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* DarkestHour: In ''The Last Duty'', [[spoiler:it comes on days 11-13, as you become unable to hire people (as nobody is willing to work anymore, and even if they are, the infected will get to them anyway), call for backup, or buy equipment and vehicles (as you're cut off from other cities). Then your manager reveals that he was bitten, and says goodbye, with your objective shifting to simply surviving. The infected eventually manage to overrun the dispatch center, but the operator escapes.]]
to:
* DarkestHour: In ''The Last Duty'', [[spoiler:it comes on days 11-13, as you become unable to hire people (as nobody is willing to work anymore, and even if they are, the infected will get to them anyway), call for backup, or buy equipment and vehicles (as you're cut off from other cities). Then your manager reveals that he was bitten, and says goodbye, with your objective shifting to simply surviving. The infected eventually manage to overrun the dispatch center, but the operator Operator escapes.]]
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* DiegeticInterface: The interface of the game is displayed in-universe on the computer used by the Operator, and the main menu and intro of ''112 Operator'' show that the same software is being used by the other operators. There are even a few cutscenes that have the Operator look away from his computer.
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''911 Operator'' is a RealTimeStrategy[=/=]SimulationGame developed by Polish studio Jutsu Games and published by Creator/PlayWaySA. It was [[https://www.kickstarter.com/projects/playway/911-operator funded]] by a Website/{{Kickstarter}} campaign on August 20th, 2016, and was then first released on [[Platform/IBMPersonalComputer PC]] through Platform/{{Steam}} in February 2017. It was later released to UsefulNotes/XboxOne, UsefulNotes/Playstation4 and {{UsefulNotes/Android|Games}} devices later that year. A release for the UsefulNotes/NintendoSwitch followed in October 2018.
to:
''911 Operator'' is a RealTimeStrategy[=/=]SimulationGame developed by Polish studio Jutsu Games and published by Creator/PlayWaySA. It was [[https://www.kickstarter.com/projects/playway/911-operator funded]] by a Website/{{Kickstarter}} campaign on August 20th, 2016, and was then first released on [[Platform/IBMPersonalComputer PC]] through Platform/{{Steam}} in February 2017. It was later released to UsefulNotes/XboxOne, UsefulNotes/Playstation4 Platform/XboxOne, Platform/PlayStation4 and {{UsefulNotes/Android|Games}} Platform/{{Android}} devices later that year. A release for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch followed in October 2018.
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* HeroicSacrifice: The Operator in ''The Last Duty''. As the situation escalates and his cohorts (the normally crowded dispatch center is filled with only dreadful silence in the ending)/emergency workers perish, the Operator still shows up to their shift, forced to make a hasty departure as the infected break through. [[spoiler: Infection Free Zone, the sequel, shows that he's actually TheImmune explaining why he was the last one at his post.]]
to:
* HeroicSacrifice: The Operator in ''The Last Duty''. As the situation escalates and his cohorts (the normally crowded dispatch center is filled with only dreadful silence in the ending)/emergency workers perish, the Operator still shows up to their shift, forced to make a hasty departure as the infected break through. [[spoiler: Infection Free Zone, the sequel, shows that he's actually TheImmune explaining why he was immune, so only the last one at his post.infected could kill him.]]
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* BolivianArmyEnding: [[spoiler:''The Last Duty'' ends this way once the last facility of a given type falls, as you look away from your computer (revealing that you were holed up there), and gunfire is heard while somebody screams about the base being overrun. The last thing you see is the door to your room slowly breaking under the attacks of the infected.]]
to:
* BolivianArmyEnding: [[spoiler:''The Last Duty'' ends this way once the last facility of a given type falls, as you look falls. The Operator looks away from your his computer (revealing that you were he was holed up there), and gunfire is heard while somebody screams about the base being overrun. The last thing you see is overrun as the door infected attempt to your room slowly breaking under break through the attacks of emergency exit.]] [[spoiler: Averted in Infection Free Zone, where the infected.Operator returns as the protagonist, having presumably survived against all odds.]]
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* CleanPrettyReliable: Averted. You can give callers instructions on how to do C.P.R, but it's only meant to keep a person they have found alive until the medics you called arrive on the scene and help the unconscious person.
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* CleanPrettyReliable: Averted. You can give callers instructions on how to do C.P.R, CPR, but it's only meant to keep a person they have found alive until the medics you called arrive on the scene and help the unconscious person.
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* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected. This gets [[AvertedTrope averted]] later on, however, as your local area falls into chaos, [[spoiler:and you're cut off from buying anything]].
to:
* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected. This gets [[AvertedTrope averted]] later on, however, as your local area falls into chaos, [[spoiler:and you're cut off from buying anything]].anything before being ultimately overrun]].
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* DarkestHour: In ''The Last Duty'', [[spoiler:it comes on days 11-13, as you become unable to hire people (as nobody is willing to work anymore), call for backup, or buy equipment and vehicles (as you're cut off from other cities). Then your manager reveals that he was bitten, and says goodbye, with your objective shifting to simply surviving.]]
to:
* DarkestHour: In ''The Last Duty'', [[spoiler:it comes on days 11-13, as you become unable to hire people (as nobody is willing to work anymore), anymore, and even if they are, the infected will get to them anyway), call for backup, or buy equipment and vehicles (as you're cut off from other cities). Then your manager reveals that he was bitten, and says goodbye, with your objective shifting to simply surviving. The infected eventually manage to overrun the dispatch center, but the operator escapes.]]
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* ForegoneConclusion: Even if you didn't know about the StealthSequel, the very name of ''112 Operator - The Last Duty''' tells you that eventually you fail.
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* ForegoneConclusion: Even if you didn't know about without the StealthSequel, the very name of ''112 Operator - The Last Duty''' tells you that eventually you fail. implies things will always go south.
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* GoingDownWithTheShip: Not literally but in spirit. The Operator in ''The Last Duty'' stays at their dispatch post until the very end. [[spoiler:The trailer for ''Infection Free Zone'' implies he escapes, and the Prologue for the game has him acting once again as MissionControl for a group of survivors.]]
* HeroicSacrifice: The Operator in ''The Last Duty''. As the situation grows worse and worse, with each new day the Operator still shows up to their shift. Even as other Operators die or disappear and as emergency personnel dwindle, they stay at their post until the very end. [[spoiler: Infection Free Zone, the sequel, shows that he's actually TheImmune explaining why he was the last one at his post.]]
* HeroicSacrifice: The Operator in ''The Last Duty''. As the situation grows worse and worse, with each new day the Operator still shows up to their shift. Even as other Operators die or disappear and as emergency personnel dwindle, they stay at their post until the very end. [[spoiler: Infection Free Zone, the sequel, shows that he's actually TheImmune explaining why he was the last one at his post.]]
to:
* GoingDownWithTheShip: Not literally but in spirit. The Operator in ''The Last Duty'' stays at their dispatch post until it, too, is besieged by the very end. [[spoiler:The trailer for ''Infection Free Zone'' implies he escapes, and the Prologue for the game has him acting once again infected. [[spoiler: He returns as MissionControl for a group of survivors.survivors in the sequel.]]
* HeroicSacrifice: The Operator in ''The Last Duty''. As the situationgrows worse escalates and worse, his cohorts (the normally crowded dispatch center is filled with each new day only dreadful silence in the ending)/emergency workers perish, the Operator still shows up to their shift. Even shift, forced to make a hasty departure as other Operators die or disappear and as emergency personnel dwindle, they stay at their post until the very end.infected break through. [[spoiler: Infection Free Zone, the sequel, shows that he's actually TheImmune explaining why he was the last one at his post.]]
* HeroicSacrifice: The Operator in ''The Last Duty''. As the situation
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* InstantDeathBullet: Averted. Some situations may end with the people getting shot on the scene, whether by the police you dispatch, but if you also dispatch an ambulance alongside them, they will often be able to save them in time.
* InterruptedSuicide: In ''112 Operator'' one of the missions involves trying to stop a man from committing suicide.
* InterruptedSuicide: In ''112 Operator'' one of the missions involves trying to stop a man from committing suicide.
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* InstantDeathBullet: Averted. Some situations may end with the people getting shot on the scene, whether by the police you dispatch, but if you also dispatch or suspects, but if such confrontations are to be expected, an ambulance alongside them, they will often be able can accompany it to save them in time.
prevent any deaths.
* InterruptedSuicide: In ''112 Operator'' oneof caller attempts to commit suicide under the missions involves trying to stop pretense of reporting a man from committing suicide.body, yet it can be stopped with the right dialogue options.
* InterruptedSuicide: In ''112 Operator'' one
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* MenuTimeLockout: Zig-zagged. The time doesn't stop when you are on the phone with a caller or managing crew members. All the units you sent out will continue to be on their way, while the timer on the situations you didn't yet address will continue to tick down. However, you are allowed to put the game on pause and make some adjustments to response unit routes and such.
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* MenuTimeLockout: Zig-zagged. The time doesn't stop when you are on the phone with a caller or managing crew members. All the units you sent out will continue to be on their way, while the timer on the situations you didn't yet address will continue to tick down. However, you are allowed to put the game on pause and make some adjustments to response unit routes and such. You can even just pause the game.
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* NoFEMAResponse: Averted in ''The Last Duty'' as you ''are'' the response, and you can still call for reinforcements, with the military occasionally giving you humvee-riding squads.
* NotUsingTheZWord: The vampire-like zombies of ''The Last Duty'' are ''always'' called the infected, never zombies.
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type, have a vampire-like dislike of sunlight and thirst for blood, and are powerful individually, as they can climb buildings in seconds, and can easily kill gun-wielding police officers with only a slight advantage in numbers.
* PhoneTraceRace: the best way to stop the terrorist bombings in [[spoiler:Washington]]: if you let the terrorist rant at length about his demands you can pinpoint his location and send police to arrest him.
* NotUsingTheZWord: The vampire-like zombies of ''The Last Duty'' are ''always'' called the infected, never zombies.
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type, have a vampire-like dislike of sunlight and thirst for blood, and are powerful individually, as they can climb buildings in seconds, and can easily kill gun-wielding police officers with only a slight advantage in numbers.
* PhoneTraceRace: the best way to stop the terrorist bombings in [[spoiler:Washington]]: if you let the terrorist rant at length about his demands you can pinpoint his location and send police to arrest him.
to:
* NoFEMAResponse: Averted in ''The Last Duty'' as you ''are'' the response, and you can still call for reinforcements, with the military occasionally giving you humvee-riding squads.providing squads in numerous vehicles.
* NotUsingTheZWord: The vampire-like zombies of ''The Last Duty'' are ''always'' called the infected, never zombies. [[spoiler:They're vampiric, ravenous, yet photosensitive.]]
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type. They are strong enough to overwhelm well-equipped police officers in slightly superior numbers, can scale walls or just outright destroy them. Fortunately, if bullets won't stop them, sunlight will.
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type, have a vampire-like dislike of sunlight and thirst for blood, and are powerful individually, as they can climb buildings in seconds, and can easily kill gun-wielding police officers with only a slight advantage in numbers.
* PhoneTraceRace: the best way to stop the terrorist bombings in [[spoiler:Washington]]: if you let the terrorist rant at length about his demands you can pinpoint stall him long enough for the system to figure out his location and send dispatch police to arrest him.units.
* NotUsingTheZWord: The vampire-like zombies of ''The Last Duty'' are ''always'' called the infected, never zombies. [[spoiler:They're vampiric, ravenous, yet photosensitive.]]
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type. They are strong enough to overwhelm well-equipped police officers in slightly superior numbers, can scale walls or just outright destroy them. Fortunately, if bullets won't stop them, sunlight will.
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* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything other than search and technical work, and ''The Last Duty'' balanced large hordes with them in mind.
to:
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything other than search and technical work, and ''The Last Duty'' balanced large hordes with them in mind. Doesn't help that you only have a limited amount of them at your disposal.
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* StealthSequel: ''112 Operator - The Last Duty'' is actually the prequel to Jutsu Games' future game ''Infection Free Zone.''
to:
* StealthSequel: ''112 Operator - The Last Duty'' itself is actually non-canonical to its base game, and serves as the prequel to Jutsu Games' future game ''Infection Free Zone.''
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* BolivianArmyEnding: [[spoiler:''The Last Duty'' ends this way once the last facility of a given type falls, as you look away from your computer (revealing that you were holed up there), and gunfire is heard while somebody screams about the base being overrun. The last thing you see is the door to your room slowly breaking under the attacks of the infected.]]
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* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected. This gets [[AvertedTrope downplayed]] later on, however, as your local area falls into chaos, but communications infrastructure still works, and you still pay money for everything.
to:
* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected. This gets [[AvertedTrope downplayed]] averted]] later on, however, as your local area falls into chaos, but communications infrastructure still works, and you still pay money for everything.[[spoiler:and you're cut off from buying anything]].
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* DarkestHour: In ''The Last Duty'', [[spoiler:it comes on days 11-13, as you become unable to hire people (as nobody is willing to work anymore), call for backup, or buy equipment and vehicles (as you're cut off from other cities). Then your manager reveals that he was bitten, and says goodbye, with your objective shifting to simply surviving.]]
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* LastStand: ''The Last Duty'' is a prolonged variant, as you try to hold the city until the very end.
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* ApocalypseAnarchy: In ''The Last Duty'', your area eventually falls into chaos as people start looting stores and fighting over supplies. That said, your goal is to [[AvertedTrope avert]] this, as you're still supposed to prevent crimes in addition to fighting the infected, and public order replaces your reputation.
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* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected.
to:
* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected. This gets [[AvertedTrope downplayed]] later on, however, as your local area falls into chaos, but communications infrastructure still works, and you still pay money for everything.
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* CripplingOverspecialization: Soldiers are absolute beasts in combat, as they all come with rifles and armor, their vehicles grant them a high protection from gunfire, and they all have extremely high shooting skills. However, this is all they're useful for, as they can't perform any other tasks, including first aid and technical work.
to:
* CripplingOverspecialization: Soldiers are absolute beasts in combat, as they all come with rifles and armor, their vehicles grant them a high protection from gunfire, and they all have extremely high shooting skills. However, this is all they're useful for, as other than that, they can't can only perform any other tasks, including first aid search and technical work.
* GameplayAndStoryIntegration: In ''The Last Duty'', the manager of your emergency management center eventually emails you about the chaos in your area, and ends it by telling you that it's no longer about reputation, but maintaining the public order. Appropriately, the game renames "Reputation" to "Public Order".
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* NoFEMAResponse: Averted in ''The Last Duty'' as you ''are'' the response, and you can call in the military to help you in combat.
to:
* NoFEMAResponse: Averted in ''The Last Duty'' as you ''are'' the response, and you can still call in for reinforcements, with the military to help occasionally giving you in combat.humvee-riding squads.
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* PoliceAreUseless: While the cops do their job adequately in the normal game, ''The Last Duty'' renders them absolutely useless for fighting more than a few infected, as you're supposed to rely on military reinforcements to deal with hordes.
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything else, and ''The Last Duty'' is balanced with the military in mind.
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything else, and ''The Last Duty'' is balanced with the military in mind.
to:
* PoliceAreUseless: While the cops do their job adequately in the normal game, ''The Last Duty'' renders them absolutely useless for has a [[DownplayedTrope donwplayed example]] in that your cops ''are'' capable of fighting more than a few the infected, as you're supposed but they do so far worse than the military, especially when it comes to rely on military reinforcements to deal with hordes.
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anythingelse, other than search and technical work, and ''The Last Duty'' is balanced large hordes with the military them in mind.
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything
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* NoFEMAResponse: Averted in ''The Last Duty'' as you ''are'' the response, and you can call in the military to help you in combat.
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Spelling/grammar fix(es), General clarification on work content
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----
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* TheImmune: [[spoiler: The Sequel to ''The Last Duty'' shows that the Operator was one of the people luckily immune to the infection.]]
to:
* TheImmune: [[spoiler: The Sequel ''Infection Free Zone'', the sequel to ''The Last Duty'' shows that the Operator was one of the people luckily immune to the infection.]]
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* MistakenForPrankCall: One of the situations is a phone call from someone ordering pizza. [[spoiler:The caller had actually been kidnapped, with the person forced to [[CovertDistressCode speak in code in order to avoid spooking their captor]]. Failing to realize this and hanging up results in them getting killed.]] ''112 Operator'' has a similar situation [[spoiler:with a caller pretending to speak to her mother; ignoring this one turns out even worse for you, since a child is involved.]]
to:
* MistakenForPrankCall: One of the situations is a phone call from someone ordering pizza. [[spoiler:The [[spoiler: The caller had actually been kidnapped, with the person forced to [[CovertDistressCode speak in code in order to avoid spooking their captor]]. Failing to realize this and hanging up results in them getting killed.]] ''112 Operator'' has a similar situation [[spoiler:with a caller pretending to speak to her mother; ignoring this one turns out even worse for you, since a child is involved.]]
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* WouldHurtAChild: ''112 Operator'' has a call that can result in the death of a child if handled poorly.
to:
* WouldHurtAChild: ''112 Operator'' has a call that can result in the death of a child DeathOfAChild if handled poorly.
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* ActionBasedMission: While gunfights are rare in the base game, with them only breaking out once a day on average, ''The Last Duty'' puts a lot more emphasis on combat, with you frequently being asked to kill hordes of infected. This also means that you're highly encouraged to call for military backup, as your cops aren't very useful for this purpose.
* ClosestThingWeGot: Your subordinates can be pushed into doing things they're not specialized for, such as having cops render first aid or medics do technical work. However, this will go incredibly slowly, and any attempt at firefighting will usually end with them suffering severe injury.
* CosyCatastrophe: ''The Last Duty'' takes place during a ZombieApocalypse. However, various crimes and emails make it clear that people still go to work during the first days of it, even as they come close to being torn apart by the infected.
* CripplingOverspecialization: Soldiers are absolute beasts in combat, as they all come with rifles and armor, their vehicles grant them a high protection from gunfire, and they all have extremely high shooting skills. However, this is all they're useful for, as they can't perform any other tasks, including first aid and technical work.
* GenreShift: While the base game is a grounded emergency services simulator, ''The Last Duty'' takes a leap towards action and SurvivalHorror due to taking place in the middle of a ZombieApocalypse.
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* TheImmune: [[spoiler: The Sequel to The Last Duty shows that the Operator was one of the people luckily immune to the infection.]]
to:
* TheImmune: [[spoiler: The Sequel to The ''The Last Duty Duty'' shows that the Operator was one of the people luckily immune to the infection.]]
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* JustBeforeTheEnd: The first days of ''The Last Duty'' starts out rather peacefully, as the ZombieApocalypse isn't yet in full swing, and you just read the occasional report of people with a weird sickness.
** This is even more pronounced in Freeplay with the DLC enabled, as it only starts once you unlock all the districts, and even then it still takes several duties for it to trigger.
** This is even more pronounced in Freeplay with the DLC enabled, as it only starts once you unlock all the districts, and even then it still takes several duties for it to trigger.
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* NotUsingTheZWord: The vampire-like zombies of ''The Last Duty'' are ''always'' called the infected, never zombies.
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type, have a vampire-like dislike of sunlight and thirst for blood, and are powerful individually, as they can climb buildings in seconds, and can easily kill gun-wielding police officers with only a slight advantage in numbers.
* OurZombiesAreDifferent: The infected of ''The Last Duty'' are of the TechnicallyLivingZombie type, have a vampire-like dislike of sunlight and thirst for blood, and are powerful individually, as they can climb buildings in seconds, and can easily kill gun-wielding police officers with only a slight advantage in numbers.
Added DiffLines:
* PoliceAreUseless: While the cops do their job adequately in the normal game, ''The Last Duty'' renders them absolutely useless for fighting more than a few infected, as you're supposed to rely on military reinforcements to deal with hordes.
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything else, and ''The Last Duty'' is balanced with the military in mind.
* PurposefullyOverpowered: The soldiers are effectively unstoppable in combat due to having the best combat equipment available, as well as a very high protection chance from their vehicles. This all comes at the cost of them being incapable of doing anything else, and ''The Last Duty'' is balanced with the military in mind.
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* SkewedPriorities: ''The Last Duty'' still has the same incidents pop up as in the normal campaign, meaning that you can be asked to deal with a shoplifter while there's a horde wandering around a block away.
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updated wick
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''911 Operator'' is a RealTimeStrategy[=/=]SimulationGame developed by Polish studio Jutsu Games and published by Creator/PlayWaySA. It was [[https://www.kickstarter.com/projects/playway/911-operator funded]] by a Website/{{Kickstarter}} campaign on August 20th, 2016, and was then first released on [[UsefulNotes/IBMPersonalComputer PC]] through UsefulNotes/{{Steam}} in February 2017. It was later released to UsefulNotes/XboxOne, UsefulNotes/Playstation4 and {{UsefulNotes/Android|Games}} devices later that year. A release for the UsefulNotes/NintendoSwitch followed in October 2018.
to:
''911 Operator'' is a RealTimeStrategy[=/=]SimulationGame developed by Polish studio Jutsu Games and published by Creator/PlayWaySA. It was [[https://www.kickstarter.com/projects/playway/911-operator funded]] by a Website/{{Kickstarter}} campaign on August 20th, 2016, and was then first released on [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] through UsefulNotes/{{Steam}} Platform/{{Steam}} in February 2017. It was later released to UsefulNotes/XboxOne, UsefulNotes/Playstation4 and {{UsefulNotes/Android|Games}} devices later that year. A release for the UsefulNotes/NintendoSwitch followed in October 2018.
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Changed line(s) 20 (click to see context) from:
* GoingDownWithTheShip: Not literally but in spirit. The Operator in ''The Last Duty'' stays at their dispatch post until the very end. [[spoiler:The trailer for ''Infection Free Zone'' implies he escapes, and the Prolouge for the game has him acting once again as MissionControl for a group of survivors.]]
to:
* GoingDownWithTheShip: Not literally but in spirit. The Operator in ''The Last Duty'' stays at their dispatch post until the very end. [[spoiler:The trailer for ''Infection Free Zone'' implies he escapes, and the Prolouge Prologue for the game has him acting once again as MissionControl for a group of survivors.]]