► 7erminus stresses on 3 key features :
- Integrated narrative and interactive storyline.
The player can make decisive choices during the mission and has to take responsability for the consequences of his actions. At the same time, this non-linear freedom extends into the possibility of failing the main objectives without losing the game.
- Emotions and morale management.
They can experience zeal as well as stress and fear, surges of heroism as well as nervous breakdown and sudden terror.
They can be in love with one another and suffer from being separated from their lover. They can feel anxious when staying alone if the Squad members gets distant from each other.
- Immersive user interface and user-friendly controls.
After a short integrated tutorial, everybody can quickly and efficiently manage the Squad.
► Designer intentions
Tacticals games have always been complicated and elitist but it is not intrinsic to the genre.
My purpose was to offer the most accessible tactical game experience, with a easy to understand user interface, minimal HUD informations, simplified character management and very few inputs (mouse only).
Furthermore, I want to put military tactics on a more ‘human’ level, by stressing on the mood and morale of the characters. Each individual has its own statistics, speciality and weakness, can be cowards, overzealous or nervous. They can love each other and suffer from being separated.
This psychological management is one of the main aspects in 7erminus, as it has strong influence on the tactical gameplay, during fights and exploration. By this way, I want to confront the player to new choices and dilemma that go beyond the usual logisctics stuffs.
In the top of that, I don’t want the story to be an excuse for the fights. I want to tell a story and to let the player decide where it goes and how it ends. There are many ways in 7erminus to learn more about the story, the events that occurred before the squad arrived in the Factory. As they explore, they can find many pieces of informations : slaughtered bodies, evidences of violent struggles in the corridors, computer datas, scientific reports and outdated distress calls. They will have to put all those pieces together to make the good choices during their mission.