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Welcome to my first column for PC Gamer. What’s it all about, you may ask? You can look forward to my musings on games, the games industry, and also follow progress on my new XCOM-style game, Phoenix Point, which is underway at Snapshot Games in sunny Bulgaria.Phoenix Point was first announced at the PC Gamer Weekender event in March last year, where I argued that XCOM is now an established genre, thanks to the tremendous success of the Firaxis games. Ever since I signed over the X-COM rights to MicroProse back in 1997 I have been trying to build a new X-COM-style game, but I never quite succeeded, despite releasing several turn-based games over the last 15 years. The XCOM genre is something special and distinct, and diverging too far from its fundamental design pillars results in something less than satisfactory.
MicroProse/Hasbro learned the hard way when they attempted to attach the X-COM name to games that weren’t really X-COMish enough, such as X-COM Interceptor (a space sim) X-COM Enforcer (an FPS) and the cancelled X-COM Alliance (a team-based FPS). Publishers, it seems, were no longer confident in the old school strategy/tactics style of X-COM. In the heyday of grand turn-based strategy games we had Civilization (1991), Master of Orion (1993), Master of Magic (1994) and the first X-COM (1994). All of them were highly successful games, and they were all published by MicroProse.
Then something dramatic happened—the RTS genre became the dominant game genre on PC, thanks largely to Warcraft (1994) and Command & Conquer (1995). Although Dune II established the genre on PC, it took a while for the seed to grow. By 1996 it seemed like every developer was working on some kind of RTS game.
At the Game Developer’s Conference in 1996 sessions on pathfinding for RTS games were packed with hundreds of developers with standing room only. The Dune II seed had become a forest. It’s fair to say that this turn of events did influence me to give X-COM Apocalypse a real time tactical mode (but with an option for turn-based battles). However, in no way could the game be called an RTS, as it was defined by Dune II.In 1999 I began development on a new XCOM-style game called The Dreamland Chronicles: Freedom Ridge for our new publisher, Virgin Interactive. I believed at that time that the PC market was going to be increasingly difficult to make a profit from, so the game was intended for the Playstation 2 as well as the PC.
It’s true that PC gaming was having a bit of a crisis, due partly to rampant piracy, spiralling development costs and generally poor quality, buggy releases. There was also a general lack of design innovation. The flood of RTS clones had ended, but there was nothing new and exciting to replace it. Although Dreamland was destined for the PS2, it was still fundamentally an X-COM-style game, with turn-based battles and a real-time geoscape. It did, however, involve a number of adaptations to the console game format. The soldiers were controlled by directly moving them in third person with the controller. An ‘action point’ bar diminished as the character moved. The shooting used a first-person view, allowing the player to freely aim via a controller stick, if desired. It was eerily reminiscent of a PS3 game released in 2008 called Valkyria Chronicles (since released on PC). Sadly, Dreamland was cancelled after Virgin Interactive was sold to Interplay, and then Interplay to Titus Interactive in short succession. After my studio, Mythos Games, was liquidated, the code base for Dreamland would be given to Altar Interactive who went on to produce UFO: Aftermath, although not much remained of our original story and game mechanics.
In 2005 Take-Two purchased the rights to sci-fi strategy franchise X-COM from Atari (formerly Infogrames) after Atari had lost interest in the X-COM franchise following the cancellation of X-COM: Alliance in 2002. Reorganised under the 2K umbrella, the former Bioshock 2 studios, 2K Marin and 2K Australia, began development on a new XCOM game. When it was finally announced to the public in April 2010 it was presented as a “Mystery-filled first-person shooter from the creators of BioShock 2.” The E3 trailer portrayed a 1950s setting with amorphous ink blob aliens and shapeshifters. A camera was used to collect evidence that then had to be ‘researched’. It looked like it could be an interesting game, but it just wasn’t X-COM, and unsurprisingly the reaction from X-COM fans wasn’t very favourable. Christoph Harmann, president at 2K Games, explained that “the problem was that turn-based strategy games were no longer the hottest thing on planet Earth. But this is not just a commercial thing—strategy games are just not contemporary."
I felt dismayed by these comments, and it spurred me to put a team together with the idea of raising funds on Kickstarter to make my own spiritual remake. At that time there was also another X-COM-like game in development by a small indie collective called Xenonauts, but I felt there was room for both of us.
However, when Firaxis announced that they were going to release their own X-COM game everything I planned for seemed superfluous. If anyone could do X-COM properly, then it would be Sid Meier’s studio. But here we are five years after the success of the Firaxis remake and Phoenix Point is a thing. We raised $760k in March through fig.co, and my own take on an XCOM style game is well under way. There is such a thing as 'the XCOM genre', and I am really excited for the future. I am not alone any more.
Over at GOG, the reduced-price trips down memory lane continue, only this week there’s a whole lot more X-Com. Specifically, this week’s GOG sale range focuses on a lot of 2K’s older franchises, particularly from the strategy genre. The entire original run of X-Com games can be found here for less than 2 / $2 each, which is nigh-impossible to not recommend. Then there is the 2004 version of Sid Meier’s Pirates, a game I’ve poured more hours into than I really want to think about, and much more.
Oh sure, it’s basically been pennies for years, but nothing motivates the merely curious like free-free-free. For that is the case for X-COM: UFO Defense aka UFO: Enemy Unknown, the 1994 alien-bothering strategy game that kicked off a series now made something of a household name by Firaxis’ remakes. Only until tomorrow, though. … [visit site to read more]
GOG's Take On 2K sale sees 11 of the publisher's classics debut on the distribution platform. Running until April 5, the sale bundles games from the X-COM, Freedom Force and Railroad Tycoon series—and Sid Meier's Pirates—into groups as follows:
X-COM Classic Bundle: 5.45/$7.45 (-75%, 50% off individually)
Freedom Force Pack: 2.78/$3.98 (-66%, 50% off individually)
Sid Meier's Pirates!: 3.49/$4.99 (-50%)
"Ruthless strategic warfare? Check. Weirdo superheroes? You bet. Hilarious dancing sequences? Naturally," reads a post on GOG.com. "And once again, the satisfaction of checking off a couple dozen thousand of your wishlist votes for some seriously good old games. So join us on the choo-choo train through battlefields riddled with alien corpses and swashbuckling superheroes—because we're taking on 2K!"
If that tickles your fancy, you've got until 2pm BST/6am PDT/9 AM EDT to grab the discounts before the Take On 2K sale expires.
XCOM 2 [official site] is a hugely exciting prospect (so much so that I’m genuinely grumpy about the delay), but XCOM and X-COM are so very different things by now that it’s unlikely to slake anyone’s thirst for a true-blue, Gollopy experience. Fortunately, sounds like we might also be in for a sequel to unofficial X-COM spiritual sequel Xenonauts [official site], 2014’s Cold War-set alien invasion strategy title. … [visit site to read more]
Well, he eventually rebooted and remade war of wizards Spectrum classic Chaos Reborn, which I’ve had a lot of fun with over the last few days, and which took to Steam Early Access yesterday. You can read more about that here. But what happened to the co-creator of X-COM, Laser Squad, Magic and Mayhem, Rebelstar and more over the last ten years or so? While so many long-standing developers have seen their stars rise and rise, Julian Gollop seemed to fall out of sight. In this concluding part of my big interview with him, we talk about where he’s been, why he turned to Kickstarter for his comeback, how he was doing Early Access long before it ever existed, his thoughts on latter-day X-COMlikes such as Xenonauts, Invisible Inc and Mordheim, and the pressing question of whether we’ll ever see a new X-COM or Laser Squad=style game with him at the helm.> … [visit site to read more]
X-COM creator Julian Gollop did have plans for his own new version of the legendary strategy game, but abandoned them in the wake of 2K’s well-received XCOM. “I seriously considered that before Firaxis announced their XCOM,” he told RPS in an interview published today, “but of course once they announced it I thought, well it d be a hopeless cause because it s just not going to get the same traction.”
“I may have been completely wrong in thinking this by the way,” he added. When I suggested that he’d probably have succeeded nonetheless, he added that “I probably could have. I don’t know.” The Laser Squad and Chaos developer, who yesterday released wizard-battling strategy remake/sequel Chaos Reborn on Steam Early Access, hasn’t entirely ruled out an X-comeback of his own, however. “Well, we ll see. Got to finish Chaos first.”
I think it’s on all of us reading this to let him know below that that a new Gollop-made XCOMlike is far, far from a hopeless cause, eh? Also below: the game Julian Gollop almost made instead of Chaos Reborn.
Some moments in some games stay with you. The right event, the right surprise or the right hats at the right time, and it’s imprinted on your memory forever. I’ve been playing PC games for almost 25 years: I’ve got a million of these, and so have you. I’ll show you just a few of mine if you show me yours. … [visit site to read more]
What happy times we live in for fans of old-style X-COM, the way your Gollopmother used to make. The awfully X-COM-y Xenonauts left early access and launched properly only a fortnight ago, and now “open-source clone” OpenXcom has hit version 1.0 after five years of development (“This is your father’s X-COM” goes the tagline in an alternate universe with softer copyright laws).
It’s actually more of a replacement engine for X-COM: UFO Defense, mind, requiring the original game to drop in its data files. As well as improving the interface and fixing old bugs and whatnot, it adds mod support. And with that, you can keep playing new old X-COM for ever and ever and ever.