

Time Manipulation is easier to describe if you think of a music, or video, editing suite. By the end of her misadventure through the town she has a colleague by her side, and you’ve had Time-Manipulation 101. It just happens that a god brings her back with the game’s time-altering powers, so gets away lightly. A piece of the path gives way and she tumbles to her death, impaled on a magical Crystal. During the raid her entire town is killed except her - well, if you want to be very specific then she dies too. Iron Danger follows the story of Kipuna, the sole survivor of the messy raid which makes up the prologue. Iron Danger is refreshing because of how it uses this, although it is victim to some more modern RPG shortcomings which is interesting because it also lacks a lot of modern RPG staples. But, despite that presence of user time-control in the genre, nobody dabbled with it as something larger. Pausing was a natural solution for it and suited the D&D construct it was running on. I, for one, never even tried running classic cRPGs at realtime, because it’s incredibly hard to command a collection of units, each with their own inventory or skill sets. Pauseable gameplay and tactical slow down are both things that have been around in RPGs for quite some time. From there whoever was playing entered combat, but rather than being a pausable real-time like in the cRPGs of old, the battle was made up of blocks of time, and these blocks of time were reversible even after you saw them play out. Every time that I walked past there happened to be the same sequence on screen a giant mech bursting from a building in slow motion and then, surprisingly, the game halted to a stand-still. I remember staring at Iron Danger while at Gamescom a few years back. Rewinding time is a complete game-changer in tight, tactical RPGs - it’s also the core mechanic in Action Squad Studios’ recently released Iron Danger.
