Tactical Intervention Reloaded
Tactical Intervention Reloaded
Car chases. K9-Dogs. Tactical Gameplay. Part ludicrous, part awesome, and, as of 2017, pretty good looking and very much fixed.
Car chases. K9-Dogs. Tactical Gameplay. Part ludicrous, part awesome, and, as of 2017, pretty good looking and very much fixed. Read more
This is Tactical Intervention.
Or rather, it was - until we had to shut it down.
Will you help us bring it back?
Tactical Intervention was concepted as a highly tactical “First Person Shooter” or FPS game that had been released in 2013 as the spiritual successor of Counter-Strike, as both games shared the same creator: Minh Le or “Gooseman”.
There was a long list of features that set it apart from the competition: There were car chases and rappelling, K9-dogs and helicopters, lots of useable objects, many different game modes and complex objectives from hostage rescue to bomb planting and defusal, that required smart teamwork to function.
Against our better judgement, we had to release TI almost one year ahead of schedule. We had no choice but to do as we were told, since not all, but some of our publishers and investors did not understand that our concerns were justified.
There was a long list of technical issues – most notably catastrophic bugs and glitches that caused many crashes, threw players out of the levels or caused them to get stuck.
In the end, the game that we were forced to release was an alpha-version with a lot of potential, but little to no polishing and a number of catastrophic flaws.
We have since spent four years – some of us unpaid for some of the time, others for all of the time - working very hard to repair the broken bits, and what we’ve come up with is in all honesty a decent and honest First Person Shooter.
Unfortunately, in the end we lacked the means to keep up the very expensive infrastructure necessary to host the quite terrible “Free to Play” payment system, so the game had to be shut down.
First of all, we want to bring it back on STEAM for USD 14.99 in a one-time-payment that gives you access to every weapon, every piece of equipment and anything else that is relevant to the gameplay.
And we don’t want to sell the same product twice to maximize our profit (what profit?). We want to bring it back because we think the game and our community deserve it. This was the last picture that our community made for us, beneath it a message that said “Thank you”:
Now that the five of us have been working so hard towards fixing it, we just don’t want to give up without a fight.
The new TI-R should also bring more fun to different players.
We want to offer something that works for casual, fun-seeking gamers and professionals alike - which is why we involved both types of gamers to help us polish the mechanics.
Internally, we refer to the new TI as “Tactical Intervention: Reloaded”, and reload it is what we want to do. We want to use the downtime to get the last remaining problems of the game fixed, to make it substantially better and worth every penny of those $ 14.99.
That means to rip out anything related to the F2P-concept, including the cumbersome inventory and shop system. We want the game to be accessible, simple and fun, yet precise and properly balanced. If this campaign and the relaunch turn out to be really successful, we want to add more features, such as an entirely new Co-Op game mode called “L.A.”; and then, the longer we can keep our artists and coders entertained, we want to give you all that is currently still hiding in the darker corners of our twisted minds.
And there is a lot left in there…
Most of all: the game doesn’t feel like a rushed beta-version anymore.
It’s much more precise, faster and better looking, movement is smoother, many bugs, crashes and glitches are gone, and there is much more to see thanks to five additional levels. For those of you who hated specific things about “Old TI”, here is a list of about half the fixes we have made (and found the time to write down) and with a bit of luck, maybe you will find your favorite glitch in it:
Initially, Tactical Intervention was made and released by FIX Korea Ltd., a small company based in Seoul, and went through several publishing attempts. Today, we are publishing the game ourselves as FIX Games Ltd. which is based in the small town of Jeonju, South Korea.
After most of the original team left FIX in 2014, only Tony “Omega” Sergi and Til “Albatros” Sichel were left to work on TI. Their only advantage was the combined experience of today more than 20 years of industry work. Steve and Pavle joined afterwards, and they have supported us with their work for years without asking a single penny in return.
This is us:
As of now, we are 100% independent, and there is no investor, no publisher and no-one pulling the strings in the background. It’s really just us trying to release this game the way it should have been released in the first place.
50% Development and debt; we have four artists and coders, two of which have never seen a penny working on TI, and we need to change that. Also, we have amounted debt that needs to be repaid.
25% Server costs; we have lost all of our server infrastructure in the september shutdown, so we will have to rebuild it.
12% And then there are the three things that are certain in life: taxes, taxes and fees.
8% Licenses, additional content and
5% Tournament and backing rewards.
We did our due diligence before coming up with this number, and to do the bare minimum of what we’ve promised, we will be able to make due with that amount. However, if we had a more substantial budget, things would be much better.
The higher the stretch goal we achieve, the more does the breakdown of the cost shift; initially, development and compensation for our artists will be almost equal to the rest of our costs, but the more content we create, the more development work will have to be done, and that in turn means that more artists will have to work harder and longer to achieve the goals, while overhead costs should more or less remain the same.
In a nutshell:
And in more detail:
If we were to reach our first stretch goal, EUR 26.000, we could bring in a new game mode called “L.A.”; it is an idea that we’ve had for a long time, and it would add the element of cooperative or “Co-Op”-Gaming to TI. Team up with a friend, beat the living daylight out of bots (which was one of the very last things that we fixed), on new levels with lots of fresh content. For the “L.A.”-Mode, the breakdown will also be a bit different since we will have to integrate “Third Party” elements into TI.
For the second stretch goal, EUR 40.000, we could finance the finishing of two additional maps for you. Among them a driving scenario, a map named “Largo” set in the Italian Lake District. The other one is a bombing scenario set between cruise ships and a refinery next to an industrial harbor (every multiplayer FPS deserves a harbor level!). Close quarters, drug smugglers, dark corners and shipping containers… bring out the Dobermans and K9s to get the edge over the other team in this scenario.
Stretch goal #3 – EUR 56.000. What have we got here for you?! Well, it’s what we call the “Mapkit”, or: the first time ever that our community will be enabled to craft its own level entries to play either privately on dedicated servers, or release publicly for the whole community to enjoy. It’s our own little SDK, user-friendly, compatible and optimized for working with TI. Build your private little home invasion, a neat, high-FPS killbox or even a driving map – you’ll be able to do it with our Mapkit.
The fourth stretch goal, EUR 72.000, will bring you something to make the Petrolheads among us rejoice: We will give you two classic muscle cars to replace the escort and criminals cars on one of our driving maps. Nothing beats oldschool, and we have been willing to bring these two in for a long time. Right now, they lack all the interior work, the damage models and the rigging, so the additional cash will help make that happen.
The fifth stretch goal, EUR 84.000, is the entry ticket for a long overdue rework of our “Terroristas”-player models; help us cross that line, and we can get our freelancers to make less stereotypical bad guys for us. Bodyguards with expensive watches in black suits for example…
The sixth stretch goal, EUR 100.000, will enable us to do something we’ve been wanting to do for a very long time: redo the current hostage models and replace them with more detailed, better animated ones.
For the seventh stretch goal, EUR 122.000, we will let loose a three-stages level called MIS_Countdown; if you ever wanted to find out how a TI-map plays that connects a close-quarters stage to a car chase, and the car chase to a very bumpy train ride, help us get across this line.
We will make it worth your while.
Reaching the eight stretch goal, EUR 150.000, will give us the opportunity to do several things at once. We will give to you a nighttime inner-city level right in Manhattan; a bank heist will see SWAT in a standoff with bank robbers in this three-stage scenario, along with the introduction of new vehicles, a van with sliding doors and a money transport.
Stretch goal #9, EUR 185.000: Welcome to the City of Venice! We hope that you have your swimsuits ready, since you will definitely get wet feet sooner or later. We plan to give you some of the coolest boat (and jet-ski, and gondola) rides in FPS history if you help us across that crucial line.
222.222 EUR – our final stretch goal. And an obligation to us to give you the very best we can.
For this sum, we promise to deliver you everything that we wanted to, but couldn’t fix over the past four years: we’ll redo every single one of the car models, and polish every single player- and NPC-model. Also included: better car physics. Better car sounds. More realistic handling. And better player animations, dog animations, a full set of new voice recordings, screams and radio commands.
And a surprise level that comes with a lot of snow… a very, very,very big level...
It already is, as all of us are working on the bits that we can work on without funding.
But as you can imagine, ripping out vital parts from a game means work, crafting a replacement takes work, and the issues that will inevitably appear along the way (we refer to them as “bugs”, and we hate them passionately) take twice as much work.
And then there’s all the content we are going to add into it.
However, we feel confident that our “New TI” will be ready to test in an Alpha version by December; the Beta is scheduled to hit our servers in January, so between late January and February, we want to enter full service once again.
Will you? :)
Risks and challenges
Regarding the challenges we are facing, there is at first glance a lot of work to be done. As mentioned before, we have to rebuild an essential part of the game by ripping out the "F2P"-system, and then balance out all the weapons and related mechanics as well.
Also, there is still some content to be finished, other content to be polished, and if we reach our stretchgoals, limited amounts of R&D will be on the table again, too.
Luckily, this is far from being our first rodeo. Tony and Til together can account for more than 20 years of professional industry experience, and in Pavle and Steve, they have extremely capable support.
Also, while Pavle and Steve have been working on TI for almost three years, Til has been working on it for five and a half years and Tony for almost a decade, after spending time at VALVE Software working on the SDK (Software Development Kit).
So we know the old lady and her tricks pretty well - and we will also get some external help from our old mates, so we feel very confident that we can overcome whatever obstacle may appear along the way.Learn about accountability on Kickstarter
- (30 days)