History Main / RealTimeWithPause

10th May '16 2:53:15 PM Morgenthaler
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** ''CompanyOfHeroes''
** The ''EmpireEarth'' series

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** ''CompanyOfHeroes''
''VideoGame/CompanyOfHeroes''
** The ''EmpireEarth'' ''VideoGame/EmpireEarth'' series
2nd May '16 5:40:28 AM jormis29
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* ''The Matrix: Path of Neo''. The pause screen gives 'Neo' the 'see everything as vertical lines of numbers' ability. Including seeing enemies hiding behind nearby walls.

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* ''The Matrix: Path of Neo''. ''VideoGame/TheMatrixPathOfNeo''. The pause screen gives 'Neo' the 'see everything as [[MatrixRainingCode vertical lines of numbers' numbers]]' ability. Including seeing enemies hiding behind nearby walls.
16th Apr '16 2:26:34 AM Morgenthaler
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* ''TheSims'' and its sequels -- though the game is deliberately designed to be easy even without the pause feature.

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* ''TheSims'' ''VideoGame/TheSims'' and its sequels -- though the game is deliberately designed to be easy even without the pause feature.
2nd Apr '16 4:46:41 AM Morgenthaler
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* ''{{Achron}}'' is a rare '''multiplayer''' version of this kind of game. Since it's a time-travel strategy game, it can accomplish this by allowing the players to pause time but not pause meta-time. Even if you do freeze a moment to give your units complex orders, you better be quick because your opponent is still somewhen out there mucking with the timeline.

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* ''{{Achron}}'' ''VideoGame/{{Achron}}'' is a rare '''multiplayer''' version of this kind of game. Since it's a time-travel strategy game, it can accomplish this by allowing the players to pause time but not pause meta-time. Even if you do freeze a moment to give your units complex orders, you better be quick because your opponent is still somewhen out there mucking with the timeline.



* ''ParasiteEve'' from 1998 uses a form of pausable real-time combat.

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* ''ParasiteEve'' ''VideoGame/ParasiteEve'' from 1998 uses a form of pausable real-time combat.



* The ''DungeonSiege'' series

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* The ''DungeonSiege'' ''VideoGame/DungeonSiege'' series



* ''FreedomForce''

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* ''FreedomForce''''VideoGame/FreedomForce''
2nd Apr '16 4:37:49 AM Morgenthaler
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** ''{{Caesar}}''

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** ''{{Caesar}}''''VideoGame/{{Caesar}}''



** ''Pharaoh''[=/=]''Cleopatra''

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** ''Pharaoh''[=/=]''Cleopatra''''VideoGame/{{Pharaoh}}''[=/=]''Cleopatra''



** ''Emperor: Rise of the Middle Kingdom''

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** ''Emperor: Rise of the Middle Kingdom''''VideoGame/EmperorRiseOfTheMiddleKingdom''



** ''RailroadTycoon'', ''TransportTycoon'', and several other business-oriented games.

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** ''RailroadTycoon'', ''TransportTycoon'', ''VideoGame/RailroadTycoon'', ''VideoGame/TransportTycoon'', and several other business-oriented games.



* The ''RollerCoasterTycoon'' series is a strange example. In the first two games, anything can be done while the game is paused, except for construction of any kind (removing scenery, adding rides, adding paths, etc). Basically, everything useful. You can even pick up people and place them wherever you want to, and they will fall back to the ground when the game is unpaused (helpful when you "accidentally" put a lot of people into a body of water). The third game, however, allows full control of the game while paused.

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* The ''RollerCoasterTycoon'' ''VideoGame/RollerCoasterTycoon'' series is a strange example. In the first two games, anything can be done while the game is paused, except for construction of any kind (removing scenery, adding rides, adding paths, etc). Basically, everything useful. You can even pick up people and place them wherever you want to, and they will fall back to the ground when the game is unpaused (helpful when you "accidentally" put a lot of people into a body of water). The third game, however, allows full control of the game while paused.



* ''StrangeAdventures'' and its sequel ''WeirdWorlds'', during the battle sequences.
* The ''{{Stronghold}}'' series

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* ''StrangeAdventures'' ''VideoGame/StrangeAdventures'' and its sequel ''WeirdWorlds'', ''VideoGame/WeirdWorlds'', during the battle sequences.
* The ''{{Stronghold}}'' ''VideoGame/{{Stronghold}}'' series
22nd Mar '16 6:40:13 AM 20person
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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' have V.A.T.S mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In ''Fallout 4'', V.A.T.S. was updated to merely slow down time instead of pausing the game completely, such that real time combat continues in slow motion around you and you could potentially be wounded or killed while in V.A.T.S mode.

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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' have V.A.T.S S. mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In ''Fallout 4'', V.A.T.S. was updated to merely slow down time instead of pausing the game completely, such that real time combat continues in slow motion around you and you could potentially be wounded or killed while in V.A.T.S mode.
22nd Mar '16 6:38:23 AM 20person
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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' have V.A.T.S mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In ''4'', V.A.T.S. was updated to merely slow down time instead of pausing the game completely, such that real time combat continues in slow motion around you and you could potentially be wounded or killed while in V.A.T.S mode.

to:

* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' have V.A.T.S mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In ''4'', ''Fallout 4'', V.A.T.S. was updated to merely slow down time instead of pausing the game completely, such that real time combat continues in slow motion around you and you could potentially be wounded or killed while in V.A.T.S mode.
22nd Mar '16 6:36:37 AM 20person
Is there an issue? Send a Message


* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' have V.A.T.S mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode.

to:

* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' have V.A.T.S mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In ''4'', V.A.T.S. was updated to merely slow down time instead of pausing the game completely, such that real time combat continues in slow motion around you and you could potentially be wounded or killed while in V.A.T.S mode.
15th Jan '16 10:28:28 PM jormis29
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* ''{{Summoner}}''

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* ''{{Summoner}}''''VideoGame/{{Summoner}}''
29th Nov '15 6:46:44 PM WillyFourEyes
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* [[Main/RogueLike Roguelikes]]: The game is normally in Paused mode. Once the player inputs a command (only one) for his character, time will move forward exactly as long as required to perform the selected action. Then the game is paused again, waiting for the next command. If your character is heavily burdenned, this means you can be dogpiled while taking a single step, [[GodStat or visa-versa]].

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* [[Main/RogueLike Roguelikes]]: The game is All {{Roguelike}}s are normally in Paused mode. Once the player inputs a command (only one) for his their character, time will move forward exactly as long as required to perform the selected action. Then the game is paused again, waiting for the next command. If your character is heavily burdenned, this means you can be dogpiled while taking a single step, [[GodStat or visa-versa]].vice versa]].



* ''VideoGame/VandalHearts 2'' uses the Dual-Turn Battles, which is this to a tee. Not only you need to move your characters, you need to anticipate which enemy character will move, to where, and what action will they do. This requires a lot of advanced thinking and good guess, even if the AI can be abused to allow unlimited turn treasure hunting.

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* ''VideoGame/VandalHearts 2'' uses the Dual-Turn Battles, which is this to a tee. Not only you need In addition to move deciding where your characters, characters will move, you will also need to anticipate which enemy character where your enemies will move, to where, move and what action they will they try to do. This requires a lot combination of advanced thinking luck and good guess, planning ahead, even if the AI can be abused to allow unlimited turn treasure hunting.




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* ''Tokyo Twilight: Ghost Hunters'' requires you to predict where and how the ghosts will move, and move your characters and place your traps accordingly. Subduing a ghost requires a combination of planning and guess-work, because it's entirely possible for the ghost to move out of your intended attack range, and whiffing on an attack causes property damage that is subtracted from your reward at the end of each mission.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RealTimeWithPause