Posts Tagged ‘X-COM’

Hooray-os: Chaos Reborn Kickstarter Succeeds

By Nathan Grayson on April 17th, 2014.

I wonder how Bob Ross would feel about those trees

We live in a world where X-Com creator Julian Gollop can put a project onto Kickstarter and have its confetti parade success or outright failure come right down to the wire. I’m not sure how to feel about that. In the end, though, Chaos Reborn’s crowdfunding drive succeeded and then some, which I suppose means the world and I are cool. For now.

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A Game And A Chat: X-Com Creator Julian Gollop

By Nathan Grayson on April 14th, 2014.

Once upon a time Julian Gollop was one of the principle minds behind the original X-Com. Yes, with a dash. A dollop of Gollop’s design wizardry spawned a legendary strategy series, and now – somewhat fittingly, I suppose – he’s making a game about actual wizards. Chaos Reborn is mere days away from casting off its mortal Kickstarter, so Gollop and I are going to play a few rounds of a recent prototype while discussing the ups and downs of running a Kickstarter, the power (and lack thereof) of legacy, what made people fall so madly in love with X-Com, and which of said secret ingredients Chaos Reborn does and doesn’t apply. Expect a heady brew of history and reflection with a powerful note of fuuuuuuture. We’re kicking off at 10 AM PT/6 PM BST.

Update: We’re done! And we ended up roping in a special guest: XCOM: Enemy Unknown lead designer Jake Solomon. What followed were some great Chaos Reborn matches followed by an excellent discussion between two of the brightest minds in the turn-based strategy business. Catch it all below.

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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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UFOgle: An XCOM Enemy Unknown Gallery

By Alec Meer on February 6th, 2012.

You’ve read an awful lot about XCOM: Enemy Unknown, Firaxis’ remake of the original, the legendary X-COM, in our fact’n'theory-fat 13,000 word interview with project lead Jake Solomon here, but the only images we’ve been able to show you thus far are tiny 600 pixel jobbies you need to squint at to make much out. How cruel we were. But how lovely we now are: here are 16 high-res shots to scrutinise for signs of extra information, tribute and/or betrayal. Click on each – including the one above – for an embiggened version.
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Time For A Change: Firaxis On XCOM, Part 3

By Alec Meer on February 3rd, 2012.

In the third and final (for now) part of my enormo-chat with Firaxis’ Jake Solomon, head brain on XCOM: Enemy Unknown, the official remake of the legendary X-COM, we get into the nitty-gritty. To whit: why throw out time units, how the replacement system works, modding support, difficulty, soldier classes, country funding, Julian Gollop, ‘ZCOM’ and why he feels this new game has to bear the X-COM name.

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Death & Chrysalids: Firaxis On XCOM, Part 2

By Alec Meer on February 2nd, 2012.

I used to build my first base in Antarctica. That wasn't very clever of me.

In this next chunk of a mammoth chat with XCOM: Enemy Unknown‘s lead designer at Firaxis Jake Solomon, we talk Chrysalids, the death and critical wounding of your soldiers, the fanbase, why min-maxing X-COM’s not all it’s cracked up to be, the base, the geoscape and which of the original game’s aliens didn’t make the cut…
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XCOM Remake: Screens, Details, Worries

By Alec Meer on January 9th, 2012.

Maybe I should close the comments thread?

OK, here we go. Brace for impact. Barricade yourself in your home. An American magazine has just put the first screenshots of the XCOM remake ‘reimaginging’, some teasy details, plus the vital answers to to whether it’s linked to the XCOM shooter and if it’s been… altered for consoles.

Good news! Well, ish.
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The New XCOM: 24 Things We Want

By Alec Meer on January 6th, 2012.

Sectoid!

Firaxis making a new, true X-COM remake is the best gaming news of the year, and I fairly much expect to still be saying that on December 31 2012. Of course, it isn’t that simple. There are things this game needs to do, to get right, if it is to be both a successful homage and a successful modern strategy game in its own right. Here’s what I want from it.
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New X-COM Incoming, Old X-COM Cheapens!

By Adam Smith on January 5th, 2012.

ANGRY ALIEN SAYS DIE ALTERNATIVE EARTH DEFENSE FORCE

EDIT: added Gamersgate deal.

Steam’s daily deal sees the complete X-COM bundle reduced to £3.05, while the complete pack is £2.49 at Gamersgate. It’s as if they think the whole internet is talking about the series. You probably don’t want Enforcer and Interceptor but if you don’t have them, you almost definitely want the other three. They are £1.01 each on Steam. I still play the original on a regular basis and find it laughable that it’s available for a pound and a penny. HA!

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X-Communique: Julian Gollop Speaks

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.

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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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X-COM Creator On XCOM

By Kieron Gillen on August 14th, 2010.

The Gollops, Yesterday.

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…
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RPS Exclusive: XCOM – The First Interview

By Alec Meer on June 15th, 2010.

Around four months ago, I flew to San Francisco to see XCOM, 2K Marin/Australia’s remake of my favourite-ever videogame. Where once it was a turn-based strategy game, now it’s a first-person shooter. This upset one or two people. All that time, I’ve had to be quiet, despite my previews appearing in PC Gamer and Official Xbox Magazine UK – games publishers, I love you, but your print/online emargo split is just dark-ages idiocy.

Now, at frigging last, I can talk about it. There’s a preview over on Eurogamer as of right now, though I do advise picking up the PCG issue for more details still. Read at least one of previews first, then come back here, because I’m afraid I don’t have time today to re-describe the game in this post (but will definitely unfurl my thoughts about what I saw tomorrow). Back? Well, okay then. Below is a long interview from that showing in March, never before published, with three members of 2K Australia – Creative Director Jonathan Pelling, Art Director Andrew James, and Studio General Manager Anthony Lawrence. We talk about why it’s a shooter, why set it in the 50s, how it references the original, how it’s going to escalate and, yes, the possible fan reaction.
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