We hope you like the color blue.note if not, we have red for the DLC.
You might think I'm a crazy idealist; of course I am! Only madmen can point out the cracks that society has developed.
So, here's the thing: there's a system called the Shape, a virtual reality that sprang from communication systems, and there's a company, Enyo: Nomad, that uses it to control everything, from the media to the economy to the government to every citizen in the city of Markov Geist.In this dystopia, you are Tactics, a being called for help by Graham Nix, leader of Petrov's Shard and former head of Enyo:Nomad. Petrov's Shard is the Resistance group that calls for Enyo:Nomad to loosen their control of the city and the shape. They refused, and now you're leading Petrov's Shard's humans and vatforms to battle against Enyo:Nomad. The opposition you face is incredible, and will require tactical skill bordering on outright prescience for victory to be achieved, especially once you come to face the shapeform who controls the armies of Enyo: Nomad, Charon's Palm.Or you could just forget about all the story and jump headlong into the Multiplayer mode.Frozen Synapse is a Cyberpunksimultaneous turn-based tactics game developed by Mode 7 Games. In this game, you and your opponent control a group of soldiers wielding various weapons with the goal to wipe the other side out. Your job is to plan and simulate the movement of both your troops and enemies' troops. Be warned, though; the enemies are doing the same as well, and one mistake could lead to the death of your single-HP soldiers. Each turn, be prepared to adjust your meticulously thought-out plan.
This game provides examples of:
Artificial Stupidity: Left to their own devices, the Vatforms have no survival instincts and only know how to shoot what's in front of them. Micromanagement (on top of your predictive powers) is necessary for any progress.
You can also customize these color options to your liking. The background and walls are always blue, however, with the option to change it to red if you purchased the RED DLC
Cloning Blues: Vatforms are organisms cloned from humans. They have very limited cognitive function.
Cruelty Is the Only Option: Early on, you get a mission where you are forced to slaughter as many defenseless engineers as you can within the time limit. Made somewhat depressing by how easy it is to do so.
Deadpan Snarker: Shand does this every now and then, but Belacqua is the master of this trope.
Nix: Of course you would respond now, you only respect military force. Shand: I also respect good tailoring, but I'd hardly expect that from you, old boy.
Shand: Oh come on Nix, this is a joke. We have superior numbers! Belacqua: But inferior hairdressing.
Distracted from Death: At one point, Enyo:Nomad launches a surprise assault on the base of Petrov's Shard. After keeping the base intact for one very long turn (50 seconds, the equivalent of 10 normal turns), you find out from Charon's Palm and Shand that Soulsby was shot dead by a sniper in her attempt to escape Markov Geist.
Exactly What I Aimed At: Right, so your opponent just fired a rocket launcher and hit a seemingly unimportant section of wall. Enjoy the moment of triumph that you just evaded death by rocket, and then enjoy realizing that this section of wall was blocking another enemy unit's line of sight to your unit's off-guard rear end.
Fog of War: A variation thereof found in Dark matches - you can see any terrain unobscured, but enemy units are invisible unless you can see them. A gray, "ghost" version of the enemy unit is created at its last observed position, which can be given commands and manipulated like any other unit.
Friendly Fireproof: Played straight for bullet-launching weapons, but not for explosives. Interestingly, the fireproofing seems to affect all units (friendly, enemy, or neutral) except the specific one that the vatform is presently shooting at.
Grenade Launcher: Less explode-y than the rocket launcher. Also, bouncy - its main draw is the ability to fire around corners.
Insurmountable Waist-Height Fence: Your squad is firmly nailed to the ground. Vaulting or jumping over half-cover, of which there is plenty, is not an option; you'll just have to make them walk around it or blow it up.
Non-Entity General: Tactics controls Petrov's Shard's forces via the Shape and never has any physical contact with the other characters. Soulsby later realises that she can't even remember a single specific thing Tactics has ever said, leading her to deduce that he/she/it is a shapeform.
One-Hit-Point Wonder: All units are killed by a single hit, though pretty much every unit type in the game would be expectedtokill people in one hit. The closest to an exception is standard rifle soldiers, who, depending on range, often end up exchanging a ton of bullets between each other before one of them gets lucky and hits the other.
Puzzle Boss: The final missions offer two in a row: first, you have to defend an area that you attacked and captured in the previous mission against the units you had using the same tactics you used in that mission: in other words, you need to figure out how to defeat yourself. Next, you have to capture a point in the center of a heavily defended area, guarded by a huge number of vatforms that consistently follow a very precise geometric patrol pattern. The latter one takes some metagaming to beat, because you have to capture the point within 10 turns, and you'll need at least five to see the whole cycle of the enemy's movement. Solution? Watch what they do, lose the mission, and retry when you can see a way to punch through.
Take Cover: There are two kinds of cover in the game: high walls, which are perfect for shielding and concealment for people on both sides, and low walls, which only cover full cover and concealment if the unit behind them is crouched. Units shooting over a low wall are generally less likely to be hit than those who are shooting without cover (Hint: a vatform with a rocket launcher can blow up low walls if it is crouched).
The RED DLC adds a unit who has one specific function: To provide an angled wall for you to shield your units and/or bounce grenades off of.
Too Dumb to Live: Vatforms have very simplistic default programming: they'll shoot at any enemy unit they see within range (and they have No Peripheral Vision), regardless of circumstances. Make sure you are EXCEEDINGLY precise about what you want them to do before you hit the launch button. Also see Escort Mission, above.
Creed: You have allowed the Panarchs to murder men and women. This was done deliberately by you. You think you had no choice at Nashar and at Stexis? This is the illusion of Distraction. We all have choice in our lives.