When games journalists outline the problems with a game, they’re often met with a familiar retort, “Why don’t you make one then, if you’re so clever?” And of course, most of us aren’t. But for Tom Francis, a former staff writer at PC Gamer for nine years, that’s become a foolproof method of development.
“I think my process is to play a game, articulate what I wish was different, and make a game that does it that way,” he says. For Tactical Breach Wizards, the starting point was one of Francis’ favourites: XCOM 2. “I love it, and I’ve played it for hundreds of hours, and yet I could talk forever about what’s wrong with it… big, serious problems.”
The story campaign is planned to be about eight hours long.