History Main / RealTimeWithPause

2nd Sep '16 6:00:02 AM ChronoLegion
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** The 2016 game has plain Realtime With Pause to replace the traditional turn-based combat of the series.
16th Aug '16 7:36:02 AM htuttle
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* ''{{VideoGame/X-COM}}'''s [[RiskStyleMap Geoscape]]. The first two games had TurnBasedCombat though.
** In ''{{VideoGame/X-COM}}: Apocalypse'' you can choose between PRT and a pure turn-based mode for combat, but only before a battle starts. The cityscape portion of the game always uses PRT.
** The ''{{VideoGame/X-COM}}'' series' SpiritualSequel, ''VideoGame/UFOAfterBlank'' (''[[VideoGame/UFOAftermath Aftermath]]'', ''[[VideoGame/UFOAftershock Aftershock]]'' and ''[[VideoGame/UFOAfterlight Afterlight]]'') had PRT throughout the entire game - both battles and world map.

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* ''{{VideoGame/X-COM}}'''s ''{{VideoGame/XCOM}}'''s [[RiskStyleMap Geoscape]]. The first two games had TurnBasedCombat though.
** In ''{{VideoGame/X-COM}}: Apocalypse'' ''VideoGame/XComApocalypse'' you can choose between PRT and a pure turn-based mode for combat, but only before a battle starts. The cityscape portion of the game always uses PRT.
** The ''{{VideoGame/X-COM}}'' series' SpiritualSequel, ''VideoGame/UFOAfterBlank'' (''[[VideoGame/UFOAftermath Aftermath]]'', ''[[VideoGame/UFOAftershock Aftershock]]'' and ''[[VideoGame/UFOAfterlight Afterlight]]'') had PRT throughout the entire game - both battles and world map.
13th Aug '16 5:24:56 PM Headrock
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* ''VideoGame/StarHammer''
30th Jul '16 2:12:17 PM Headrock
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* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its SpiritualAncestor ''VideoGame/TheSting'' (see below).

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* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its SpiritualAncestor Spiritual Ancestor ''VideoGame/TheSting'' (see below).
30th Jul '16 2:11:21 PM Headrock
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* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its SpiritualAncestor ''VideoGame/TheSting'' (see below).



* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its SpiritualAncestor ''VideoGame/TheSting'' (see below).

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* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its SpiritualAncestor ''VideoGame/TheSting'' (see below).
30th Jul '16 2:10:48 PM Headrock
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to:

* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its SpiritualAncestor ''VideoGame/TheSting'' (see below).
30th Jul '16 11:54:42 AM Stealth
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* ''VideoGame/MechCommander'' and its sequels allowed you to do this; the option to give commands, set up movement waypoints, prioritize targets, and call down tactical support while paused was a definite advantage when your team spent the game so heavily outnumbered and outgunned.
24th Jul '16 10:31:53 AM Morgenthaler
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* The 1991 {{Hentai}} game KnightsOfXentar uses a form of simultaneous turn-based combat.

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* The 1991 {{Hentai}} game KnightsOfXentar ''VideoGame/KnightsOfXentar'' uses a form of simultaneous turn-based combat.
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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RealTimeWithPause