As a rabid Xcom fan I'm somewhat excited to have come across this project today. As far as I can tell it's attempting to be as close a clone as possible while touching up (but not straying from) the art of the original. While the screenshots from the game's website don't show you a whole lot, this pic from an article is what really caught my eye:
Yeah, I've been following this game for what seems like a year!
Good to see it progressing to what looks like a solid final product.
on that note, this one is free and pretty fun while waiting for xeno
http://ufoai.ninex.info/wiki/index.php/News
have you heard of:
http://www.ufo2extraterrestrials.com/
the first one has a pretty awesome mod from BMAN, and the second is supposedly going to be out this year.
I played the first UFO ET quite a bit, it was excellent in many ways (though got repetitive with certain missions, but that's kind of an artifact of these games anyway).
I'm interested in the 2nd as well, but we'll see how they improved it.
did you ever play with bmans mod? it makes it worth playing all over again and the devs are using him to do alot of balance and feature feedback for # 2
http://www.ufo-scene.com/plugins/forum/forum_viewforum.php?10
I love the xcom & xcom remakes, I was really excited about the new xcom, but knowing 2k lately they will totally fuck it up.
I've played a lot of UFO:AI (Anyone else remember when it was just a tech demo with two levels- Market and Japan?), and while I bought UFO:E, I never really enjoyed it. The aesthetics, level design, and generally clunky GUI made the game more of a chore to play that I was looking for.
I did use BMans mod.
The increase in customization at start up (well i guess some things you can switch ingame too) was outstanding.
Though at some point it became a slog anyway. Too many UFOs, too many terror missions, too many...
Crank through it and get to earth though, worthwhile, just... well XCom had the same issues I guess.
XCom was interesting in that the pace and length of the game could vary radically from game to game based on little more than luck. Finding a landed scout (and thus elerium) in the first week would allow me to achieve victory fairly quickly. On the other hand, in games where I seem to find no landed craft, all my interceptions occur over water, and ships are strangely commander-less might drag on for years longer.
Heh, after reading this thread I went out and got myself UFO: Afterlight (I remember playing part one of this series and always wanted to play part 3 as well). And had a lot of UFO fun over this weekend
I really enjoyed Afterlight, though I found it becomes a lot easier once you get the warp weapons. Just beware acid. It's a killer, and you only receive a few scripted recruits.
Is that after Apocalypse? I LOVE that series but haven't played in years. I think I'll go check it out tonight!
The game is fun (Afterlight) but looks like I fracked myself. I lack metal because early on I traded metal for crystals with reticulans but now I cannot reverse this trade and I cannot find any more metal mines around me
I am losing so much production time on multiple critical things because of this
I believe it goes Aftermath, Aftershock, Afterlight.
thanks. Can't believe I missed those. I was heavy into UFO Defense, Terror from the Deep, and Apocalypse. How do the titles you mention compare? Are they worth a look? Is there one you recommend in particular?
Just for clarity Apocalypse WAS the last of the X-Com games (ignoring Enforcer and Interceptor). The "recent" UFO games are not actual X-Com games (different developers etc), but they are pretty good still.
Yeah, thanks. That's an important point. I just found that out--not quite as excited as I was but the games still look pretty cool.
The UFO:A titles are more Xcom inspired than spiritual successors. The overall theme and goals are largely the same: recruit soldiers, research new and alien technology, produce better gear and such for your men, build and improve bases, shoot down UFOs and kill or capture aliens until you're ready to take on the big final battle.
There are a number of differences, though: A more hands-on RPG system, including perks, territorial expansion and control, planetary resources, competing factions, a combat in pausable real-time, lack of destructible terrain...
The three games in the series also have a number of big differences between them, which makes them, as a series, harder to describe. Afterlight, outside of combat, plays very differently from the other two. Base management has an entirely different focus, you have your core group of soldiers, who you aren't able to replace, so casualties can't be afforded. Instead, you can research and produce robots piece by piece, with a number of different components you can mix and match to fit whatever need you have. The entire game is more scripted as well, with a number of events...
Aftershock, on the other hand, gives you three "races" of humans to use as soldiers, each with their own research options, equipment, and uses. It also focuses much more on diplomacy, as you gain access to the other human soldiers based on your relationship with their faction.
They aren't Xcom, but they are good, solid games in their own right.
I would says the biggest difference is that combat is real time with the option to pause at any time. Combat works in terms of time, any action costs some time to do in real time instead of action points like x-com games. It makes fights a bit more fair but less tactical at the same time.
In addition to lack of destructible terrain the first two games also miss an ability to enter buildings. The 3rd games fixes that.
Ok, then. If you are a rabid X-Com fan i will take a chance. I purchased Aftermath---I am OCD about going in order---I do have an old version Apocalypse on hand---wow, haven't played in years! The graphics evoke strong nostalgic memories though seem basic by current standards---still great fun though.
segue ....
... are you familiar with a game called Archon? I believe it was originally for the NES system. It was a blend of chess/magic/tactical battle. Had dark v light forces. Reminded me of the chess game on Star Wars IV and the chess game in Future World..but as usual-- I digress...just curious.
Archon was also on Amiga.
Best regards,Steven.
Still waiting to see a more plausible Xcom game that gives rational reasons why the aliens aren't invincible. Apocalypse touched this by claiming the aliens were from another dimension and couldn't survive in ours, yet.
Actually the one I am playing is pretty good in that department (UFO Afterlight). Reticulans (the little grey ones) are a splinter group from their planet so they are not as powerful. Then you meet Beastmen who are not that much advanced then humans and they use Martian warpgate technology to come to your area. Martians (little green men ) are met later when you got plenty of high tech to be on equal terms (and they are not in big numbers due to cryosleep) and then you meet the main Reticulan force who are not as violent as the standard Reticulans.
By the power of Grayskull I resurrect this thread!
Xenonauts have a Kickstarter project. Standard Pre-Order: $20.
You do know there's a turn-based XCOM game coming later this year, right?
Right, from Firaxis. But they take slightly different approach than guys behind Xenonauts. I'm interested in both games.
I heard about it, but i don't see if they improved anything? What's the point to play it if they didn't even copy the original yet?
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