what a strategy/tactical game should be.
Last edited by Blackhawk on Thu May 30, 2024 12:41 pm, edited 1 time in total.
Blackhawk wrote: ↑Tue May 28, 2024 1:52 pm
In X-COM I think there are tactics that hold true for all battles, like snipers in a high place with fields of view, using cover to advance with short range/melee fighters, using chokepoints to maximize special abilities, etc.
And that was my problem with XCOM 2. Those tactics should have worked, but they layered on multiple mechanics to break them. Just to work from your example, snipers in high places either get pulled out of cover in dropped in melee range, or enemies teleport (or whatever it was) right behind them in melee range. In every case where I went and read up on the strategy, the counter was always the same: know where the enemy is in advance (by playing it like Dark Souls), and then kill those enemies before they can act. To me, that's the opposite of what a strategy/tactical game should be.
Ah, I see. Fair points.
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
Blackhawk wrote: ↑Sat May 25, 2024 1:10 pm
~Is it a tactical game (ala XCOM: Enemy Unknown), or a puzzle game (XCOM 2?)
Several player reviews/comments I've read mention that it leans in the puzzle direction, with missions that are designed to be completed in one specific manner and it's up to you to figure out what that is.
"What? What?What?" -- The 14th Doctor
It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
I still might pick it up at some point, but for now my dance slate is full anyway. I really want a "superhero XCOM" but this doesn't quite seem to be it.
When is it going to be Steve Barcia's turn to pop up with a nostalgia-fuelled Kickstarter and offer us a second chance at Guardians: Agents of Justice?
"What? What?What?" -- The 14th Doctor
It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch