The war continues... X-COM: UFO Defense brought you to a galactic battlefield. X-COM: Terror from the Deep brings the alien terror into a totally new dimension. Seeking to take advantage of a weakened Earth, X-COM's deep space foes unexpectedly change strategy and launch a powerful second front against planet Earth.
Recenzii utilizatori: Foarte pozitive (216 recenzii) - 91% din cele 216 de recenzii ale utilizatorilor pentru acest joc sunt pozitive.
Data lansării: 1 apr., 1995

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Cumpără X-COM: Terror From the Deep

Pachete care includ acest joc

Cumpără X-COM: Complete Pack

Include 5 produse: X-COM: Apocalypse, X-COM: Enforcer, X-COM: Interceptor, X-COM: Terror From the Deep, X-COM: UFO Defense


Recomandat de Curatori

"Amazing classic turn-based strategy game. Hard to run and get into as is but superb with OpenXcom that requires this to run it. See video for more info."
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Despre acest joc

The war continues... X-COM: UFO Defense brought you to a galactic battlefield. X-COM: Terror from the Deep brings the alien terror into a totally new dimension.

Seeking to take advantage of a weakened Earth, X-COM's deep space foes unexpectedly change strategy and launch a powerful second front against planet Earth.

In the dark depths of vast oceans, long sleeping forces are awakened by reanimation signals sent out across the galactic silence by their interstellar brothers and sisters. Slowly but surely, an army of hibernating alien sea creatures awakens. Your combat now extends to the strange new worlds of the deep where superior alien technologies threaten the very survival of this planet - your planet - Earth.

  • Sequel to the hugely successful X-COM: UFO Defense
  • Actual undersea geoscape mapping system with rich topographic detail
  • Full array of undersea military technology
  • Rich graphics feature water coloration and wrecks
  • Multilevel tactical maps featuring both underseascapes and buildings
  • Alien encyclopedia features mutation technology and new watery denizens

Cerinţe de sistem

    Minimum: Windows XP*, 33MHz 386, 4MB RAM, 520KB Free Disk Space, DirectX 6.1 or later.

    You must have a mouse attached to the computer. (We mean the input device; please do not glue or staple helpless little animals to the keyboard.) The mouse driver must be Microsoft mouse version 8.01 or higher or something fully compatible with this.

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75 din 79 oameni (95%) consideră această recenzie folositoare
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7.9 ore înregistrate
Postat: 12 mai
TL;DR: I was raised on this game. It will forever be my favorite PC game of all time. I would hide under my covers, way past my bedtime, as my older brother played through the night. It gave me horrid nightmares as an 8 year old. :)

The following is an excerpt from an email I wrote to my older brother on 8/26/11: (spoilers below)

"Over 15 years ago we began an extermination of an alien threat known as the ‘Terror from the Deep.’ I am proud to inform you that our mission was completed in a “Superhuman”-ly fashion at 0100 hours this morning.

CAPT KDW “Da Bomb” lead a team of advanced X-COM aquanauts through the abyssal depths of T’leth. CDR Leviticus, LCDR Sigourney Weaver, and LT Tommy Lee Jones destroyed the final life-support pillars and personally escorted the alien mastermind to the gates of hell.

It took 11 months to research and build the Leviathan. In the final month of December, 5 to 12 USOs were detected and engaged daily. From January 2040 (X-COM’s formation) the aliens conducted twice-per-month artefact sites, shipping routes, terror sites, and X-COM base assault missions. Though an alien colony was eliminated for every month beyond June, the entire globe was littered with half a dozen known sites.

This wasn't my first attempt. The original X-COM had a glitch that reset the difficulty to Beginner. The true Superhuman difficulty makes TFTD pretty darn difficult. Add on the fantastic modifications from XCOM UTIL, you face a formidable foe. Here are some of my most notable struggles:

**Base defense, first month.** Initial layout is nearly impossible to defend. Aquatoids use Mind Control. Thermal tazers are required to neutralize your own soldiers. Calcinite (deep sea diver) take 20+ rounds of Gauss Rifle.
**Terror attack, first month.** Live Deep One or BUST. Period.
**First Lobsterman encounter.** I am convinced that it is impossible to kill a lobsterman with gauss technology. They take a minimum 2-3 rounds of Sonic Cannon.
**First shipping route or artefact site.** Even the weakest alien soldiers have better than 100% aimed shot. The cyberdisk (bio-drone) and triscene (dinosaur) are by far the biggest challenge in the game. I have never seen either one miss and both can fire 5+ shots in a single reaction or turn. I’m not sure if they can be mind-controlled (I never broke 100+ MC skill) but they both can move across the entire map to destroy your squad. The bio-drone’s death explosion is lethal even with Mag. Ion Armour. The triscene is probably the most rare creature in the game, fortunately. No exaggeration here: the triscene will absorb 20+ rounds of sonic cannon before it dies on Superhuman.
**Medium to Very Large USOs.** Basically requires Sonic Oscillator. Barracudas often get blown to bits or can’t keep up. Without the advanced weaponry, this effectively ends your game within the month they begin appearing.

There were other difficulties; most of them dealing with Molecular Control / Research / Financial. So – what was the ultimate secret of my success?

1. Hand-to-Hand. This was the best tactic and the ultimate key to my success. Half my squad was equipped with Sonic Pistol / Thermal Lance. The thermal lance costs about 8 TU’s, has 100% accuracy, and turns lobsters into meatloaf. The sonic pistol is extremely underestimated and in my opinion the best overall weapon in the game.

2. Research. Weapons, Armor, MC, Submersibles. Proper order is essential. If researched improperly, you cannot complete the game.

3. Manufacture. Technicians can make certain items (Gauss Cannon, Particle Disturbance Sensor) for profit. With a permanent manufacture base, money is never an issue, only sponsorship to avoid losing the game.

4. SWS (Tanks). They die so easily, but they are by far the most effective scouts. Plus replaceable!

5. Aquanauts. I hired over 300 soldiers over the course of the game. Every initial statistic should be over 40, especially reaction, otherwise your soldier is just cannon fodder. MC strength needs to be a minimum of 80. Any soldier vulnerable to mind control was sacked or sent into USOs with primed sonic pulsers.

Instead of having a full squadron armed with cannons, I found diversity is best. There is no reason to leave anyone in the ship, ever. MC specialists (as many as possible!!!) should be equipped with pistols and following your scouts. When in doubt, nothing beats the old elevator trick or blasting away entire ships with the Disruptor Pulse Launcher. I was surprised to find that the traditionally difficult Tentaculant (STINKIN’ BRAIN) were relatively easy to kill. Their only real threat potential is their knack for sneaking around the battleground unnoticed. Once you’re well equipped, or have mind control, the game is simply an endurance challenge, regardless of difficulty."

Soon, OpenXcom will release TFTD support. I'm anxious to jump back into this game and try some of the truly difficult challenges: No Psionics, Ironman, Aggressive/Sneaky AI, the works. Thanks for sharing in my passion. :)
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Postat: 5 iulie
Terror from the Deep is the sequel to X-COM UFO Defense that puts you back in charge of the international global defense organization, X-COM, except now the classic stereotypical alien/paranormal encounters have been replaced with aquatic Lovecraftian horrors and B-movie sea creatures.

The basic gameplay is very similar to X-Com: UFO Defense. In fact, you could call it a simple retheme with new graphics and not be too far off.

I prefer the setting, charm, aesthetics, and difficulty balance of the original, but the sequel does several things that I find to be nice improvements on the formula. There are a number of small gameplay improvements vs UFO Defense; for example, when you destroy an alien base, the game gives you a message saying so, instead of you having to abort the mission before seeing for sure that you destroying every base control panel section. You can also open doors without moving through them, a definitely useful feature. The terror sites in the original all used the same urban terrain set, while the terror sites in Terror from the Deep can use one of four different terrains (seaport, island resort, cruise liner, cargo ship), which is nice for variety. Alien sub designs are also more intricate and complex than the UFOs in the original.

Alien base assaults are a bigger ordeal, with 2 parts to the mission; first, you have to fight through the well defended surface entrance to the base, and then explore the comparatively empty inner levels. Melee weapons are fun and new to the series, and are very effective against some tough enemy types.

The biggest difference, though, is the atmosphere. The homage to Lovecraft is obvious throughout the game; even the general theme of "ancient mysterious aliens came to Earth many eons ago and are coming out of their hidden places in the deep parts of the world to reclaim it" is basically Lovecraftian. The alien architecture is reminiscent of Neo-Victorian era style science fiction and depictions of 20,000 Leagues Under the Sea era submersible technology and similar; there is a lot of brass looking riveted metal and almost steampumk-ish looking alien equipment. There are also hints at other undersea myths like the lost city of Atlantis, and the Gill-Man/Swamp Creature and other aquatic B-movie monsters. Compared to UFO Defense, the enemies are tougher, deadlier, and scarier, and the environments are darker and architecture more complicated. It's now harder than ever to keep your soldiers alive, which brings me to my next point.

The game is difficult. Very difficult. Terror from the Deep was designed to be hard for people who thought X-COM UFO Defense was easy on 'superhuman' difficulty. Weapon clips are much smaller, there are no infinite ammo weapons, and all weapons are designed for underwater use. Some of them, like torpedo launchers (Terror from the Deep's version of rockets) don't work at all out of water (terror sites). The fact that there are no land only weapons to use (like regular firearms) is annoying and makes the game more difficult, for sure. Speaking of water vs land weapon use, grenades can be thrown underwater as if through air. This may annoy you if you take notice of unrealistic physics in games.

I've mentioned that base assaults are long 2 part missions. Terror sites on boats are also big 2 part missions. You will have to kill A LOT of aliens to complete a boat terror site; it's quite an endurance test. Alien bases in particular are heavily defended and almost always deep enough underwater that the environment is dark regardless of the time of day. They can be brutal.

Now for as for the game's flaws; the fact that most of the game is underwater makes a lot of the environments feel a bit too similar, even though there are a variety of underwater terrain types. The colors blue and yellow are a bit overused and make the game's aesthetics a bit garish, especially when compared to the pleasingly colorful original X-Com.

Also, the game features the same somewhat cumbersome user interface and many of the same bugs as X-Com UFO Defense. The difficulty bug from the original is not present here, but the disappearing ammo bug still is (in the DOS version, at least. The Windows version fixed it). Aliens also like to carry around melee weapons, but they don't ever use them. Worst of all, if you research a couple things in the wrong order, it can make your game unwinnable by making some required research unavailable. Even if you don't screw up your research path, the research tree is more convoluted and requires more live aliens than that of UFO Defense, which can be frustrating because it's not obvious which alien types you need to research to unlock other techs.

Maps are, in general, larger. Bases and boat terror sites span across two separate maps instead of 1, and even UFO crash site maps are larger than they were in UFO Defense. The 2 part terror missions can be pretty tedious, and they can drag on forever. The boat maps feature more rooms and more complicated architecture than usually seen in X-Com games, and as a result, there will often be aliens standing around somewhere waiting for you to find them because they won't ever leave the room they started in. It makes for very long missions, and an overall long and drawn out game.

You can play the game by itself, especially if you have the Steam version that comes bundled with DosBox (The Steam version also includes the Windows version, in the 'TFTD' subfolder in the game folder). I recommend some mods, though. XcomUtil is a great simple mod that works for both UFO Defense and Terror from the Deep. It gives Gauss weapons infinite ammo (like lasers in UFO Defense) and fixes other bugs.

TftD Extender is a bit more extensive, and makes the game more playable, in my opinion. While much of it overlaps with XcomUtil, it also has options to make boat terror sites only 1 part missions, sub crash site maps a bit smaller (more like UFO Defense size maps), there are optional alternate tech trees, aliens can use melee weapons, and you can tell engineers to make and auto-sell equipment, among other features. With some tweaking, you can run both Xcomutil and Extender at the same time. I HIGHLY recommend using TFTDextender if you are going to play the game nowadays.

If you've always wanted to try a tactical turn based strategy game where you fight Lovecraftian horrors underwater, or if you are a big fan of the original X-COM UFO Defense and would like a very similar game with additional challenge and variety, then you should definitely try it. I prefer the original UFO Defense, but this game is unique and worth experiencing, in my opinion. (Don't let the difficulty scare you away; if you are very familiar with the first game, this game isn't much worse, except for the alien base assaults, which are absolutely brutal.)
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Postat: 18 august
A great evergreen still capable to pin you to the screen for hours.
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Postat: 24 august
Summary: A harder version of X-Com 1 set underwater
Multiplayer: No
Completion: 20 hrs
Cards: No
Cloud: No

I have a love/hate relationship with the second X-Com game. On the one hand, it's X-Com! On the other hand, it's X-Com... but 4x harder! For all intents and purposes this is X-Com 1 with a few important tweaks and changes.

The first change you'll notice is that everything takes place under water, with the exception of a few terror missions. Thus you cannot place bases on land. It's essentially the inverse of the first game. It's no big deal, but it's worth noting that some weapons do not operate on land, you cannot use flying suits on land, and some aliens only appear on land while others only appear in water.

Clips have been reduced *drastically*. Powerful cannons are now limited to 10 shots, with full-auto removed on heavy weapons, which I think is a good, though perhaps overly punishing change. Sonic weapons should be limited, sure, but I feel the Gauss weapons should have retained unlimited ammo, or at least given much more generous clips. At least the limited Sonic Cannon ammo is somewhat offset by the fact that you'll find Sonic Cannon clips up the wazoo when all aliens start carrying them.

Enemies received some interesting changes. Remember how Chryssalids became 100% non-threatning as soon as you got flying suits? Not so in this game. Tentaculats will float across the ocean floor and happily devour your brains wherever you are. Hallucinoids and Xarquids don't explode upon death, unlike pesky cyberdiscs (however Bio-Drones do, but they're relatively rare), but they appear much more often.

TFTD introduces my possibly favorite weapon, melee drills, particularly the lowest level drill. If you turn a corner and face an alien, these drills make short work of them using barely any time units with unlimited ammo. Bloody brilliant, and highly effective against lobsters. Blaster Launchers and Mind Control are as effective as they were in the previous game, so roughly the same tactics apply by the endgame.

Probably the biggest change and single worst feature about the game is how massive the maps can be. They're not just huge length an width-wise, but they span multiple stories high. I loathe the start of the next month, where shipping route attacks occur. The abominable ships take forever to search, and the disturbance scanner doesn't work if the aliens don't move. Alien bases equally suffer. Go ahead. Take a peek inside one, I dare you.

Exacerbating the problem is how quickly your soldiers run out of energy. Your poor energy bar doesn't replenish nearly enough to cover that much ground in reasonable time. It does allow for more time units to be retained for reaction fire, but I'd rather have my troops be able to move into better cover instead of saving up TUs for reaction shots. For this reason, it may be a good idea to take a few Displacers/Coelacanths to scout for you on those gratuitously large maps.

The research system in some old versions of the game are somewhat buggy. I believe the Steam version does not have this problem, but it is something to be aware of, just in case.

I admit it; I'm too scared to try this game without save-scumming. Even then it's still challenging, and the large maps are still tedious. It's fun, though not as fun as the first game, and the charm goes down very fast because of the problems. Ultimately, if you want a harder X-Com 1, this is it. I rate this a 7/10.
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2 din 2 oameni (100%) consideră această recenzie folositoare
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Postat: 17 septembrie
-Quick Review-
Welcome back to the early X-COM games, prepare yourself for no handholding, brutal difficulty for beginners, and much micromanaging to be had. X-COM: Terror From the Deep is a complex, difficult, turn-based, strategy/tactical game. Terror From the Deep was developed by Micro Prose and released in 1995.

-Detailed breakdown review-
Story: Generally speaking the story is the same as X-COM: UFO Defense; you're humanities last hope, as the head of the X-COM project, all of the major world governments are funding you to keep the world safe from the extraterrestrial invasion.
The big difference about this game is that it's more polished and now you're fighting underwater and everything is underwater themed.

Gameplay: The controls are the same as X-COM: UFO Defense, so coming into the game, if you can successfully learn the first game, you can learn the second. The strategies do change somewhat, but fundamentally the game remains very similar to the first game.
The most note worthy changes I noticed were sound related. (The community for the classic X-COM games is really outstanding: there have been mods created to help make these games easier/more-user-friendly to play. However, I don't like modding games right away... I prefer to just suck it up and learn how to play it in it's native format)

Achievements: There are no steam achievements for these kind of games. Just playing this game unlocked a self proclaimed title called “I can play a retro video game, and not completely stink at it”.

Price: X-COM Terror From the Deep is priced at $4.99 this is a fair asking price for a game that is quite old, and will easy pass my “dollar for every hour” played value system.

Conclusion: I personally a adore playing classic video games, and I especially have a softspot for games that were played on PC DOS. I recommend this game to Gamers who enjoy: DOS games, strategy games, and retro video games.

Other Related Reviews Reviews coming soon
Here's the URL to see my review for X-COM: UFO Defense
Here's the URL to see my review for X-COM: Apocalypse
Here's the URL to see my review for X-COM: Interceptor
Here's the URL to see my review for X-COM: Enforcer
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