Mobile Forces | |
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Developer(s) | Rage Software, Real Time Worlds |
Publisher(s) | Majesco and subsequently, Sold Out software |
Designer(s) | Billy Thomson, Stephen Banks, Pat Fitzimons |
Engine | Unreal Engine |
Platform(s) | Microsoft Windows |
Release |
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Genre(s) | First-person shooter |
Mode(s) | Single player, Multiplayer |
Mobile Forces is a first-person shooter computer game developed by Rage Software using the first generation of the Unreal Engine and published by Majesco . The core team of Rage Games (Scotland) who developed Mobile Forces went on to become Realtime Worlds.
Mobile Forces is a first person shooter game where battles against the opposing team or against other players happen to win matches. Game features two singleplayer modes - Missions and Skirmish. In the former, players are required to excel at a set number of game styles in order to unlock further maps on which to play. Within each next map, bot difficulty level rises up and goes through seven bot skill levels. Skirmish game mode allows to play custom matches.
Mobile Forces has eight different game modes:
Unlike the games Counter Strike and Unreal Tournament, Mobile Forces features its own weapon system. On the spawn, the loadout screen is given with a selection of armament and armoury. The more lethal weapons are taken from loadout (e. g. rocket launcher or the heavy machinegun), the less it is left for the life preserving sundries of body armor and adrenaline shots. Full equip tends to have an effect to player's speed of movement (slow movement).
The game also introduces a combination of vehicle and FPS gameplay what was the rarity at the time the game was released.
By the time the studio was set up, Rage team had to make a game, they were uncertain what it will be. The crew made many titles, so they were sure that they will come out with something. The desire was to make a FPS game, so Rage team signed a license for Unreal Engine and started working on Mobile Forces.
The reason Rage team chose to work on Unreal Engine was that many good games were created by that time using the software: "We chose to use Unreal Technology because it's a well proven system that many good games have been build on. There are several "proven" systems but none as consistent as Unreal. And we wanted some of that." said Daniel Leyden in the Gamefaction.com interview. The engine was soon modified to support higher poly geometry, particle generators.
The main inspiration was the game Codename Eagle. As it featured a bunch of great implementions in that time, the game wasn't focused on anything else (e. g. singleplayer and multiplayer gameplay, AI) and Rage wanted not to repeat the same mistake (keep the elements in the game balanced).