X-COM: UFO Defense

Great moments in PC gaming are short, bite-sized celebrations of some of our favorite gaming memories. 

One of the great things about the original X-COM, or UFO: Enemy Unknown as it was called in the UK, was that it wasn’t afraid to be about losing. Losing really badly. Apocalyptically badly, often. Not for nothing did it have ‘terror missions’, which lived up to their name as the initial weak little-grey-men Sectoids got politely pushed out of the way for the likes of the Chryssalids, hideous Giger style monsters who didn’t just kill your jumpsuit-wearing soldiers, but implanted them with hideous alien wing-wang to turn them first into a zombie, and then into another bloody Chryssalid.

So many deaths. So many worlds lost.

Ah, but then comes The Moment. You can almost feel it in the air. The moment where the tables turn, and the X-COM organization switches from a plucky group of do-gooders into a tooled-up force of pure human vengeance. When you stop going into battle with simple pistols and prayers and start tooling up with advanced technology ripped from the aliens themselves. Psychic boosters, plasma guns, the Blaster Bomb. When you stop playing defensively and go on the offensive, shooting down UFOs like they were clay pigeons and preparing to give them a taste of their own medicine. Launching your own ship, the Avenger, to fly to Mars and kick all kinds of arse.

That’s the moment that defines X-Com, and arguably one of the biggest reasons why the series is always such a pleasure to return to.

X-COM: UFO Defense

All images courtesy Julian Gollop.

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.

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.

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.

X-COM: Alliance, a cancelled team-based FPS.

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.  

One planned feature for The Dreamland Chronicles: Freedom Ridge was destructible terrain.

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. 

Shooting in Dreamland Chronicles used a first-person view.

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."

Phoenix Point, Julian Gollop's current project.

 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.

X-COM: UFO Defense

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:

Railroad Tycoon Bundle: 5.97/$8.65 (-66%, 50% off individually)
  • Sid Meier's Railroads
  • Railroad Tycoon II
  • Railroad Tycoon III

X-COM Classic Bundle: 5.45/$7.45 (-75%, 50% off individually)

  • X-COM: UFO Defense
  • X-COM: Terror from the Deep
  • X-COM: Apocalypse
  • X-COM: Interceptor
  • X-COM: Enforcer

Freedom Force Pack: 2.78/$3.98 (-66%, 50% off individually)

  • Freedom Force
  • Freedom Force vs. The Third Reich

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. 

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