Monolithic (yet huggable and surprisingly good dancers) gaming culture chaps EDGE have an interview with Julian Gollop, the original creator of the XCOM series. With the upcoming reboots exciting and enraging fans in equal measure, the man who made the terrifying tactical turn-based treat has a lot to say on the new XCOMs: “It was a bit disappointing from my point of view and for many fans of X-COM. When from out of the blue we heard that Firaxis are doing a turn-based version, it’s as if 2K are trying to cover all their bets.”
Read the rest of this entry »
Posts Tagged ‘Julian-Gollop’
By Craig Pearson on January 20th, 2012.
By Alec Meer on November 29th, 2010.
RPS chum Al Bickham managed to get revered X-COM co-creator Julian Gollop on the blower recently, and got the fine fellow to chat about the making of the best game in the world evereverever. While it doesn’t go into Gollop’s feelings about the upcoming FPS from 2K (previously expressed here), he does say of the long-canned X-COM Alliance that “I was shocked. It was an FPS. It didn’t bode well basically. ” But let’s not dwell on the negative; the fun stuff is his talk about the random chance and strange arrangements which led to the original three X-COMs and their precusor, Laser Squad. Read, read.
By Kieron Gillen on August 14th, 2010.
I want to quickly post this, which Jim found. Where did he find it? I don’t know. He could have just been reading the XCOM thread at Gamasutra. Google suggests he may have found it at RPGCodex, but that doesn’t sound likely. Anyway, Julian Gollop was the legendary creator of Chaos, Laser Squad and – relevantly – the original X-COM. I’ve been wondering about what he makes of all this ever since it came out. Sadly, he’s not replying to any of our e-mails. However, he did turn up in the comment thread (twice!) to the aforementioned Gamasutra article and said the following…
Read the rest of this entry »
By Kieron Gillen on July 13th, 2010.
This is interesting. Or rather, promises as being interesting and I’d like to bring it to those who wish to make it interest-ing’s attention. Julian Gollop has posted on his forums saying that he’s considering making splendid play-by-e-mail game Laser Squad Nemesis free to play instead of the current subscription-styled model. This means he’s looking around for cheaper server places – perhaps, I suspect, someone volunteering server space – and admins to run it. Gollop’s one of the great unsung creators in the industry and I suspect at least one of the people who are upset about the XCOMisation of his X-COM may be able to offer him a very cheap solution indeed. You’ll find his contact details on the site. While it’s a game which is no longer being developed, this is a rock solid tactical skirmish game that I think would find a whole new audience in a straight free-to-play system. Of course, I’m also wondering what Julian’s doing working at Ubisoft Sofia, but that’s just because I’m nosy. Also, hoping he eventually respond to the mail asking what he makes of XCOM. Hi, Julian!
By Kieron Gillen on November 9th, 2007.
[This is an odd one. This was the first of these I wrote for PCF, and is really a very different format – there's a large box-out where I go through Gollop's entire history of games, for example, which I've lost here. It's also a straight transcript and – spookily – written in a much more sober style. I've had a quick kick at it to get rid of some of the stiffness, but it does sit a little oddly with its usual tone...]
This isn’t really a post-mortem. From a development side the single most noticeable feature of Laser Squad Nemesis is that it’s constantly being updated and its development cycle is, abstractly, endless. This means that rather than an examination of something in the past, we’re cutting apart something still living: vivisection rather than post-mortem.
LSN was was Codo Technologies first game, for themselves. The Gollop brothers’ previous studio, Mythos games, closed after the ambitious Dreamlands game was cancelled. Disheartened by how they were treated by major publishers, Laser Squad Nemesis was them stepping outside the mainstream system to forge a new path. But what to do?
By Kieron Gillen on July 18th, 2007.
Spent last week reviewing UFO: Extraterrestrials for Eurogamer. Ended up being very mildly warm towards it, which was more than I was expecting. Because it’s taking from such a well-conceived source – UFO: Enemy Unknown or X-COM: UFO Defence, depending on whether you’re in Europe or the US*, it ends up often being highly entertaining because it’s such a determined plagiarist. And God knows, everyone would like a decent successor to the Gollops’ masterpiece.
I suppose that’s one of the most interesting things about it. While true, it’s not really fair to paint them as just plagarists. They’re more akin to a covers band for a group who’ve long split. While other people have taken some stuff from X-COM – the UFO: Afterlight/Aftershock/Aftermath series – this is something that’s deliberately much more faithful. Even then, it’s not good enough. There’s a determined mod community around the game who are increasingly altering closer and closer and closer to what they’re actually looking for. In most mod communities, there’s a clear division between the developers and people who like the game enough to want to mod it… but here, perversely, the fanbase for the game aren’t actually the fanbase for the game. They’re actually the fanbase of an entirely different game… exactly the same as the developers. They’re like the Rabbis in Pi, searching for the name of God by re-arranging the alphabet of whatever.
Of course, it’s interesting to wonder whether “A New X-Com” is even achievable. For both sides of the argument, see this debate between a load of journos and Devs over at Quarter to Three.
If you’re interested in investigating, it’s available to purchase by Digital Download over at Matrix Games, but only if you’re in America. Everyone else will have to go down the shops, seemingly. How 20th-century.
*Dunno what it’s called anywhere else. Sorry!