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** Machineguns cause massive damage and suppress enemies at the cost of being unable to move and fire in the same turn.

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** Machineguns cause massive damage and suppress enemies at the cost of being unable to move and fire in the same turn.turn (at first).


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---> '''Mission Control''': And don't kill any civilians!\\
'''Deadpan''': ...unless it's absolutely necessary.


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* ProperlyParanoid: Yes, as a matter of fact, ''anyone'' and ''anything'' could be working against you.
** Agents you hire might be Beholder moles.
** Agents you lose track of for ''any'' period of time might ''become'' Beholder moles.
** Agents sent on missions that don't involve combat don't need weapons, right? Too bad, they've just been ambushed and have to fight their way out with inferior (or worse, ''no'') weapons.
** You've just discovered a weak-point in Beholder's conspiracy. [[spoiler: It was a weak-point they let you discover, to try to trap you.]]
** You've managed to outmaneuver a Beholder trap after recovering valuable information. [[spoiler: They let you escape with the information and anticipated what you're going to do next, so you're actually going to do their job for them.]]
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** Completely averted in the ''very'' early game, specifically before you unlock the MK-ULTRA facility: captured agents are interrogated for intel and then summarily executed with no cost. This takes away a Beholder agent, gives you intel, and ''doesn't cost anything''. Once you get the MK-ULTRA facility, interrogating an agent costs money, as does executing them. It can therefore feel like a step ''backwards'' once you've built the MK-ULTRA facility and it starts draining your limited funds (or driving up your danger level).
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* LittleUselessGun: The French DAO is one of your starting weapons. It's also pathetically underpowered, being only a .25 calibre pistol.

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* LittleUselessGun: The French DAO is one of your starting weapons. It's also pathetically underpowered, being only a .25 calibre pistol. Oddly enough, the training to become proficient with the DAO is not immediately available: by the time you can become proficient with it and silence it, it will be completely outclassed by more powerful weapons whose proficiencies have been available for some time (such as the .45 and the B76).

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** Taking down enemy units silently by melee combat requires the attacker to have higher HP. Unless an agent "gets lucky" and acquires the HP increasing survivor perk, it is unlikely this silent option for dealing with agents will be available in the early game.

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*** Your gear is also incredibly limited: you have to manufacture lockpicks for a pretty extreme cost, and other than weapons, you're limited to health kits for support gear.
** Taking down enemy units silently by melee combat requires the attacker to have higher HP. Unless an agent "gets lucky" and acquires the HP increasing survivor perk, it is unlikely this silent option for dealing with agents will be available in the early game. (Easy difficulty removes the HP requirement, providing the single biggest change to the difficulty curve in the game)



** Agents incur heat relatively quickly and are typically compromised after two non-stealthy missions. This increases travel time and the risk of ambush. Heat will decrease over time - unless the agent is compromised, in which case the only way to remove this status is by forging a new identity.

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** Agents incur heat relatively quickly and are typically compromised after two non-stealthy missions. This increases travel time and the risk of ambush. Heat will decrease over time - unless the agent is compromised, in which case the only way to remove this status is by forging a new identity.identity...which costs money.
** The biggest roadblock to the early game is money: you start off with limited cash reserves ($15,000 on Easy, $10,000 on Normal, and $5,000 on Hard), and only earn $40 per hour. A set of lockpicks, the most basic piece of gear you can initially manufacture, costs $600. Forging a new identity for a compromised agent? $500. Recruiting a new agent? $1,000-$1,500. Base upgrades are extremely useful...and start at $1,000 minimum. The best upgrade you can get early on? The cash forging upgrade that, when staffed (tying up a valuable agent) gives you an additional $50 per hour. Even on Easy, you can burn through your cash reserves almost immediately just trying to get the things you'll need to ''survive'' in the short term. Once you've finished the second chapter and start seeing second-tier weapons, you can become a gunrunner by selling your unused, mostly useless weapons for cold, hard cash, and start to stabilize, but then a whole new set of upgrades appear, and they're even ''more'' expensive!
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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. There's also several actions which aren't considered suspicious by the AI (jumping through windows, opening-closing doors leading to restricted areas, following people, being seen ''leaving a restricted area'', etc.) as long as agents are spotted doing them in unrestricted areas. Once they get alerted however, they can see your agents as far as your agents can see them.

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* TheGuardsMustBeCrazy: Played with. If you haven't sound sounded the alarm, guards have rather short view range range[[note]]6 tiles ahead, 8 tiles for agents[[/note]] implying they are not paying so much attention. There's also several actions which aren't considered suspicious by the AI (jumping through windows, opening-closing doors leading to restricted areas, following people, being seen ''leaving a restricted area'', etc.) as long as agents are spotted doing them in unrestricted areas. Once they get alerted however, they can see your agents as far as your agents can see them.
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Changed my mind about how much to hide.


** The tutorial mission contains a few to the CIA campaign. Kingfish refers to Deadpan as a "CIA wash-out", alluding to [[spoiler:Deadpan turning rogue after being betrayed]]. He also steals documents locating Beholder Initiative goods seized by the British, and once he evacuates the map he states he's going straigth to Glasgow; [[spoiler:a story mission for all campaigns is set in Glasgow, which consists in looking for this very cargo, and Kingfish himself is present onsite as a hostile agent.]]
** [[spoiler:When you examine Tai-Pan's dossier, the cover says "Tai-Pan appears to be a small time gangster and information broker from Hong Kong. However, the extent of his operations and allies surprises us at every step." He is revealed to be TheManBehindTheMan in the unlockable extended campaign.]]

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** The tutorial mission contains a few to the CIA campaign. Kingfish refers to Deadpan as a "CIA wash-out", alluding to [[spoiler:Deadpan turning rogue after being betrayed]]. He also steals documents locating Beholder Initiative goods seized by the British, and once he evacuates the map he states he's going straigth straight to Glasgow; [[spoiler:a story mission for all campaigns is set in Glasgow, which consists in looking for this very cargo, and Kingfish himself is present onsite as a hostile agent.]]
** [[spoiler:When When you examine Tai-Pan's dossier, the cover says "Tai-Pan appears to be a small time gangster and information broker from Hong Kong. However, the extent of his operations and allies surprises us at every step." He [[spoiler:He is revealed to be TheManBehindTheMan in the unlockable extended campaign.]]
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* FreezeFrameBonus: Many details of level design and decoration can only be seen if you zoom in, and the only way to zoom in is to prepare an attack on someone who happens to be standing in the right spot. These sorts of things are mostly posters, but you can also find an executive toy swinging away on a desk.
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* TitleDrop: This is part of a letter in the file "Valhalla's Correspondence:"
--> Unfortunately for you, your associates at the Komplex, and their pawns at DELETED -- your whole idea of sustaining the Cold War indefinitely is a phantom doctrine.
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** Stand in the walk path of an enemy with no immediate alternate routes, and they might ''outright ignore you'' as they take an irrationally long detour to get to their destination.
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* RagtagBunchOfMisfits: The available recruits have backgrounds in various special forces units, intelligence services, terrorist groups, gangs, and freelancers. Note that all origins are available regardless of the campaign, thus CIA agent Deadpan can recruit former {{Yakuza}} or [[https://en.wikipedia.org/wiki/Red_Army_Faction Red Army Faction]][[note]]Western Germany communist terrorist group[[/note]] members, former Spetsnaz[[note]]Soviet special forces[[/note]] and Navy [=SEALs=] operatives, former [[https://en.wikipedia.org/wiki/Stasi Stasi]] and [[https://en.wikipedia.org/wiki/Ministry_of_State_Security_(China) MSS]][[note]]respectively, intelligence services of Eastern Germany and People Republic of China[[/note]], along [[SecretIntelligenceService MI6]], UsefulNotes/{{Mossad}}, or [[https://en.wikipedia.org/wiki/Federal_Intelligence_Service_(Germany) BND]][[note]]Western Germany intelligence service[[/note]], etc. There's an achievement earned by starting a tactical mission which agents from CIA, KGB, Mossad, Stasi, and SB[[note]]Poland intelligence service[[/note]] in the team.

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* RagtagBunchOfMisfits: The available recruits have backgrounds in various special forces units, intelligence services, terrorist groups, gangs, and freelancers. Note that all origins are available regardless of the campaign, thus CIA agent Deadpan can recruit former {{Yakuza}} or [[https://en.wikipedia.org/wiki/Red_Army_Faction Red Army Faction]][[note]]Western Germany communist terrorist group[[/note]] members, former Spetsnaz[[note]]Soviet special forces[[/note]] and Navy [=SEALs=] operatives, former [[https://en.wikipedia.org/wiki/Stasi Stasi]] and [[https://en.wikipedia.org/wiki/Ministry_of_State_Security_(China) MSS]][[note]]respectively, intelligence services of Eastern Germany and People Republic of China[[/note]], along [[SecretIntelligenceService [[UsefulNotes/SecretIntelligenceService MI6]], UsefulNotes/{{Mossad}}, or [[https://en.wikipedia.org/wiki/Federal_Intelligence_Service_(Germany) BND]][[note]]Western Germany intelligence service[[/note]], etc. There's an achievement earned by starting a tactical mission which agents from CIA, KGB, Mossad, Stasi, and SB[[note]]Poland intelligence service[[/note]] in the team.
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* SortingAlgorithmOfWeaponEffectiveness: All classes of weapons are available from the start, and you get new gear as loot on missions. The quality of loot that you pick up steadily increases over the game, with the relative power of the guns only coincidentally matching their real-world equivalents (most notably, the last 9mm sub machine gun that you find is twice as powerful as the first).

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* {{Foreshadowing}}: The tutorial mission contains a few to the CIA campaign. Kingfish refers to Deadpan as a "CIA wash-out", alluding to [[spoiler:Deadpan turning rogue after being betrayed]]. He also steals documents locating Beholder Initiative goods seized by the British, and once he evacuates the map he states he's going straigth to Glasgow; [[spoiler:a story mission for all campaigns is set in Glasgow, which consists in looking for this very cargo, and Kingfish himself is present onsite as a hostile agent.]]

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* {{Foreshadowing}}: {{Foreshadowing}}:
**
The tutorial mission contains a few to the CIA campaign. Kingfish refers to Deadpan as a "CIA wash-out", alluding to [[spoiler:Deadpan turning rogue after being betrayed]]. He also steals documents locating Beholder Initiative goods seized by the British, and once he evacuates the map he states he's going straigth to Glasgow; [[spoiler:a story mission for all campaigns is set in Glasgow, which consists in looking for this very cargo, and Kingfish himself is present onsite as a hostile agent.]]
** [[spoiler:When you examine Tai-Pan's dossier, the cover says "Tai-Pan appears to be a small time gangster and information broker from Hong Kong. However, the extent of his operations and allies surprises us at every step." He is revealed to be TheManBehindTheMan in the unlockable extended campaign.
]]
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* ArtisticLicenseHistory: Your handler was rescued from a North Vietnamese prisoner of war camp in both the CIA and KGB campaigns. The Soviet Union supported North Vietnam, so a Russian in a Northern POW camp is about as likely as an American in a Southern POW camp. A handwave is provided for why he was rescued, but not for why he was in there in the first place.
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* ClusterFBomb: Male agents with the "Profane" voice type swear nearly every time that you select them.
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* OverTheTopSecret: The first chapter of the KGB campaign is called "Above Top Secret." You are ordered to "create an above top secret espionage unit to track down and dismantle the conspiracy."
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** Your agents have a LimitedLoadout, but there is no limit to the amount of loot that they can pick up on missions. They cannot equip it, though.
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* InsurmountableWaistHighFence:
** Agents will occasionally refuse to jump through windows.
** Agents can vault over desks, but not chairs or potted plants.
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* CommonplaceRare: The US [=M16=] rifle is a very common gun in real life, but is a very rare drop in-game, and some people have completed a playthrough without finding one. If you buy one on the black market, it is a mid tier gun at a mid tier price.


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* GuideDangIt: It is common for perk descriptions to say that they raise or lower a stat, but without saying how much.


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* JackOfAllStats: Rifles and sub machine guns. Rifles are second best at everything, other guns are better than rifles at one thing, but much weaker elsewhere. [=SMGs=] are a bit less powerful than rifles, but can be carried by Disguised characters, unlike rifles.


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* TakeYourTime: The doomsday meter will only advance if the enemy completes conspiracy missions, and stopping them is a good way of grinding for XP and loot.


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** There is an Achievement for being betrayed by an enemy mole on a tactical mission. If you want OneHundredPercentCompletion, you have to deliberately put a potential traitor on your team, and hope that they don't cause too much grief when things kick off.


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* WellIntentionedExtremist: Valhalla presents himself as one in documents that you find, saying that the Beholder Initiative is a way of stopping the Cold War from becoming hot.

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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]], released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE on August 14, 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 Shepherd Games]], released for the [[UsefulNotes/IBMPersonalComputer PC]], UsefulNotes/PlayStation4 and UsefulNotes/XboxONE on August 14, 2018.



* BoringButPractical: Enemy units have 'realistic' line of sight and can see Cabal agents across the map. One useful tactic if an alarm has been raised is to close doors (a free action) to restrict firing opportunities.

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* BoringButPractical: BoringButPractical:
**
Enemy units have 'realistic' line of sight and can see Cabal agents across the map. One useful tactic if an alarm has been raised is to close doors (a free action) to restrict firing opportunities.opportunities.
** Every base upgrade which increases your income and reduces your costs.
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* AllLowercaseLetters: Code names of people and places and organisations that you find when reviewing intel are usually in this format. E.g. "I went to lake house and met eel monitor, who claimed to represent obsidian eyes."


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* AutoSave: The game is generous with auto saves.
** It keeps auto saves of the last three combat turns, for your SaveScumming pleasure.
** It also keeps auto saves of the last three game days on the world map.


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* LeakedExperience: Averted. Only agents who go on a mission get the base experience for that mission, and only agents who make kills and takedowns get extra experience for those.


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* NumbersStations: Your team find out that Beholder are using a numbers station to coordinate European terror groups.


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* PunchPackingPistol: Hand guns have higher Maximum Damage than rifles of the same tier when firing single shots, and can also perform headshots, which do even more damage and ignore cover. However, rifles have much higher Minimum Damage when firing bursts, and there are times when an extra 60 minimum damage is much more useful than an extra 10 maximum.


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* RareGuns: Some of the guns that you find during the game are rare in real life, for various reasons:
** The Sparrow LMG is the Israeli Dror (Dror is Hebrew for sparrow). A few thousand were made in the late 1940s, but it didn't see much service because it reacted badly to dust.
** The EIW rifle is the British EM-2. It passed military trials, but was not adopted because it was incompatible with the 7.62mm NATO round.
** The TKB rifle is the Soviet TKB-022. It did not pass trials because of concerns about the durability of the plastic body.
** The [=PM63=] is a Polish sub-machine gun. Moderately common in Poland, but rare elsewhere. The game was developed in Poland.
** The CAWS shotgun was made by Heckler & Koch. It didn't pass trials, partly because of reliability problems, and partly because the US army decided that they didn't want a fully automatic shotgun after all.
** The Gyro-Gun pistol is the Gyro Jet, which fired miniature rockets instead of bullets. It was a commercial failure partly because of quality problems with the ammo, and partly because of AwesomeButImpractical.
** The Semi 12 shotgun is the Franchi SPAS, another victim of AwesomeButImpractical.


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* TinfoilHat: One of the bits of intel that you recover contains this conversation:
-->A: Bad news: [DELETED] has been field testing some CODA equipment, and a bunch of ham radio operators recorded the signal and called the cops.
--> B: Why is that a problem?
--> A: The police have been looking into the "sidewinders" affair -- they might just connect the dots.
--> B: Then discredit those radio people in front of the cops -- convince them we can control their brains with microwaves.
--> A: But that's exactly what we're doing!
--> B: Yeah. So exaggerate until it becomes implausible. Tell them a tinfoil hat could protect them or whatever.
--> A: Tinfoil hat? They'll never buy it.


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* UselessUsefulSpell:
** The "Gifted" perk gives you extra XP for missions. This sounds BoringButPractical, but the game doesn't tell you that it's only 5% extra.
** You can craft subsonic ammo, which makes your guns silent at the cost of a substantial loss in power. This might look like an acceptable trade off for a game with a lot of sneaking, but suppressors also make your guns silent, are available earlier, and have a much smaller penalty [[note]]Subsonic ammo has a 20 point penalty to Damage Threshold, suppressors have a six point penalty to damage[[/note]].


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* WithThisHerring: Averted. Your agents all start with automatic weapons. You will find better weapons as the game progresses, but early game weapons will kill early game enemies, no problem.
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** The "Vietnam Veteran" perk can be taken by agents of any nationality, even those from nations that did not have any involvement in the Vietnam War.

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** The "Vietnam Veteran" perk can be taken by agents of any nationality, even those from nations that did not have any involvement in the Vietnam War. Unless you assume they served with the French Foreign Legion.
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* BaseOnWheels: Your hideout is mobile, since it's mostly run out of a bunch of portable equipment that can be boxed up and shipped at a moment's notice if the heat is on. This is the only way to stay ahead of the Beholder Initiative when it's hunting down your cabal.

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* BaseOnWheels: Your The lowest-budget version: your hideout is mobile, since it's mostly run out of a bunch of portable equipment that can be boxed up and shipped at a moment's notice if the heat is on. This is the only way to stay ahead of the Beholder Initiative when it's hunting down your cabal.



** As demonstrated in the tutorial, it's possible to turn opposing agents to your side through use of a code phrase [[spoiler: implanted using the MK Ultra facility]]. This improves stealth options as these personnel will not arouse suspicion even in restricted areas - essentially working as a disguise. However, enemy agents will raise the alarm if they spot the controlled agent outside their designated patrol area.

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** As demonstrated in the tutorial, it's possible to turn opposing agents to your side through use of a code phrase [[spoiler: implanted using the MK Ultra facility]].facility. This improves stealth options as these personnel will not arouse suspicion even in restricted areas - essentially working as a disguise. However, enemy agents will raise the alarm if they spot the controlled agent outside their designated patrol area.
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*** The difficulty setting option is represented by [[Film/JamesBond a tuxedo-clad man holding a gun]]. In the easiest setting, the man holds a compact pistol exactly like the classical Bond pose. The icon for medium difficulty is a mashup of two posters for ''Film/QuantumOfSolace'' ([[https://www.amazon.fr/Quantum-Solace-USA-Zone-1/dp/B001PPLIEQ the assault rifle pose]] and [[https://static.tvtropes.org/pmwiki/pub/images/qos.jpg the suit]].) And the hard difficulty icon resembles the end of the Bond gun barrel opening, complete with dripping blood.

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*** The difficulty setting option is represented by [[Film/JamesBond a tuxedo-clad man holding a gun]]. In the easiest setting, the man holds a compact pistol exactly like the classical Bond pose. The icon for medium difficulty is a mashup of two posters for ''Film/QuantumOfSolace'' ([[https://www.amazon.fr/Quantum-Solace-USA-Zone-1/dp/B001PPLIEQ ([[https://static.tvtropes.org/pmwiki/pub/images/qosrifleposter.jpg the assault rifle pose]] and [[https://static.tvtropes.org/pmwiki/pub/images/qos.jpg the suit]].) And the hard difficulty icon resembles the end of the Bond gun barrel opening, complete with dripping blood.
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* SuperSoldier: Or rather, Super Spy. If you know how to take full advantage of the Body Engineering facility (which is very complex and will require a guide unless you want to spend hours experimenting with the various chemical compounds), you can create agents who have ridiculously high stats and abilities, such as having 4 movement points and 2 fire points every turn.
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* TheHandler: In the CIA campaign your handler is Fender, in the KGB campaign your handler is Cyclone, [[in the Mossad campaign your handler is Delilah. All three of the handlers turn out to be traitors who were brainwashed in the 1970s at an MKULTRA black site.]]

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* TheHandler: In the CIA campaign your handler is Fender, in the KGB campaign your handler is Cyclone, [[in [[spoiler: in the Mossad campaign your handler is Delilah. All three of the handlers turn out to be traitors who were brainwashed in the 1970s at an MKULTRA black site.]]
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* TheHandler: In the CIA campaign your handler is Fender, in the KGB campaign your handler is Cyclone, [[in the Mossad campaign your handler is Delilah. All three of the handlers turn out to be traitors who were brainwashed in the 1970s at an MKULTRA black site.]]
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* ScrewTheRulesIHaveConnections: [[spoiler:When the player discovers that Project Iceberg is located in a bunker on the island of Grenada, Cardinal remarks that ''President Ronald Reagan'' owes her a favor and that she'll convince him to authorize a full military invasion of Grenada. Talk about having friends in high places!]]
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* BigGood: In the KGB campaign, [[spoiler:Yuri Andropov]] himself authorizes the creation of the Cabal in order to combat Beholder Initiative.

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