Sometimes the most insidious, unforgiving and inevitable enemies are silent.

Those rivals who do not need threatening and bestial traits, evil vassals, coercion, or dozens of hours of painstaking repetition to obtain the equipment necessary to give our brave character a minimal chance against them are generally more likely to excite us with a sense of insignificance or at least respect.

The white and amoral winter that covers and floods everything will be one of our main opponents in 1971: Project Helios, the last title developed by Recotechnology SL, which we will have available on PC, Switch and PS4 on June 9th, a particularly ambitious one Their main goal is to successfully combine a turn-based combat system based on attrition, the search for cover, and the satisfaction of clever play with a story and tone designed to sound and appear harsh and sad.

“Does he understand?” There is no short and laconic way to abbreviate the answer without making it seem simple or crude, and unfortunately few works are free of errors or flaws. So let’s dive a little deeper inside this project.

1971: Project Helios, the planet was hit by freezing temperatures of immeasurable proportions. Deadly for every living being and responsible for creating an icy wasteland that we have to travel, explore and question if we want to give our tough protagonists a chance to survive such a hopeless and untamed panorama.

The hardened characters who, with our intervention, must overcome their arduous journey through this undesirable and perishable world are a colorful and diverse group of mercenaries who have gathered under the same banner for a common cause: to bring Dr. Margaret Blythe, a researcher who devised a method to restore prosperity to our vilified cities and, as an inevitable consequence, our dwindling species.

Obviously, it will not be easy to achieve this goal. This is a far-reaching dystopia of diverse and arbitrary factions fighting for their own ends. There is no consensual and coordinated struggle for the common good, but there are struggles and advances to reach small private interests. We will have to deal with each of these dissidents in our cause, but we will do so not with our eloquence or loquacity, but with the unique abilities of each and every member that will make up the force that we will lead.

Each of these individuals will have their own equipment, weapons, and talents. The game expects us to exploit and optimize the idiosyncrasies of each and every one of them in a turn-based combat system that did not generate particularly satisfactory sensations in this little experiment. In between competitions we will have a chance to explore the desolate and lush landscape and hopefully find small documents that will help clarify the plot, objects to improve our fighters and a substance called “glow” that will be as limited as useful.

The structure of the game consists of levels. After overcoming, we will return to our base camp to enjoy some moments of peace and tranquility, during which we will also have the opportunity to hear and read the few but precious narrative rewards that we will find in our odyssey.

The 1971 formula: Project Helios, has two main components: tactical and strategic combat and storytelling. It doesn’t take full advantage of this mix, although we believe there are still aspects to be polished and improved. Fortunately, there are still two weeks until the final launch moment.

For this text, the first 5 chapters of the video game were tested. The final version is subject to change.