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* {{Brainwashed}}: One option is to capture enemy agents and brainwash them, creating an asset for later use. This can also happen to Cabal operatives.

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* {{Brainwashed}}: One An option once the [[spoiler: MK Ultra facility]] is to capture enemy unlocked. [[spoiler: This removes Beholder programming from agents and brainwash them, creating an asset for later use. This can also happen to Cabal operatives.on your roster, at the risk of losing abilities]].



** It's possible to turn opposing agents mid-mission (as demonstrated in the tutorial). This improves stealth options as these personnel will not arouse suspicion even if they enter restricted areas.
** Cabal agents may themselves be sleepers and/or have hidden agendas. Researching acquired intelligence can reveal clues and options to keep tabs on them.

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** It's As demonstrated in the tutorial, it's possible to turn opposing agents mid-mission (as demonstrated in to your side through use of a code phrase [[spoiler: implanted using the tutorial). MK Ultra facility]]. This improves stealth options as these personnel will not arouse suspicion even if they enter in restricted areas.
areas - essentially working as a disguise. However, enemy agents will raise the alarm if they spot the controlled agent outside their designated patrol area.
** Cabal agents may themselves be sleepers and/or have hidden agendas. Researching acquired intelligence can reveal clues and options sleepers. This will result on them defecting to keep tabs on them.the enemy side in a combat situation. [[spoiler: The MK Ultra facility allows you to create sleeper Cabal agents through the ''Mason Gambit'' option.]]



** If enough guards are taken out, agents become suspicious and start searching the area.

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** If enough guards are taken out, agents become suspicious and start searching the area. Conversely, if agents are taken out first, normal guards don't seem to notice if their colleagues or civilians go missing.



* MenAreTheExpendableGender: Averted with agents - both the Cabal and opposing factions have females in their ranks. Played straight with {{Mooks}} who are usually male. There are quite many female mooks later on however, usually PrivateMilitaryContractors.

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* MenAreTheExpendableGender: Averted with agents - both the Cabal and opposing factions have females in their ranks. Played straight with {{Mooks}} who are usually male. police officers and the majority of {{Mooks}}. There are quite many a number of female mooks mook types later on however, usually PrivateMilitaryContractors.
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* TheMenInBlack: The Cabal can deliberately invoke this image after the forgery is unlocked. Most customization averts this, which is TruthInTelevision. If you can see a CIA agent or Secret Service official in a sharp black suit, there's almost certainly four or five of his coworkers dressed more like you than him.

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* ShoutOut: The difficulty setting option is represented by [[Film/JamesBond a tuxedo-clad man holding a compact pistol]]. In the easiest setting, the man holds it exactly like the classical Bond pose.

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* ShoutOut: ShoutOut:
**
The difficulty setting option is represented by [[Film/JamesBond a tuxedo-clad man holding a compact pistol]]. In the easiest setting, the man holds it exactly like the classical Bond pose.

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* AKA47: Many guns don't use their real names. The M1911 is just called .45, The Python is called Cobra, SVD is called SV-63, the Uzi is called Gal, etc. Many still use their real names however.



* BadassInANiceSuit: An option for agents' appearance. Some disguises also have agents dress up like this.
* BoomHeadshot: An ability which ignores cover and deals massive damage, though drains the agent's focus. Undodgable if done in point blank range.



** The various PMC guards are tougher versions of the policemen and SEC guards you meet most of the time. They are often armored. While your agents can knock them out as easily as other guards during infiltration, they can prove to be a challenge once they get alerted. One mission even pits you against [[spoiler: the Navy SEAL]].



* HyperspaceArsenal: It is unknown how your agents hide big weapons like Assault Rifles and Machine Guns without a bag. However disguised agents cannot carry anything bigger than submachine guns.



* ManchurianAgent: Beware of brainwashed agents who will turn on you once combat starts. Of course it is possible to reverse brainwash them. [[spoiler: Fender]] is apparently one.



* MenAreTheExpendableGender: Averted with agents - both the Cabal and opposing factions have females in their ranks. Played straight with {{Mooks}} who are usually male.

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* MenAreTheExpendableGender: Averted with agents - both the Cabal and opposing factions have females in their ranks. Played straight with {{Mooks}} who are usually male. There are quite many female mooks later on however, usually PrivateMilitaryContractors.


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** Brainwashing enemy agents to turn on them once combat starts is called [[VideoGame/CallOfDutyBlackOps Mason Gambit]].


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* TheGuardsMustBeCrazy: Played with, if you haven't sound the alarm, guards have rather short view range implying they are not paying so much attention. Once they get alerted however, they can see your agents as far as your agents can see them.


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* UnusableEnemyEquipment: You cannot take enemy weapons, but you can take those from chests and crates.
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''Phantom Doctrine'' is a TurnBasedTactics game developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include ''VideoGame/HardWest'') and published by [[http://www.goodshepherd.games/ Good Sheperd Games]], to be released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE on August 2018.

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''Phantom Doctrine'' is a TurnBasedTactics game developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include ''VideoGame/HardWest'') and published by [[http://www.goodshepherd.games/ Good Sheperd Games]], to be released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE on August 14, 2018.

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Trope Edits


* AdamSmithHatesYourGuts: A generous amount of startup cash is provided, but ''everything'' costs money: hiring new agents, base upgrades, crafting items, creating new identities. Passive income is relatively low, and the only option to generate extra income early on is forging cash - which requires an initial investment to set up the forger facility and then assigning agents to print money.
* AndNowForSomeoneCompletelyDifferent: The tutorial mission in East Berlin has the player controlling a Beholder Initative operative codenamed Kingfish. Cabal agents are not featured, though the main character is mentioned in dialogue.

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* AdamSmithHatesYourGuts: A generous amount of startup cash is provided, but ''everything'' costs money: hiring new agents, base upgrades, crafting items, creating new identities. Passive income is relatively low, and the only option to generate extra income early on is forging cash - which requires an initial investment to set up the forger facility and then assigning agents to print money. \n Selling loot from missions is another option.
* AndNowForSomeoneCompletelyDifferent: The tutorial mission in East Berlin has the player controlling a Beholder Initative operative codenamed Kingfish. Cabal agents are not featured, though the main character is mentioned in dialogue. [[spoiler: A CIA mission has the Cabal track Kingfish to Glasgow to recover a stolen shipment.]]



** Any agent not already on a mission or in transit can be sent on an assault mission - even from the other side of the world. This is true even if the Beholder agents are close to completing their task. This makes logistics a little easier, though any agent who survives is relocated to the headquarters on completion. Too bad if you're short staffed elsewhere.



* DifficultySpike: The first chapter covers a particular region of the world with cities relatively close together. As the game progresses, the map expands and incidents can occur on multiple continents, making it more difficult to respond in time. Enemy units get tougher and have more dangerous abilities. The Cabal do get upgrades of their own, but the game becomes noticeably harder in later chapters.



* ImprobableAimingSkills: Because of the game mechanics most shots will find their target - even from great distance. This applies to both Cabal and enemy units.

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* ImprobableAimingSkills: Because of the game mechanics most shots will find their target - even from great distance. This applies to both Cabal and enemy units. If awareness is high enough, the shot will be dodged. Otherwise the amount of cover and protective gear determines damage reduction.
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* FinalDeathMode: The game has an ironman option.


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* MultinationalTeam: Cabal operatives have a variety of backgrounds: competing intelligence agencies, special forces, freelance. They also speak one or more languages. This is not simply cosmetic: if an agent is fluent in the local language, they gain the ''distract'' ability and can talk to guards to make them look in a different direction.


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* RaceAgainstTheClock: Played with.
** Usually there is no time limit for story missions, which allows the player to perform other tasks until they're ready.
** Some chapters and missions do have a doom counter though, which increases if enemy agents complete missions.

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* AdamSmithHatesYourGuts: A generous amount of startup cash is provided, but ''everything'' costs money: hiring new agents, base upgrades, crafting items, creating new identities. Passive income is relatively low, and the only option to generate extra income early on is forging cash - which requires an initial investment to set up the forger facility and then assigning agents to print money.



* BlindedByTheLight:
** Flashbang grenades substantially reduce enemy awareness. Affected units are less likely to dodge incoming shots and can't use certain abilities.
** The ''blinding laser'' ability removes overwatch and prevents the targeted enemy firing in the next turn.



* ChooseYourOwnAdventure: Similar to ''VideoGame/HardWest'', the player is sometimes presented with a situation and given several options to choose from. These typically involve Cabal agents. Consequences can be positive or negative, and are not immediately clear.

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* ChooseYourOwnAdventure: Similar to ''VideoGame/HardWest'', the player is sometimes presented with a situation and given several options to choose from. These typically involve Cabal agents.agents and personal agendas. Consequences can be positive or negative, and are not immediately clear.



** Agents can see through disguises.

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** Agents can see through disguises.detect disguises. [[spoiler: Unless the Cabal operative has the ''actor'' perk.]]


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* EscortMission: Subverted with informant rescue operations. Once freed informants become a controllable agent equipped with weapons, although they are classed as 'openly hostile' and will trigger an alarm if spotted by enemy units or civilians. If successfully extracted the agent joins the Cabal without incurring the usual cash and danger costs.
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''Phantom Doctrine'' is a TurnBasedTactics game developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include VideoGame/HardWest) and published by [[http://www.goodshepherd.games/ Good Sheperd Games]], to be released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE on August 2018.

to:

''Phantom Doctrine'' is a TurnBasedTactics game developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include VideoGame/HardWest) ''VideoGame/HardWest'') and published by [[http://www.goodshepherd.games/ Good Sheperd Games]], to be released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE on August 2018.



The game includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown (hand-crafted maps, random enemy placements, varying objectives) but also some key differences, notably the reduced impact of a RandomNumberGenerator.

to:

The game includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown ''VideoGame/XCOMEnemyUnknown'' (hand-crafted maps, random enemy placements, varying objectives) but also some key differences, notably the reduced impact of a RandomNumberGenerator.



* ChooseYourOwnAdventure: Similar to VideoGame/HardWest, the player is sometimes presented with a situation and given several options to choose from. These typically involve Cabal agents. Consequences can be positive or negative, and are not immediately clear.

to:

* ChooseYourOwnAdventure: Similar to VideoGame/HardWest, ''VideoGame/HardWest'', the player is sometimes presented with a situation and given several options to choose from. These typically involve Cabal agents. Consequences can be positive or negative, and are not immediately clear.

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* BioAugmentation: A 1980s variant. Unlike most RPGs Cabal agents do not improve statistics via levelling up. Instead this is done through the injection of chemicals that confer bonuses, once the relevant facility has been unlocked.

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* BioAugmentation: A 1980s variant. Unlike most RPGs Cabal agents do not improve statistics their stats via levelling up. Instead this is done through the injection of chemicals that confer bonuses, once the relevant facility has been unlocked.



* ChooseYourOwnAdventure: Similar to VideoGame/HardWest, the player is sometimes presented with a situation and given several options to choose from. These typically involve Cabal agents. Consequences can be positive or negative, and are not immediately clear.



* DestroyTheEvidence: If agents become suspicious, they will search the area and destroy any classified documents they come across. They can also reactivate security cameras.



* GunshipRescue: On more difficult missions, armed helicopters show up to provide enemy support. And some missions involve Cabal agents being extracted by helicopter.

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* GunshipRescue: On both sides.
**
On more difficult missions, armed helicopters show up are called in to provide enemy support. And some missions involve These will target Cabal agents being who aren't indoors.
** At the end of the first CIA mission Cabal agents are
extracted by helicopter.helicopter. [[spoiler: And using a helicopter instead of the standard van is an extraction option later in the game.]]



* YouHaveOutlivedYourUsefulness: It wouldn't be an espionage story without this trope. This happens in ''the introductory cutscene'' no less, when a female agent solves a problem by shooting a man with a fancy looking gun. The dialogue and lack of blood suggests it's an advanced weapon that induces a heart attack.

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* YouHaveOutlivedYourUsefulness: It wouldn't be an espionage story without this trope. YouHaveFailedMe: This happens in ''the introductory cutscene'' no less, when a cutscene''. A female agent solves a problem by shooting a an incompetent man with a fancy looking gun. The sinister dialogue and lack of blood suggests it's an advanced weapon that induces a heart attack.

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* BlackSite: As might be expected, the Cabal works out of a secret base. Depending on what actions the player takes, it may become necessary to relocate to a different city if the site is exposed. The surrounding environment (cover buildings) and layout of base facilities varies by location.

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* BioAugmentation: A 1980s variant. Unlike most RPGs Cabal agents do not improve statistics via levelling up. Instead this is done through the injection of chemicals that confer bonuses, once the relevant facility has been unlocked.
* BlackSite: A recurring theme.
**
As might be expected, the Cabal works out of a secret base. Depending on what actions the player takes, it may become necessary to relocate to a different city if the site is exposed. danger level becomes too high. The surrounding environment (cover buildings) and layout of base facilities varies by location.location.
** Beholder cells tend to be based above ground in areas such as docks and construction sites, with plenty of innocent civilians / workers walking around in addition to enemy agents and guards.



* CodeName: As might be expected given the setting, there are ''lots'' of codenames in use. These include Cabal and enemy operatives, shadowy organisations, and operation names noted in intelligence.

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* CodeName: As might be expected given the setting, there are ''lots'' of codenames in use. These include Cabal and enemy operatives, shadowy organisations, and operation names noted in intelligence.[[EvilPlan the sinister Project Iceberg]].



* EliteMooks: Enemy agents have more health than standard guards. This makes them harder to take down without weapons as the knockout ability can only be used on a target with less HP. Guards have zero awareness in infilitration mode, but agents begin at full awareness making them more likely to dodge incoming shots. Agents can also see through disguises.

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* EliteMooks: Enemy agents have are more health dangerous than standard guards. This guards and soldiers.
** They have more health, which
makes them harder to take down without weapons as the knockout ability can only be used on a target with less HP. HP.
**
Guards have zero awareness in infilitration mode, but agents begin at full awareness making awareness. This makes them more likely to dodge incoming shots. shots or take reduced damage.
**
Agents can also see through disguises.disguises.
** If enough guards are taken out, agents become suspicious and start searching the area.
* GunshipRescue: On more difficult missions, armed helicopters show up to provide enemy support. And some missions involve Cabal agents being extracted by helicopter.



* MenAreTheExpendableGender: Averted. Agents of both the Cabal and opposing factions have females in their ranks.

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* MenAreTheExpendableGender: Averted. Agents of Averted with agents - both the Cabal and opposing factions have females in their ranks.ranks. Played straight with {{Mooks}} who are usually male.
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* ShoutOut: The difficulty setting option is represented by [[Film/JamesBond a tuxedo-clad man holding a compact pistol]]. In the easiest setting, the man holds it exactly like the classical Bond pose.

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** A warning icon appears next to actions that will break slealth.

to:

** A warning icon appears next to actions that will break slealth.stealth.



* EliteMooks: Enemy agents have more health than standard guards. This makes them harder to take down without weapons as the knockout ability can only be used on a target with less HP. And while guards don't have awareness in infilitration mode, agents do. This makes them more likely to dodge incoming shots.

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* EliteMooks: Enemy agents have more health than standard guards. This makes them harder to take down without weapons as the knockout ability can only be used on a target with less HP. And while guards don't Guards have zero awareness in infilitration mode, but agents do. This makes begin at full awareness making them more likely to dodge incoming shots.shots. Agents can also see through disguises.



* NoticeThis: Objects containing loot such as cabinets, safes and briefcases glow periodically. The same applies to intelligence documents.



* UnusuallyUninterestingSight: Depends on the action. Opposing agents and civilians don't seem to mind if Cabal operatives break or jump through windows when in infiltration mode, but immediately sound an alarm if they're seen photographing intelligence.

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* UnusuallyUninterestingSight: Depends on the action. Opposing agents and civilians don't seem to mind if Cabal operatives break or jump through windows when in infiltration mode, but will immediately sound an raise the alarm if they're seen photographing intelligence.
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The game has an espionage theme, set in the 1980s during the UsefulNotes/ColdWar. Players take control of [[GovernmentAgencyOfFiction a rogue cell codenamed Cabal]] and must unravel an [[GovernmentConspiracy international conspiracy]] involving world governments and leaders.

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The game has an An espionage theme, thriller set in the 1980s during the UsefulNotes/ColdWar. Players UsefulNotes/ColdWar, players take control of [[GovernmentAgencyOfFiction a rogue cell codenamed Cabal]] and must unravel an [[GovernmentConspiracy international conspiracy]] involving world governments and leaders.



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* AnotherSideAnotherStory: There are three separate campaigns with unique story missions and objectives in different regions of the world. Two are available initially: the CIA and KGB. The third option must be unlocked. The opening suggests that the CIA campaign precedes the KGB's by ten months.

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* AnotherSideAnotherStory: There are three separate campaigns with unique story missions and objectives in different regions of the world. Two are available initially: the CIA and KGB. The third option must be unlocked. The opening suggests that the CIA campaign precedes the KGB's by ten months.



** A warning icon appears next to actions that will break slealth.



* TheInformant: Exploring suspicious activity on the world map can reveal informants who provide rewards after a time limit expires, such as additional agents or crafting blueprints. Enemy forces don't take kindly to this, so informers can become assassination targets.



* PostEndGameContent: Completing a playthrough as either the CIA or KGB unlocks a third playable faction and the option to play an extended version of the game with more complicated narrative.

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* PostEndGameContent: Completing a playthrough as either the CIA or KGB unlocks a third playable faction and the option to play an extended version of the game with more complicated complex narrative.


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* TargetSpotter: A mission support option - the only one initally available - is to assign an agent as a spotter, thus providing the ability to remove the fog of war around a specified area provided the spotter has line of sight.


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* WigDressAccent: If tactical recon is completed prior to a mission, agents can wear disguises. This has drawbacks: weapons are restricted to pistols, revolvers and sub machine guns, and no support items can be equipped. However the agent can enter restricted areas without immediately raising the alarm if spotted. Equipping a disguise changes the outfit to something less conspicious [[JanitorImpersonationInfiltration like a construction worker]].

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Progression isn't herring


[[caption-width-right:300:''Phantom Doctrine'']]

''Phantom Doctrine'' is a Main/TurnBasedTactics videogame developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include VideoGame/HardWest) and released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE in August 2018.

The game has an espionage theme, and is set in the 1980s during the UsefulNotes/ColdWar. Players take control of [[GovernmentAgencyOfFiction a rogue cell codenamed Cabal]] and must unravel an [[GovernmentConspiracy international conspiracy]] involving world governments and leaders.

''Phantom Doctrine'' includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown (hand-crafted maps, random enemy placements, varying objectives) but also some key differences, notably the reduced impact of a UsefulNotes/RandomNumberGenerator.

The game is published by [[http://www.goodshepherd.games/ Good Sheperd Games]]. A [[https://www.youtube.com/watch?v=nEalw7EAzwk trailer]] can be viewed on their Youtube page.

to:

[[caption-width-right:300:''Phantom Doctrine'']]

%%[[caption-width-right:300:]]

''Phantom Doctrine'' is a Main/TurnBasedTactics videogame TurnBasedTactics game developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include VideoGame/HardWest) and published by [[http://www.goodshepherd.games/ Good Sheperd Games]], to be released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE in on August 2018.

The game has an espionage theme, and is set in the 1980s during the UsefulNotes/ColdWar. Players take control of [[GovernmentAgencyOfFiction a rogue cell codenamed Cabal]] and must unravel an [[GovernmentConspiracy international conspiracy]] involving world governments and leaders.

''Phantom Doctrine'' The game includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown (hand-crafted maps, random enemy placements, varying objectives) but also some key differences, notably the reduced impact of a UsefulNotes/RandomNumberGenerator.

The game is published by [[http://www.goodshepherd.games/ Good Sheperd Games]].
RandomNumberGenerator.

A [[https://www.youtube.com/watch?v=nEalw7EAzwk trailer]] trailer can be viewed on their Youtube page.
here]].



* AndNowForSomeoneCompletelyDifferent: The tutorial mission in East Berlin has the player controlling a Beholder Initative operative codenamed Kingfish. Cabal agents do not feature, though the main character is mentioned in dialogue.
* AnotherSideAnotherStory: There are three separate campaigns with unique story missions and objectives in different regions of the world. Two are available initially: the CIA and KGB. The third option must be unlocked. Opening videos suggest the CIA timeline precedes the KGB by ten months.

to:

* AndNowForSomeoneCompletelyDifferent: The tutorial mission in East Berlin has the player controlling a Beholder Initative operative codenamed Kingfish. Cabal agents do are not feature, featured, though the main character is mentioned in dialogue.
* AnotherSideAnotherStory: There are three separate campaigns with unique story missions and objectives in different regions of the world. Two are available initially: the CIA and KGB. The third option must be unlocked. Opening videos suggest The opening suggests that the CIA timeline campaign precedes the KGB KGB's by ten months.



* NebulousEvilOrganisation: The Beholder Initiative - a sinister group of agents the Cabal come into conflict with. Their logo (as seen in the introductory cutscene) is a triangle with an eye, suspiciously similar to TheIlluminati. No surprise that their reach is global.
* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, perform a suspicious action or wear conspicuous clothes. If discovered, an alarm sounds and the enemy will continually send in reinforcements. It's therefore ''highly advantageous'' to remain in stealth as long as possible.
* PostEndGameContent: Completing a playthrough as either the CIA or KGB unlocks a third playable faction and the option to play an 'extended' version of the game with more complicated narrative.

to:

* NebulousEvilOrganisation: The Beholder Initiative - a sinister group of agents the Cabal come into conflict with. Their logo (as logo, as seen in the introductory cutscene) cutscene, is a triangle with an eye, suspiciously similar to TheIlluminati. No surprise that their reach is global.
* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, perform a suspicious action actions or wear conspicuous clothes. If discovered, an alarm sounds is activated, and the enemy will continually send in reinforcements. It's therefore ''highly advantageous'' to remain in stealth as long as possible.
* PostEndGameContent: Completing a playthrough as either the CIA or KGB unlocks a third playable faction and the option to play an 'extended' extended version of the game with more complicated narrative.



* WithThisHerring: At the start of the game only basic weapons and equipment are available for use. It seems the Cabal - despite being a stealthy spy organisation - don't have access to essential tools such as silenced weapons.
* YouHaveOutlivedYourUsefulness: It wouldn't be an espionage story without this trope. This happens in ''the introductory cutscene'' no less, when a female agent 'solves a problem' by shooting a man with a fancy looking gun. The dialogue and lack of blood suggests it's an advanced weapon that induces a heart attack.

to:

* WithThisHerring: At the start of the game only basic weapons and equipment are available for use. It seems the Cabal - despite being a stealthy spy organisation - don't have access to essential tools such as silenced weapons.
* YouHaveOutlivedYourUsefulness: It wouldn't be an espionage story without this trope. This happens in ''the introductory cutscene'' no less, when a female agent 'solves solves a problem' problem by shooting a man with a fancy looking gun. The dialogue and lack of blood suggests it's an advanced weapon that induces a heart attack.

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* AndNowForSomeoneCompletelyDifferent: The tutorial doesn't feature the main player character in person, though their codename is mentioned.

to:

* AndNowForSomeoneCompletelyDifferent: The tutorial doesn't feature mission in East Berlin has the player controlling a Beholder Initative operative codenamed Kingfish. Cabal agents do not feature, though the main player character is mentioned in person, though their codename is mentioned.dialogue.


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* ConspicuousTrenchcoat: One of the possible options for agent attire, together with matching hats if so desired. The Cabal wardrobe also includes [[TheMenInBlack suits and dark glasses.]]

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* AnotherSideAnotherStory: There are three separate campaigns with different story missions. Two are available initially: the CIA and KGB. The third option must be unlocked.

to:

* AnotherSideAnotherStory: There are three separate campaigns with unique story missions and objectives in different story missions.regions of the world. Two are available initially: the CIA and KGB. The third option must be unlocked.unlocked. Opening videos suggest the CIA timeline precedes the KGB by ten months.


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* NebulousEvilOrganisation: The Beholder Initiative - a sinister group of agents the Cabal come into conflict with. Their logo (as seen in the introductory cutscene) is a triangle with an eye, suspiciously similar to TheIlluminati. No surprise that their reach is global.


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* PostEndGameContent: Completing a playthrough as either the CIA or KGB unlocks a third playable faction and the option to play an 'extended' version of the game with more complicated narrative.


Added DiffLines:

* YouHaveOutlivedYourUsefulness: It wouldn't be an espionage story without this trope. This happens in ''the introductory cutscene'' no less, when a female agent 'solves a problem' by shooting a man with a fancy looking gun. The dialogue and lack of blood suggests it's an advanced weapon that induces a heart attack.
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* HazmatSuit: The first CIA mission involves Cabal agent using these as a disguise.


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* TheSpymaster: The non-mission portion of the game has elements of this, with the player moving Cabal agents around cities on a global map.

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* AntiFrustrationFeatures: Luck is much less of a factor in ''Phantom Doctrine'' than other turn-based strategy games. Tactics play a much greater role, such as cover always reducing damage unless special abilities are used. There are ''some random elements'' which can play an imporant part - such as a range of possible damage when firing a weapon and random placement of enemy operatives on a map.

to:

* AntiFrustrationFeatures: Several.
**
Luck is much less of a factor in ''Phantom Doctrine'' than other turn-based strategy games. Tactics play a much greater role, such as cover always reducing damage unless special abilities are used. Whether a target can dodge or receive reduced damage also depends on awareness. There are ''some random elements'' which can play an imporant part - such as a range of possible damage when firing a weapon and random placement of enemy operatives on a map.map.
** In infiltration mode players can see the patrol routes of visible units and restricted areas are clearly marked. This makes it easier to maintain stealth and determine the best strategy.



* DisposingOfABody: In infilitration mode enemy personnel or civilians will raise the alarm if they discover an unconscious or dead person. One option available to Cabal agents is to 'dispose' of the body (hide it where it will never be found). This leads to a fade-to-black animation and the body disappearing from the game.

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* DisposingOfABody: In infilitration mode enemy personnel or civilians will raise the alarm if they discover an unconscious or dead person. One option available to Cabal agents (unless playing on hard difficulty) is to 'dispose' of the body (hide by hiding it where it will never be found).found. This leads to a fade-to-black animation and the body disappearing from the game.



* EliteMooks: Enemy agents have more health than standard guards. This makes them harder to take down without weapons as the knockout ability can only be used on a target with less HP. And while guards don't have awareness in infilitration mode, agents do. This makes them more likely to dodge incoming shots.



* ImprobableAimingSkills: Because of the game mechanics most shots will find their target - even from great distance. This applies to both Cabal and enemy units.



* MultipleIdentityIDs: As the game progresses agents can become 'exposed' which results in higher risk of failure if sent on missions. To remove this negative status it's possible (via use of a forgery facility) to create a new identity. This includes a new passport with selectable nationality and photograph.

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* MultipleIdentityIDs: As the game progresses agents can become 'exposed' which results in higher risk of failure discovery if sent on missions. To remove this negative status it's possible (via use of a forgery facility) to create a new identity. This includes a new passport with selectable customisable name, nationality and photograph.photograph. Agents other than the main character can also change their codename.


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* RandomNumberGod: Averted. The results of actions are based on a formula with no chance element involved. Damage is based on the amount of awareness a target has and other factors such as cover. This applies in reverse: there is no chance for a player to get lucky in a bad situation, which can make firefights brutal.

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''Phantom Doctrine'' includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown (hand-crafted maps, random enemy placements, varying objectives) but also some differences, notably the omission of a UsefulNotes/RandomNumberGenerator.

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''Phantom Doctrine'' includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown (hand-crafted maps, random enemy placements, varying objectives) but also some key differences, notably the omission reduced impact of a UsefulNotes/RandomNumberGenerator.
UsefulNotes/RandomNumberGenerator.

The game is published by [[http://www.goodshepherd.games/ Good Sheperd Games]]. A [[https://www.youtube.com/watch?v=nEalw7EAzwk trailer]] can be viewed on their Youtube page.



* AntiFrustrationFeatures: Luck is much less of a factor in ''Phantom Doctrine'' than other turn-based strategy games. Tactics play a much greater role, such as cover always reducing damage unless special abilities are used.
* BlackSite: As might be expected, the Cabal works out of a secret base. Depending on what actions the player takes, it may become necessary to relocate if the location is exposed.

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* AntiFrustrationFeatures: Luck is much less of a factor in ''Phantom Doctrine'' than other turn-based strategy games. Tactics play a much greater role, such as cover always reducing damage unless special abilities are used. \n There are ''some random elements'' which can play an imporant part - such as a range of possible damage when firing a weapon and random placement of enemy operatives on a map.
* BlackSite: As might be expected, the Cabal works out of a secret base. Depending on what actions the player takes, it may become necessary to relocate to a different city if the location site is exposed.exposed. The surrounding environment (cover buildings) and layout of base facilities varies by location.



* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, perform a suspicious action or wander around in conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode where the enemy continually send in reinforcements. It's therefore ''highly advantageous'' to remain in stealth as long as possible.

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* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, perform a suspicious action or wander around in wear conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode where the enemy will continually send in reinforcements. It's therefore ''highly advantageous'' to remain in stealth as long as possible.


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* SpiesInAVan: When required the Cabal operatives call in a van for extraction.
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* AnotherSideAnotherStory: There are separate campaigns with different story missions. Two are unlocked initially: the CIA and KGB. There is also a third unlockable campaign.

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* AnotherSideAnotherStory: There are three separate campaigns with different story missions. Two are unlocked available initially: the CIA and KGB. There is also a The third unlockable campaign.option must be unlocked.



* BoringButPractical: Enemy personnel have 'realistic' line of sight and can see Cabal agents across the map. One useful tactic on combat missions (or when an alarm has been raised) is to close doors to limit spotting opportunities - which is a free action.

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* BoringButPractical: Enemy personnel have 'realistic' line of sight and can see Cabal agents across the map. One useful tactic on combat orientated missions (or when if an alarm has been raised) is to close doors to limit spotting opportunities - which is a (a free action.action) to restrict firing opportunities.



* CodeName: As might be expected given the setting, there are ''lots'' of codenames in use: Cabal operatives, names mentioned in intelligence, shadowy organisations.

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* CodeName: As might be expected given the setting, there are ''lots'' of codenames in use: use. These include Cabal and enemy operatives, names mentioned in intelligence, shadowy organisations.organisations, and operation names noted in intelligence.



* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, do something suspicious or wander around in conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode where the enemy continually sends in reinforcements. Thus it's highly advantageous to remain in stealth as long as possible.

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* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, do something perform a suspicious action or wander around in conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode where the enemy continually sends send in reinforcements. Thus it's highly advantageous It's therefore ''highly advantageous'' to remain in stealth as long as possible.



* WithThisHerring: At the start of the game only basic weapons and equipment are available for use. It seems the Cabal - despite being a stealthy spy organisation - doesn't have access to essential tools such as silenced weapons.

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* WithThisHerring: At the start of the game only basic weapons and equipment are available for use. It seems the Cabal - despite being a stealthy spy organisation - doesn't don't have access to essential tools such as silenced weapons.

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* BoringButPractical: Enemy personnel have 'realistic' line of sight and can see Cabal agents across the map. One useful tactic on combat missions (or when an alarm has been raised) is to close doors to limit spotting opportunities - which is a free action.



* DisposingOfABody: In infilitration mode enemy personnel or civilians will raise the alarm if they discover an unconscious or dead person. One option available to Cabal agents is to 'dispose' of the body (hide it where it will never be found). This leads to a fade-to-black animation and the body disappearing from the game.



* HollywoodSilencer: Enemies and civilians will never hear a silenced weapon no matter how close the Cabal agent is. There's even an achievement for [[spoiler: fitting a silencer ''to a shotgun''.]]



* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, do something suspicious or wander around in conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode.

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* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, do something suspicious or wander around in conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode.mode where the enemy continually sends in reinforcements. Thus it's highly advantageous to remain in stealth as long as possible.




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* WithThisHerring: At the start of the game only basic weapons and equipment are available for use. It seems the Cabal - despite being a stealthy spy organisation - doesn't have access to essential tools such as silenced weapons.
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* PurelyAestheticGender: The player character can be male or female - there are no differences in stats or abilities. This also applies to Cabal operatives and enemy units.
* SkillScoresAndPerks: As agents gain experience and level up, statistics such as health points increase. The player also has the choice of perks that confer benefits such as immunity to suppression or regenerating extra awareness per turn.


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* TimedMission: Suspicious activity can occur in cities on the strategic map, often in many places at once. Some of these are red herrings, but others are ongoing enemy operations that cause negative effects if a tactical mission is not completed within a certain time. ''How soon'' they are discovered also plays a role - earlier interventions allow more options such as reconnaissance (which allows the use of support and disguises). A last minute response forces the player to do the mission without these benefits or accept the penalty of non-intervention.
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* Brainwashed: One option is to capture enemy agents and brainwash them, creating an asset for later use. This can also happen to Cabal operatives.

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* Brainwashed: {{Brainwashed}}: One option is to capture enemy agents and brainwash them, creating an asset for later use. This can also happen to Cabal operatives.

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* AntiFrustrationFeatures: Luck is much less of a factor in ''Phantom Doctrine'' than other turn-based strategy games. Tactics play a much greater role, such as cover always reducing damage unless special abilities are used.



* Brainwashed: One option is to capture enemy agents and brainwash them, creating an asset for later use. This can also happen to Cabal operatives.



* CodeName: All agents have one. Unsuprising given the Cold War setting.

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* CodeName: All agents have one. Unsuprising As might be expected given the Cold War setting.setting, there are ''lots'' of codenames in use: Cabal operatives, names mentioned in intelligence, shadowy organisations.


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* TriggerPhrase: Used to activate sleeper agents and put them under your control. There's even a ''specific action command'' for this.
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* AnotherSideAnotherStory: There are separate campaigns with different story missions. Two are unlocked initially: the CIA and KGB. There is also a third unlockable campaign.


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* HeroMustSurvive: If the main character dies on a mission, the game is over.
* ItemCrafting: The Cabal base has a workshop where agents can be assigned to create mission equipment such as flashbang grenades and lockpicks. More options are unlocked as the game progresses.


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* MultipleIdentityIDs: As the game progresses agents can become 'exposed' which results in higher risk of failure if sent on missions. To remove this negative status it's possible (via use of a forgery facility) to create a new identity. This includes a new passport with selectable nationality and photograph.


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* StringTheory: A key element of the strategy portion is finding keywords from non-redacted intelligence and linking them up. For authenticity this is done via an old fashioned pins and strings approach on a corkboard.

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* AndNowForSomeoneCompletelyDifferent: The tutorial doesn't feature the main player character in person, though their codename is mentioned.
* BlackSite: As might be expected, the Cabal works out of a secret base. Depending on what actions the player takes, it may become necessary to relocate if the location is exposed.



* CodeName: All agents have one. Unsuprising given the Cold War setting.
* CombinationAttack: The 'breach' action which involves two or more operatives entering via separate access points and gunning down opposing forces. This does not necessarily break stealth - if successful and silenced weapons are used.
* DoubleAgent:
** It's possible to turn opposing agents mid-mission (as demonstrated in the tutorial). This improves stealth options as these personnel will not arouse suspicion even if they enter restricted areas.
** Cabal agents may themselves be sleepers and/or have hidden agendas. Researching acquired intelligence can reveal clues and options to keep tabs on them.




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* UnusuallyUninterestingSight: Depends on the action. Opposing agents and civilians don't seem to mind if Cabal operatives break or jump through windows when in infiltration mode, but immediately sound an alarm if they're seen photographing intelligence.
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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/phantom_doctrine_300x140.png]]
[[caption-width-right:300:''Phantom Doctrine'']]
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''Phantom Doctrine'' is a Main/TurnBasedTactics videogame developed by [[http://www.creativeforge.pl/ CreativeForge Games]] (whose previous credits include VideoGame/HardWest) and released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE in August 2018.

The game has an espionage theme, and is set in the 1980s during the UsefulNotes/ColdWar. Players take control of [[GovernmentAgencyOfFiction a rogue cell codenamed Cabal]] and must unravel an [[GovernmentConspiracy international conspiracy]] involving world governments and leaders.

''Phantom Doctrine'' includes squad and base management, and a strategic world map for controlling agents. Tactical missions are turn-based with similar elements to the VideoGame/XCOMEnemyUnknown (hand-crafted maps, random enemy placements, varying objectives) but also some differences, notably the omission of a UsefulNotes/RandomNumberGenerator.

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!! ''Phantom Doctrine'' contains examples of:

* ClassifiedInformation: Important documents can be found during tactical missions, often from high security areas. Outside of missions, partially redacted documents can be reviewed to identify key words and phrases and form intelligence links.
* ManaMeter: Agents have a limited amount of awareness. This is required to perform certain abilities and allows agents to dodge potentially fatal shots during gunfights. A portion of awareness is restored each turn. Agents can also use the focus ability to quickly restore awareness once every three turns.
* MenAreTheExpendableGender: Averted. Agents of both the Cabal and opposing factions have females in their ranks.
* OptionalStealth: Most missions start in infilitration mode. During this phase enemy forces and civilians will not react to Cabal agents unless they enter restricted areas, do something suspicious or wander around in conspicuous clothes. If discovered, an alarm sounds and the mission switches to combat mode.
* SpyFiction: Stale beer mixed with bleach and ammonia.

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