Posts Tagged ‘Goldhawk Interactive’

Impressions: The Triumphs And Struggles Of Xenonauts

By Adam Smith on July 10th, 2014.

Xenonauts is a spiritual successor to UFO: Enemy Unknown, which means that it’s also a spiritual successor to many of the most tense and glorious hours of my teenage years. Following a successful Kickstarter and a period in Early Access, the game has been available for almost a month now. With its loyal approach to the original design, Xenonauts doesn’t step on XCOM’s toes, but I wondered if it could succesfully muscle in on the original game’s territory. Several days of playing later, I have the answer. And some anecdotes about intra-squad romance.

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XCOM Who? – Xenonauts Officially Complete

By Nathan Grayson on June 3rd, 2014.

We're not actually feeling skeptical right now. Our faces are just stuck this way from being skeptical so much in the past.

I am glad. Against all odds, Firaxis’ XCOM revival was actually a great turn-based strategy that captured the spirit of the original Gollop games. It wasn’t entirely bereft of blindspots, though. The art style wasn’t super menacing and didn’t allow imagination to fill in the gaps, the game sort of got easier as time went on, tension dissipated over time, etc. Sometimes, you just need a straight-up remake in order to account for everything. In the case of classic X-Com, that game is Xenonauts. Alec has both written and blathered as much before, and really, is there any greater endorsement? Alec hates everything, even rainbows and my youthful naivete. Someday I’ll earn his approval. Maybe if I become turn-based and prominently feature permadeath, he’ll finally love me too.

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Intergalactic, Planetary: Xenonauts Now On Steam

By Nathan Grayson on June 1st, 2013.

Well, Steam Early Access, anyway. Seeing as X-Com has been abducted and replaced by the magnificent (but still quite different) XCOM: Enemy Unknown and snazzy 1960s hat dress-up simulator The Bureau: XCOM, Xenonauts is sort of the original’s closest living relative. So now’s your chance to return to the present’s past while clad in the graphics and interface from a past-inspired portion of the future. In other words, Xenonauts has potential to be one of the very best things. But you – and perhaps only you, but probably not – can push it past alpha and into top humanity exterminating form. Details after the break.

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Xenonauts’ New Look Emerges From The Deep

By Alec Meer on April 10th, 2012.

Is that a Nissan Micra?

It’s probably horribly sensationalist to suggest there’s a cold war on between Firaxis’ XCOM: Enemy Unknown and Goldhawk Interactive’s more mechanically purist X-COMlike Xenonauts, but then again it is the battle to end all battles, one shall stand and one shall fall and the Earth itself will be left in smoking ruins by the time this apocalyptic conflict is over.

Xenonauts has been smartening itself up since the announcement of Firaxis’ official reimaginging, as lead dev Chris England chatted to me about a few weeks ago. More detailed environments, and the ‘evil alien sheds’ have now been replaced with suitably dramatic crashed UFOs. Images of its newly endetailed look are now available for all to clap eyes upon. Which is only so much preamble, innit? Here you are…
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Chat: Xenonauts Dev On Firaxis And Outdoing X-COM

By Alec Meer on February 14th, 2012.

Up until January 5, 2012, the mega-ambitious Xenonauts, Goldhawk Interactive’s Cold War-set tale of alien invasion, was our number one hope for a modernised X-COM. Then, on January 5, 2012, 2K and Firaxis announced they were making an official modernised X-COM. We’ve already chatted to Firaxis about XCOM: Enemy Unknown at length, but what did that shock news mean to Goldhawk lead Chris England? Here, I chat to Chris about his initial reaction, why it doesn’t spell horror for his project, where he’s at with Xenonauts at the moment, what’s planned for the future, how he believes Xenonauts will be better than X-COM and whether spending his life savings on making the game has paid off.

Also, IKEA UFOs and drinking eight pints.
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You Can Pay For Xenonauts Again, Pals

By Alec Meer on November 11th, 2011.

Mission hopefully successful, again!

Poor old Xenonauts, Goldhawk Interactive’s Cold War-set XCOMalike, was the most recent victim of Paypal’s callous punishing of indies who fund development by selling early builds of their games as part of pre-orders – and as a result it hasn’t been available for sale for quite some time.

Well, a month on, the impressive turn-based tactical strategy game is back, thanks to Desura. You can pre-order it (again) right now, and doing so gets you immediate access to the current version of the game as well as all its updates as and when. Oh, and the price has dropped from $30/£20 to a rather more sensible $20/£15. There’s also a premium version, which gets you forum-based glory and possibly other goodies down the line for £20/$30. More details here.

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Enemy Known: Xenonauts vs Paypal

By Alec Meer on October 9th, 2011.

Sad boom.

Oh, not again. Paypal is increasingly the scourge of indie games – it’s opted to cruelly and unnecessarily freeze funds for Minecraft and Project Zomboid in the past, and the latest victim of its administrative idiocy is enticing X-COM reimagining Xenonauts. “Currently our Paypal account has been locked down and closed, so we don’t have access to any of the new money coming in or any access to the funds currently in the account,” say devs Goldhawk Interactive. “As a result of this, we’ve temporarily disabled the pre-order page.”
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UFO Legacy Defence: Xenonauts Preview

By Alec Meer on October 1st, 2011.

Tiny men, you trust me so much. And yet my recklessess and lack of foresight means I am your DOOM

OK, I admit it: I am as cynical as you when it comes to half-suspecting that enormously ambitious, fanbase-courting independent projects announced before work on them has even begun carry the dread stench of vapourware. I’ve been very interested in Xenonauts for some time, if faintly horrified that lead designer Chris England claims he made the final decision to pour his life savings into funding an X-COM remake based on an offhand oh-if-only comment I made on RPS, but I confess wasn’t entirely convinced it would see the light of day. Partly this was due to the many tales of infamy concerning amateur game devs who started working together remotely without ever actually meeting – online tensions can run so high – and partly because I’ve been waiting a long time for an X-COM remake that actually feels anything like X-COM. It is not in my nature to believe that dreams can come true.

A playable build of Xenonauts was on show in the RPS-sponsored Indie Arcade at the Eurogamer expo last week, and pretty much everyone I spoke to about it said the same thing: “well, it’s X-COM,” they offered with a wide grin. They didn’t say what worked or what didn’t or what they’d change or anything like that – they just said “it’s like X-COM.”

I can’t think of a greater compliment for any game.
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Cold War X-COM: Xenonauts On Show

By Alec Meer on May 18th, 2011.

Oops

It’s been a bit all-quiet for the Cold War-set X-COM reimagining Xenonauts for the last few months, but creators Goldhawk have finally broken cover to show how the major element – the ground combat – looks in action. The answer, you may not be terribly surprised to hear is “quite a bit like X-COM”, but clearly that’s exactly what we want. Higher res and detail is a fine thing, but it’s especially pleasing to see that destructible scenery, something so bafflingly absent from many of the commercial X-COM remakes, is present and correct.
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X-Communicated: The Xenonauts Interview

By Alec Meer on November 16th, 2010.

Amidst the web-wide frenzy resulting from the announcement of 2K Marin’s shooter-sequel to X-COM, those who were unwaveringly disappointed/infuriated that the series’ strategy roots had been abandoned had at least one source of turn-based solace. That was Goldhawk Interactive’s Xenonauts, one of more X-COM remake projects than any sane man could count – but this time determined to retain the original game’s key systems and concepts rather than slavishly recreate every feature, aesthetic and plot-point. Cold War-set and going for military grit rather than early 90s comicbook scifi, it promises to be familiar yet different.

However, a great many X-COM tributes have been, gone or simply stalled midway through development – indeed RPS gets advised of a new one at least every couple of months. So how/will this one be different? Best leave that one to the developer, really – read on for project lead Chris England’s thoughts on why do this, 2K’s FPS, bastard Chrysalids, and what’s going to be better than the original.
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Xenonauts: The X-COM Anti-Apocalypse?

By Alec Meer on April 16th, 2010.

The enduring question around 2K Australia’s upcoming XCOM FPS has been “why not just come up with a new IP?” Well, that three posts about X-COM each clocked up triple-figures of comments on Wednesday is the answer to that. A secondary question is “why is everyone so upset that it’s using the X-COM IP?” The IP is not what’s important about X-COM. In terms of fiction, X-COM has only ever been about killing aliens. The important thing is having a game that plays as X-COM did, with its sublime multi-genre cleverness. While it’s unlikely a major publisher would tackle it, the door is not closed to someone else doing that. As has been mentioned by various people, someone like Stardock would be insane to not pick up this baton – there’s a vast and willing audience out there.

First out the gate, though, is indie title Xenonauts, which is militant in its desire to do X-COM properly. It also has a cute genesis – its lead designer Chris England (who is indeed from England) says he was inspired to create an X-COM remake after we wished for one on our podcast. Aw!
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