Posts Tagged ‘X-COM: UFO Defense’

Wot I Read – X-COM UFO Defense, A Novel

The Stunday Papers

Somehow, I wasn’t aware that there was an official novelisation of 1993 strategy/everything game X-COM until just last month. Given my decades-long fixation with X-COM, this was rather like discovering that there was a book about my mum that had passed me by completely.

Diane Duane’s slim text X-COM: UFO Defense – A Novel, published in 1996 by game guide firm Prima, has long been out of print (and never made it to e-print), so despite long scouring of fansites my only option was to explore the secondhand market, which in general wanted over £20 for this 250-page paperback. One joker’s even asking £500 for it. Fortunately, a lucky eBay bid got it to me for a mere £11, and so it is that I now own this fascinating oddity: a novelisation of a strategy game, written by an author with a long history of penning books based on existent sci-fi franchises. Could it truly recreate the tension and horror of X-COM? The thoughtful trauma of the minute-to-minute decisions and the long game of base-building and troop-nurturing?
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! X-COM Co-Creator Julian Gollop Making Chaos Sequel

The RPS reactions went as follows:

Alec: Woah
Adam: Holy moly
Jim: Woah

Legendary developer Julian Gollop, best known as one half of the sibling-based team responsible for X-COM and Laser Squad, has just announced he’s making a brand new Chaos game.
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Wot I Think – XCOM: Enemy Unknown (Singleplayer)

Oh dear, it turns out it’s a first-person shooter with quick-time events and checkpoints after all. Move along, nothing to see here.

No, no, rest assured Firaxis’ XCOM: Enemy Unknown is, like its 1993 predecessor X-COM: UFO Defense aka UFO: Enemy Unknown, a rich brew of turn-based strategy, base management, a sort of roleplaying and the sudden, frequent, horrible death of people you’ve developed an unhealthy fixation with, as you and your changing squad of soldiers struggle to save the Earth from alien invasion. This remake, until fairly recently, seemed like an impossibility – large publishers had lost faith that big-budget strategy games could pay for their yachts, iPads and watches heavy enough to beat a donkey to death with, and the X-COM name was sullied by spin-offs that had about as much in common with it as Hulk Hogan has with Stephen Hawking. X-COM was over, surely.

X-COM is back. I’ve waited 15 years for this, and now I can wait no more. Here’s what I think. (Note – this write-up covers singleplayer only. Thoughts on multiplayer will follow at a later date).
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Firaxis’ XCOM’s Apocalypse

Which reminds me, I really need to find a way to attend one of the RPS socials

I’m only just curling myself out of the tiny ball of rage I’d become due to missing out on getting to play Firaxis’ X-COM reboot the other week. Instead, we sent Adam. Adam! He’s famous for saying stuff like “aliens are for losers” and “turn-based combat is a dusty relic of a bygone age” and “I wouldn’t be caught dead in a Skyranger”, then he starts body-popping and singing Flo Rida songs.

I take some small measure of comfort from the following end of the world-themed and rather splendid E3 trailer for XCOM: Enemy Unknown, which you may yourself watch below. It’s impressively dramatic and explosive, in a way that I can only presume will be somewhat at odds with the slower-paced, turn-based combat of the real thing, but more excitingly it shows a Cyberdisc transforming, some sort of new alien that might be made of crystallised light, a Chrysalid in action, hints at some sort of psychic powers for soldiers and a glimpse of a very pissed-off Muton trapped in an alien containment tank. I likey.
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Help, Help, I’m Being Suppressed: XCOM

With their Guile haircuts and their baggy jumpsuits, the original members of X-COM couldn’t suppress an alien if their lives depended on it and, boy, did their lives ever depend on it. The new XCOM are all about suppression though. There’s nothing they love better than pinning some hapless sectoid behind a car and then flanking the mind-probing little bastard. Of course, all this suppression and whatnot is change and change can be more frightening than a chrysalid in a confined space. Here is a developer diary that intends to explain why modernisation is not necessarily the enemy you know.

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It Started With A Kick: A Xenonauts Preview

Imma gonna capture your core, little fishyman

I know exactly what I’m doing. Including when I screw up. When I screw up in X-COM, I invariably know that I’ve screwed up long before the results of said screwing-up actually come to pass. My soldier is out of action points and left standing in the open while an alien silently eyeballs him, or a yet-to-explode grenade lands casually at the feet of an innocent civilian. Next turn, I will pay for these mistakes. Pay in blood.

I make exactly the same mistakes, and knew exactly why they had come to pass and what punishment would follow them, in Goldhawk Interactive’s indie remake/reiminaging Xenonauts, which after three years of preorder-funded development today climbs about the wheezing Kickstarter bandwagon for its final furlong.
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Firaxis On XCOM vs Xenonauts & Optional Kill-Cam

As promised yesterday, here’s another chat with XCOM: Enemy Unknown lead dev Jake Solomon. Here it is – and it brings with it particularly glad tidings if, like me, you weren’t 100% convinced the slo-motion ‘glamcam’ killshots and 80s action movie soldier vocals were for you. Turns out we will indeed be able to turn them off in favour of quieter, interruption-free strategising. I’ll probably try it both ways (missus) to work out which I prefer in practice but I’m super-chuffed that we’re getting the option.

Also discussed – what he thinks about indie X-COM remake Xenonauts, chat about how to capture live aliens, how alien interrogation and research works, more on the game’s lethality, and to what extent the game will shape your advancement up the tech tree.
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Death & The Muton: Firaxis On XCOM Fatalities & Floaters

Two XCOM: Enemy Unknown interviews in (across four huge posts), I’m afraid I’m still nowhere near out of questions. And people are still saying ‘why didn’t you ask about thing x?’ Well, let’s do it all over again. Once more, Firaxis’ Jake Solomon fields my endless queries about his reboot/remake/reimainging of precious, precious X-COM – and in this first of two parts, we talk about the new look, newly not-stupid Floater, the length of the game, approximately how many fatalities you can expect to suffer, coming up with prototypical names for the soldiers, squad sizes and modding. Oh, and please click on the first three screenshots for larger versions.

Jake Solomon: This is like our third interview

RPS: I know, it’s getting silly.
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Important XCOMmunication: Floaters Return

Much as I love X-COM and would have as many of its turn-based, slow-scrolling babies as it asked me to, I would have zero hesitation in demanding one important change from it – to change the name of hovering alien foe known as the Floater. No, no, no, NO I’m not going to tell you why. If you don’t already know you live an enviably innocent life. And probably haven’t read many issues of Viz.

Distressing name or no, Floaters will not remain a thing of the past, having recently been confirmed as making a redesigned appearance in this Falltumn’s XCOM: Enemy Unknown.
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Xenonauts’ New Look Emerges From The Deep

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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Firaxis Talk XCOM, Redux: Bases, Ammo, Skills Explained


Just in case my three-part, 15,000 word interview with Jake Solomon, lead designer on Firaxis’ XCOM: Enemy Unknown, wasn’t enough for you, here’s a follow-up chat with the effusive main brain behind the X-COM remake. This time, we’re finding out about how much soldiers’ special abilities define the game, what’s been done to ammo and why the perception that this new version only has one base isn’t quite right.
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XCOM Remake: 8 Things I Dig, 6 Things I Worry About

Wolverine needs to go on a diet

Last week, I finally got to see XCOM: Enemy Unknown, Firaxis’ X-COM remake, with my own failing eyes. I have various things to post about it over the coming days, but let’s start with a break down of what made my little belly flutter with excitement and what made my weak jaw clench with anxiety. It’s X-COM, but… not. Here’s why.
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Chat: Xenonauts Dev On Firaxis And Outdoing X-COM

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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UFOgle: An XCOM Enemy Unknown Gallery

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

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

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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Know Your Enemy: Firaxis On XCOM, Part 1

You were much cuter when you were younger

They did it. They really did it. As we unexpectedly discovered last month, Firaxis are remaking/reimagining the original X-COM, the 1993 title that is quite rightly often hailed as the greatest game ever made. Recently, I had a long, fascinating and genuinely reassuring chat with XCOM: Enemy Unknown‘s lead designer and evident fellow X-COM gonk Jake Solomon – in this first of three parts, he talks how, why, when, the response to the controversial XCOM shooter, Cyberdiscs, whether it’s being simplified for console, 2K’s infamous ‘strategy games aren’t contemporary’ comment and missing hyphens.
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New Mutons: More XCOM Remake Glimpses

Where's your green skin-tight catsuit, man?

We’ll have a very big chat with the XCOM: Enemy Unknown devs at Firaxis up for you at some point in the next few days, but in the meantime an American magazine has released a few more screenshots of the strategy reimagining of darling old X-COM. The magazine’s post also shows off some of the tactics you’ll be using, how a battle might play out, a little on the (inevitably) contentious new movement/action system and perks and – you’ll like this – the destructible environents. Plus a close-up peek at the new-look, slighty Stroggy Mutons. I’ve snuck a couple of shots below and hope it won’t result in a threat, but there are many more, plus vital descriptions over here and over here.
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XCOM Remake: Screens, Details, Worries

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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