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Tactical Intervention was concepted as a highly tactical “First Person Shooter” or FPS game that had been released in 2013 as the spiritual successor of Counter-Strike, as both games shared the same creator: Minh Le or “Gooseman”.
There was a long list of features that set it apart from the competition: There were car chases and rappelling, K9-dogs and helicopters, lots of useable objects, many different game modes and complex objectives from hostage rescue to bomb planting and defusal, which requires smart, precise and professional teamwork to function.
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Against our better judgement, we had to release TI almost one year ahead of schedule. We had no choice but to do as we were told, since not all, but some of our publishers and investors did not understand that our concerns were justified.
There was a long list of technical issues – most notably catastrophic bugs and glitches that caused many crashes, threw players out of the levels or caused them to get stuck.
In the end, the game that we were forced to release was an alpha-version with a lot of potential, but little to no polishing and a number of catastrophic flaws.
We have since spent four years – some of us unpaid for some of the time, others for all of the time - working very hard to repair the broken bits, and what we’ve come up with is in all honesty a decent and honest First Person Shooter.
Unfortunately, in the end we lacked the means to keep up the very expensive infrastructure necessary to host the quite terrible “Free to Play” payment system, so TI had to be shut down.
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First of all, we want to bring TI: Reloaded out on STEAM in 04/2018 for USD 14.99 in a one-time-payment that gives you access to every weapon, every piece of equipment and anything else that is relevant to the gameplay. From the Map Kit to the Co-Op, from car chases in normal mode to the highspeed, no-nonsense levels in pro-mode and the fully customizable clan servers in both.
So ok, wait - what? Car chases? In an FPS?!
And yet you want this to be a competitive game for professional gamers?
Yep.
Because we made sure that both the Casual and the Professional gaming community should find whatever they need in TI:R.
For casual gamers, the game offers the "Normal" game mode.
Car chases, multi-stage scenarios with background story, lots of things to see and to do, and levels to explore; we'll even put in a Co-Op mode that we'll tell you more about later on.
For professional gamers, there will be a Pro game mode.
Very fast maps with 200-300 fps, more options to choose from, extremely precise collision models, lots of weapon settings to adjust, and a basic, no-nonsense feeling that brings back memories from the sleek and nimble counter-terrorism games of the past that for some reason grew a bit old and fat over the years...
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Now that the five of us have been working so hard towards fixing it, we want to deliver it, too.
That means to rip out anything related to the F2P-concept, including the cumbersome inventory and shop system. We want the game to be accessible, simple and fun, yet precise and properly balanced. If this campaign and the relaunch turn out to be really successful, we want to add more features, such as an entirely new Co-Op game mode called “L.A.”; and then, the longer we can keep our artists and coders entertained, we want to give you all that is currently still hiding in the darker corners of our twisted minds.
And there is a lot left in there…
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Most of all: the game doesn’t feel like a rushed beta-version anymore.
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It’s much more precise, faster and better looking, movement is smoother, many bugs, crashes and glitches are gone, and there is much more to see thanks to five additional levels. For those of you who hated specific things about “Old TI”, there is a list of about half the fixes we have made (and found the time to write down) and with a bit of luck, maybe you will find your favorite glitch in it.
Hectic Vehicle Pursuits
Canine Response Units
Tactical Rappelling
Optimized Networking
Dedicated Servers
TI:R Development Kit
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Initially, Tactical Intervention was made and released by FIX Korea Ltd., a small company based in Seoul, and went through several publishing attempts. Today, we are publishing the game ourselves as FIX Games Ltd. which is based in the small town of Jeonju, South Korea.
After most of the original team left FIX in 2014, only Tony “Omega” Sergi and Til “Albatros” Sichel were left to work on TI. Their only advantage was the combined experience of today more than 20 years of industry work. Steve and Pavle joined afterwards, and they have supported us with their work for years without asking a single penny in return.
As of now, we are 100% independent, and there is no investor, no publisher and no-one pulling the strings in the background. It’s really just us trying to release this game the way it should have been released in the first place.
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72% Development and debt; we have four artists and coders, two of which have never seen a penny working on TI, and we need to change that. Also, we have amounted debt that needs to be repaid.
15% Then, there are the three things that are certain in life: taxes, taxes and fees
8% Licenses, additional content - we will have to renew some licenses soon, and we also cannot create everything that we need all by ourselves.
5% Tournament and backing rewards.
We did our due diligence before coming up with this number, and to do the bare minimum of what we’ve promised, we will be able to make due with that amount. However, if we had a more substantial budget, things would be much better.
The higher the stretch goal we achieve, the more does the breakdown of the cost shift; initially, development and compensation for our artists will be almost equal to the rest of our costs, but the more content we create, the more development work will have to be done, and that in turn means that more artists will have to work harder and longer to achieve the goals, while overhead costs should more or less remain the same.
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In terms of Stretch Goals, this is what we have planned:
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So, bottom line...TI:R isn't for everyone.
But it's many things to many people.
Whether you're a casual gamer, a professional gamer, a YouTuber looking for something hectic to stream, an artist, a level designer or just fond of hosting your own customizable clan server (like back in the good, old days of C.ertain S.hooter games that seem so long gone)...