The Dreamland Chronicles: Freedom Ridge |
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Logo of the game
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Developer(s) | Mythos Games |
Designer(s) | Julian Gollop |
Platform(s) | PlayStation 2, Microsoft Windows |
Release date(s) | Unreleased |
Genre(s) | Strategy, turn-based tactics, first-person shooter |
The Dreamland Chronicles: Freedom Ridge is a canceled video game for Microsoft Windows and PlayStation 2 by Mythos Games. Developed by the team which produced UFO: Enemy Unknown including lead designer Julian Gollop, the game was planned to be "a remake of the first X-COM with 3D graphics".
According to the GameSpot preview, the Freedom Ridge interface followed the three-tiered format of a rotatable and zoomable global strategy view, showing various cities areas of interest spread and an outline of the human (allied) and alien (enemy) zones of control (similar to the Geoscape in the UFO: Enemy Unknown and also in accelerated real-time), a 3D isometric view tactical screen when the player controls a squad in turn-based combat, and a first-person view to control the squad's individual units while aiming their weapons. The game's environment was presented with a detailed 3D graphics and fully destructible ("floors, beams, and roofs can collapse, and entire buildings can be leveled if enough damage is sustained"). During the action sequences, the camera would switch from the isometric or first-person view for special effects such as to trail behind a fired missile.
Gollop later said it was "quite an ambitious project" of turn-based tactical strategy game, featuring such innovative elements as a destructible terrain system. He said that had it been released, The Dreamland Chronicles would be very similar in gameplay terms to the much later tactical role-playing game Valkyria Chronicles, released for the PlayStation 3 in 2008: "We had a third-person camera view behind your character with a bar representing your Action Points, which went down as you moved. When you went into shooting mode it went into a first-person view and you could select snap shots or aimed shots, which altered the size of an aiming circle on screen."