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X-COM: UFO Defense

UFO: Enemy Unknown (original European title), also known as X-COM: UFO Defense in North America, is a 1994 science fiction strategy video game developed by Mythos Games and MicroProse. It was published by MicroProse for DOS and Amiga computers, the Amiga CD32 console, and the PlayStation. Originally planned by Julian Gollop as a sequel to Mythos Games' 1988 Laser Squad, the game mixes real-time management simulation with turn-based tactics. The player takes the role of commander of X-COM – an international paramilitary and scientific organization secretly defending Earth from an alien invasion. Through the game, the player is tasked with issuing orders to individual X-COM troops in a series of turn-based tactical missions. At strategic scale, the player directs the research and development of new technologies, builds and expands X-COM's bases, manages the organization's finances and personnel, and monitors and responds to UFO activity.

UFO: Enemy Unknown
Cover art of the North American version X-COM: UFO Defense
Developer(s)Mythos Games
MicroProse
Publisher(s)MicroProse
Producer(s)Tim Roberts
Designer(s)Julian Gollop
Nick Gollop
Steve Hand
Programmer(s)Julian Gollop
Nick Gollop
Artist(s)John Reitze
Martin Smillie
Julian Gollop
Composer(s)John Broomhall
SeriesX-COM
Platform(s)DOS, Amiga, CD32, PlayStation, Windows
Release
March 1994
  • DOS
    Amiga
    • EU: Early 1994
    PlayStation
    • NA: October 25, 1995
    • EU: November 1995
    Windows
Genre(s)Strategy, turn-based tactics
Mode(s)Single-player

Despite its troubled development, including having been almost cancelled twice, the game received strong reviews and was commercially successful, turning into a runaway sleeper hit and acquiring a cult following among strategy fans; several publications have listed X-COM: UFO Defense as one of the best video games ever made, including IGN ranking it as the best PC game of all time in 2007. It was the first and best-received entry in the X-COM series and has directly inspired several similar games. An official remake of the game, XCOM: Enemy Unknown, was published in 2012.

Plot edit

The story of X-COM, set in the near-future at the time of the game's release, begins in the year 1998. The initial plot centers on increased reports of UFO sightings as tales of abductions and rumors of attacks by mysterious aliens become widespread. The nations of the world come to perceive this as a threat and attempt to form their own forces – such as Japan's Kiryu-Kai force – to deal with the crisis, but these efforts are unsuccessful. On December 11, 1998, representatives from some of the most powerful nations in the world secretly meet in Geneva to discuss the issue. From this meeting is born the clandestine defense and research organization Extraterrestrial Combat (X-COM), over which the player assumes control at the start of the game.[3]

In the beginning, the player will only have access to conventional weapons, but as the game progresses, the player learns more about the enemy, their species, mutated creations, and technology. It is ultimately revealed that the "leaders" behind the alien invasion are a race known as Ethereals which possess powerful mind control abilities and enslave other races of aliens to perform their bidding and that their main base in the Solar System is located in Cydonia region of Mars. The player must then prepare the final assault team, attack Cydonia and destroy the mastermind behind the alien invasion, the biocomputer Alien Brain.

The game may end in several ways. If the player's performance is poor or worse for two consecutive months, the player runs a deep deficit for two consecutive months, all the player's bases are captured, or the player mounts an assault on the aliens' Mars base and loses, the game ends in defeat (in the PC version, the funding nations sign pacts with the aliens promising peace, but the aliens instead destroy every city and poison the water and air to destroy any resistance, the remaining survivors are put in slave camps to help reverse-terraform Earth for future alien colonization; in the PlayStation version, the council of funding nations makes a futile attempt to negotiate with the aliens, who violently murder the negotiator). If, however, the player is victorious in the final attack, the game ends in mankind's victory.

Gameplay edit

The game takes place within two distinct views, called the Geoscape and the Battlescape.[4] As described by GameSpy, "in effect, X-COM melds an SSI Gold Box RPG with a highly detailed 4X game like Master of Orion, making it in some ways two entirely different games."[5]

Geoscape edit

 
A gameplay screenshot of the continuous-time strategic scale Geoscape mode, with the game's main menu to the right

The game begins on January 1, 1999, with the player choosing a location for their first base on the Geoscape screen: a global view representation of Earth as seen from space (displaying X-COM bases and aircraft, detected UFOs, alien bases, and sites of alien activity). The player can view the X-COM bases and make changes to them, equip fighter aircraft, order supplies and personnel (soldiers, scientists and engineers), direct research efforts, schedule manufacturing of advanced equipment, sell alien artifacts on black market to raise money, and deploy X-COM aircraft to either patrol designated locations, intercept UFOs, or send X-COM ground troops on missions using transport aircraft.[6][7]

Simultaneously, the aliens may run various activities, from research missions designed to collect data about the Earth and its inhabitants, to searching for and attacking X-COM bases, to establishing their own bases, to terror attacks on cities with the aim of convincing governments to reduce X-COM's funding. The escalating alien activities need to be uncovered and countered, mostly by detecting and shooting down the alien crafts and sending ground troops to investigate and salvage the UFO landing and crash sites.

Funding is provided by the 16 founding nations of X-COM. At the end of each month, a funding report is provided, where nations can choose to increase or decrease their level of funding based on their perceived progress (or failure) of the X-COM project, in particular the UFO activities in their areas.[8] Any of these nations may quit if the nation's government has been infiltrated by the invaders.[5] Through reverse engineering of recovered alien artifacts, X-COM is able to develop better technology to combat the alien menace and eventually uncover how to defeat it.[6][7]

Battlescape edit

 
A gameplay screenshot of the turn-based Battlescape tactical combat mode, showing an Alien Terror type mission in urban environment (click on the image for a more detailed description)

Gameplay switches to the tactical combat phase whenever X-COM ground forces come in contact with aliens.[4] Each ground mission takes place within a procedurally-generated, voxel-based 3D map, evenly divided into square-bottom cubes and vertical layers for gameplay purposes. However, the actual game world is only used internally by the game engine for line of sight and firing calculations and is hidden from the player.[9] Instead, it is presented in a symbolic form using isometric-view 2D bitmap graphics. It also features a highly destructible environment where almost all game objects and the landscape itself can be damaged or destroyed by gunfire and especially by explosions.

The Battlescape's turn-based system uses action points, known in the game as Time Units (TUs), that are distributed between individual soldiers according to their statistics (including the total weight of carried equipment relative to their strength, and the top and current levels of stamina). Each turn, their TUs can be spent for movement and a variety of actions (through an icon-based GUI), such as firing weapons, managing their equipment including ammunition (items carried in hands, pockets, belt, and backpack), picking up or throwing objects (limited in this to friendly or enemy equipment or bodies), kneeling down, using items, reloading weapons, and priming explosives. Shooting options include a snap shot, an aimed shot, and possibly a burst if a given weapon has an autofire mode. Some weapons can also be loaded with non-standard types of ammunition (such as high-explosive rounds or incendiary rockets) and some are non-lethal for capturing aliens alive. A major feature called Opportunity Fire enables combatants to automatically shoot at a spotted hostile during the enemy turn if enough of their TUs have been reserved and left unspent.[3]

The combat is highly unpredictable and often challenging, especially for new players. Soldiers are vulnerable to alien attacks even when armored (a single shot from an alien has a good chance of bringing a soldier in perfect condition to death), and the features such as night-time combat (when the battlefield needs to be illuminated by flares or fires or else the soldiers can only spot an alien at a very short range), fog of war, and Opportunity Fire allows for alien sniper attacks and ambushes.[8] The enemy comes in numerous forms, and the players that are new to the game will run into new kinds of aliens without any knowledge of their characteristics and capabilities beforehand. The course of skirmishes is also dictated by the individual fatigue and morale levels of their participants on both sides; a low morale can result in them either dropping their weapons and fleeing in panic or going berserk and opening fire indiscriminately.[5] Smoke obscures vision and drains stamina, and fires are a hazard for both sides. Injuries may be sustained to different body parts, differently affecting the wounded soldiers' statistics (and thus performance), and often result in the states of unconsciousness or bleeding, the latter leading to death if they are not treated or if the mission is not finished in time.[3]

One of three mission outcomes is possible: either the human forces are eliminated, the alien forces are neutralized, or the player chooses to withdraw. The mission's score and the result are based on the number of X-COM operatives lost (either dead, unconscious, or under alien control), the AI-controlled civilians saved or perished, aliens killed or captured, and the number and quality of alien artifacts obtained. Troops may also increase in rank or abilities if they made successful use of their primary attributes (e.g. killing enemies).[8] Instead of gaining experience points, surviving human combatants might get an automatic rise (a semi-random amount depending on how much of the action in which they participated) to their attributes, such as Psi or Accuracy. The soldiers who have been killed on a mission will remain dead, but can be replaced with raw recruits back at base. In addition to combat personnel, the player may use unmanned ground vehicles that are outfitted with heavy weapons and well armored but large, costly, and not gaining experience.

Recovered alien artifacts can then be researched and possibly reproduced. Captured live aliens may produce information, possibly leading to new technologies and even an access to psionic warfare.[6] In it, some aliens possess mind control abilities that can be used to temporarily take control of human soldiers or cause them to panic. After capturing a mind control-capable alien, the player will be able to train soldiers in using these same abilities against the aliens.

Development edit

The game was originally conceived by a small British independent video game developer, Mythos Games – led by Julian Gollop – as a sequel to their 1988 science fiction tactical game Laser Squad,[10][11] "but with much neater graphics using an isometric style very similar to Populous."[12] The initial 1991 demo presented a relatively simple, two-player tactical game then known as Laser Squad 2 (or Laser Squad II), which ran on the Atari ST. Due to bad experiences with Blade Software in selling their previous game, Lords of Chaos,[13] the Gollop brothers (Julian and Nick) approached three other video game publishers, British Krisalis Software and Domark and the international MicroProse, eventually brokering a deal with MicroProse.[1][14] Julian Gollop was especially happy about it because he greatly respected MicroProse and believed it was probably the best video game company in the world at the time.[1][10]

"When we first got the contract with MicroProse we were very pleased but concerned about what they might require us to do. We did have a few arguments in the beginning because they didn’t understand the game design I had written. [...] I had a tough job trying to explain it, and I had to produce a few more documents and attend a big meeting with their in-house designers, producers and head of development."

Julian Gollop[10]

Although supportive of the project, the publisher expressed concerns that the demo lacked a grand scale in keeping with MicroProse's hit strategy game Civilization. The Civilopedia feature of Civilization also inspired an addition of the in-game encyclopedia, called the UFOpaedia. All that and the UFO theme was suggested by the MicroProse UK head of development Pete Moreland.[1][15] Julian Gollop's personal inspirations included several traditional games, in particular, the board wargame Sniper! and the tabletop role-playing game Traveller.[1]

Under MicroProse's direction and working at its Chipping Sodbury studio,[12] Julian Gollop said that while the research and technology tree somewhat emulates the role of advances in Civilization, "it also helped to develop the storyline."[15] He changed the setting to modern-day Earth and expanded the strategy elements, among them the ability to capture and reproduce alien technology.[10] He has cited the 1970s British television series UFO as one of the influences for the game's storyline, in particular, an idea of an international counter-UFO organization and the psionic powers of some alien races,[10][14] even as the series itself was "a bit boring".[16] A book by Bob Lazar, where he describes his supposed work with recovered UFOs at Area 51, inspired the concept to reverse-engineer captured alien technology.[14] Timothy Good's 1991 book Alien Liaison provided inspiration for several of Julian Gollop's revisions, such as the notion that world governments might seize alien technology or secretly conspire with the invaders (a negative result which can occur in-game).[10] His sources of inspirations for the game also included Whitley Strieber's book Communion and other "weird American stories",[16] as well as the Alien film series.

MicroProse UK graphics artists John Reitze and Martin Smillie provided what MicroProse described as "popular 'manga' look and feel"[17] visuals. Julian Gollop credited Reitze, who also designed the alien races,[18] with "a distinctive comic book style", and Smillie with "very detailed environment graphics".[1] MicroProse musician John Broomhall, inspired by Bernard Herrmann's score in the film Psycho,[19] composed the original soundtrack of the PC version while Andrew Parton handled the sound effects. Besides Moreland, there were other MicroProse employees not acknowledged in the game's credits despite having been major contributors to its development, such as assisting designers Mike Brunton and (especially) Steve Hand.[18][20] Hand, a Laser Squad fan who helped the project get signed, put input into the "big game" concept by inventing the Geoscape interface, actually came up with the name X-COM (derived from Brunton's initial idea of X-CON, where "CON" originally stood for "contact"), and helped to define the comic book-like art style.[1][18] Hand thought the initial artworks showed by Julian Gollop had aliens that were too "boring or comical",[18] and that the original design document was poorly written, especially regarding the initial, more interactive and action-oriented UFO interception system; nevertheless, the final game turned out to be very close to it.[1] Certain creature types deemed boring were removed during the development, as were the Men in Black, who have been left unused due to a perceived conflict with MicroProse's abortive project to make an MIB-themed standalone game.[1][20]

A public demo of the game was released under the North American version's working title X-COM: Terran Defense Force.[21] Despite numerous changes from the first demo, the tactical part of the game remains true to the turn-based layout of Laser Squad and the Gollop brothers' earlier Rebelstar series.[10] The AI system of those games formed the basis for enemy tactics, with Julian Gollop programming his own unique algorithms for pathfinding and behavior; in particular, the aliens were purposely given an element of unpredictability in their actions.[1][10] It was the first game programmed by them for the PC.[14] In retrospect, Julian thought he should have concentrated on game design and left all of the programming work to Nick.[1]

The original contract was for the game be completed within 18 months,[1] granting the Gollops £3,000 per month.[18] In the course of its development, the game was nearly canceled twice: in the first instance due to the company's financial difficulties, and the second time under the pressure from the American combat flight simulator company Spectrum HoloByte after it had acquired Bill Stealey’s shares in MicroProse in 1993.[12][22] Julian Gollop said the MicroProse quality assurance team (testers Andrew Lucket, Phil McDonnel and Jason Thompson) helped save the game from its first would-be cancellation; their enthusiastic feedback also helped to polish the game.[1] At one point, the game was in fact even officially ordered to be cancelled by Spectrum HoloByte. According to Moreland, Spectrum head Gilman Louie personally insisted on this order and rejected Moreland's objections.[23] However, Moreland held a meeting with other MicroProse UK bosses Adrian Parr and Paul Hibbard, where they decided to ignore it and would simply not inform the Gollop brothers and others involved in the project about any of that. Thus, the development team continued their work without any knowledge of the parent company's executives.[1][20] MicroProse producer Tim Roberts, assigned to oversee the game, was described by Julian Gollop positively as "very laid back" and for most of the time allowed them to work on the game without any interference and schedules, only checking in once in a month to conduct meetings in a pub.[1]

During the final three months, after Spectrum HoloByte was eventually informed of the game still being in production, the Gollop brothers were forced to work 7–12 in order to finish it before the end of the fiscal year.[1] The game was completed in March 1994,[10] after 30 months in development since the initial contract and 12 months behind the schedule. The overall development of the PC version cost £115,000,[1] alike vastly exceeding its budget.

Release edit

The finished product was marketed as UFO: Enemy Unknown in Europe, Quebec and Australia and as X-COM: UFO Defense in North America.[24] The latter features a different box cover, faithful to the game's contents (the original cover of UFO: Enemy Unknown depicts the aliens and their spacecraft design that are unlike anything actually seen in the game[25]).[24][26] In Japan, the game was renamed by Culture Brain as X-COM Michi Naru Shinryakusha (X-COM 未知なる侵略者, X-COM: Unknown Invaders)[27] and released with a cover using a different art style and better reflecting the actual game content.[24]

Ports and re-releases edit

The Amiga conversion in multiple version was quickly created by Julian Gollop's brother Nick and "it was quite tough because the Amiga wasn’t quite as fast as PCs were becoming at that time."[14] The Amiga OCS/ECS version displays lower quality graphics than the PC version and is missing light source shading during combat missions,[16] but their sound quality is improved. The graphics are better in the AGA Amiga versions, including a CD-ROM variant for the Amiga CD32 that features new music composed by Matthew Simmonds. A limited edition of the Amiga 1200 release also came with a MicroProse travel alarm clock.[24]

The 1995 PlayStation port, released in Europe as X-COM: Enemy Unknown, has retained most of the original PC graphics due to time restraints (adding only some textured 3D models as illustrations for the UFOpaedia) but features much higher quality music than the 8-bit MIDI music of the PC version, replacing it 55 minutes of CD-quality tracks and 8 minutes of 16-bit tracks.[28] The new soundtrack was composed by Allister Brimble, who later also created the music for the first sequel, X-COM: Terror from the Deep. The game is compatible with the (highly recommended[29][30][31]) PlayStation Mouse and requires five PlayStation memory card blocks for a Battlescape saved game.[29]

The game was re-released as part of the compilations X-COM: Unknown Terror by MicroProse and Prima Games in 1996,[32] X-COM (Collector's Edition) by MicroProse in 1998,[33] X-COM Collection by Hasbro Interactive in 1999,[34] X-COM: Complete Pack by 2K Games in 2008 and 2K Huge Games Pack in 2009,[35] as well as in the "Classic Games Collection" CD featured with the July 2000 issue of PC Gamer. In X-COM: Complete Pack (also known as X-COM Collection[36]), all five X-COM games were released for paid download on Steam with added Windows XP and Windows Vista support.[37]

Novelizations edit

Diane Duane's 1995 X-COM: UFO Defense – A Novel (ISBN 0-7615-0235-1) tells the story of Jonelle Barrett, commander of X-COM's newly established Swiss base.[38] According to Rock, Paper, Shotgun's negative review of Duane's novel, it is hampered by a poor understanding of the game, a lack of focus, emotional resonance and tension, and an unstructured plot.[39]

Another novelization of the game, Враг неизвестен ("Enemy Unknown") written by Vladimir Vasilyev, was published in Russia in 1997. The book tells the story of one of the original eight X-COM troops from beginning of the conflict to the final raid on Cydonia.[40]

Fan-created content edit

Fan-made patches fix a notorious bug which results in the game always resetting to the easiest difficulty level ("Beginner") after completing the first Battlescape mission, no matter what difficulty level has been selected. This glitch was not noticed by MicroProse and was not fixed in the official patches, resulting in the very high difficulty of the sequel[5] due to many complaints from veteran players who believed that the original game was still too easy even on seemingly higher levels. The original release also contained many other bugs such as civilians appearing in inappropriate places, units being placed outside of the playable map area, and players being assigned alien and civilian units as playable. IBM Master Inventor Scott T. Jones' noted[6] 1995 patch-turned-mod, named XComUtil,[41] fixes it as well as addressing interface problems and better balancing the game;[6] in 2010, a task of its further development was given to David Jones.[42]

OpenXcom is an open-source reimplementation of that game to fix all the known bugs and limits, improve the AI and user interface, localize in more languages, and to provide cross-platform builds, e.g. for Linux and Android.[43][44][45] The second focus of OpenXcom is to enable customizing, modding and expansions, such as the total conversion X-Piratez.[46]

Reception edit

Immediate edit

The game was released to very positive reviews and commercial success, selling more than 600,000 units (a large number at the time) on the PC DOS platform, not counting the later ports—for the Amiga platforms and the PlayStation—and re-releases. Half of the game's net sales were in the United States, a rarity for a European title at the time. Gollop has attributed the game's North American success to its title (X-COM), as the television series The X-Files had premiered a year earlier.[10] More than 400,000 units were sold at full price, with little marketing from its publisher.[62] Together with its sequel, X-COM: Terror from the Deep, its sales had passed 1 million copies by March 1997.[63] The game earned the Gollop brothers just over £1 million in royalties.[1] The game became very popular also in Russia, even as there were no royalties from that market as it was only distributed there via software piracy.[14] In 1996, Computer Gaming World named it as the number one sleeper hit of all time.[64]

Computer Gaming World rated the PC version of X-COM five stars out of five. Describing it as "one of those rare and dangerous games capable of drilling into your brain, putting a vice-grip on your imagination, and only releasing you when it has had enough," the magazine praised its detailed and varied combat system and lengthy gameplay, concluding "Resistance is futile".[49] GameSpot review said, "put simply, X-COM is a bona fide modern classic, standing proudly alongside Civilization and Populous as a benchmark in the evolution of strategy gaming."[7] A preview of the PlayStation version in Next Generation called it "one of the best PC strategy games ever."[28]

Amiga ports received lower ratings than the PC original (holding an average score of 93.60% at GameRankings[47]), according to Amiga HOL database having averaged scores of 79% on the ECS/OCS Amigas, 82% on the AGA Amigas and 73% for the Amiga CD32 version.[65][66][67] A common point of criticism for the floppy disk version was the need to frequently swap the disks in the Amiga systems not equipped with a hard disk drive, while the CD-ROM based CD32 version does not allow the users to save the progress of any other game without wiping out the save game of UFO. Nevertheless, a review in Amiga Action called it "easily the most original and innovative game in the history of the Amiga",[51] a review in Amiga World called in "the shortest path to heaven" for a strategy gamer,[68] and a review in CU Amiga of the 1997 budget range re-release called it the "game everyone loves".[57]

Electronic Gaming Monthly stated of the PlayStation version that "any person who likes strategy games will fall in love with this title ... if you could afford to buy one game for the PS over the next year, X-COM would be it. It has it all and then some!"[50] A reviewer for Next Generation criticized the PlayStation version for being little more than a straight port, arguing that the game could have been improved if the console's capabilities were used. However, he praised the game itself for sophisticated, enjoyable gameplay, and concluded, "X-COM was a smashing PC title, it's lost nothing of practical value in the translation, and makes a marvelous addition to the console market."[31] GamePro disagreed: "You have to be a major sim-freak to enjoy X-COM. It's an interesting and complex game about planet colonizing, [sic] but the extensive manuals and one-dimensional music really bore you to alien tears after a while."[69]

Computer Gaming World gave X-COM its Game of the Year award.[70] PC Gamer US presented UFO Defense with its 1994 Best Strategy Game award. The editors wrote, "X-COM's classic mix of action and strategy will have you hooked for hours, and made this one of the finest games of the year."[71]

Retrospective edit

Edge called X-COM "the title that first brought turn-based wargaming to the masses."[10] Soren Johnson, lead designer of Civilization IV, called X-COM "one of the cornerstones of strategy gaming." In the words of the Xbox creator Seamus Blackley, the game "has changed entertainment forever."[72] It has been inducted into several halls of fame, including by Computer Gaming World in 2005,[73] by GameSpot in 2003 (featured among The Greatest Games of All Time as "one of the defining games of the turn-based strategy genre"),[74] and by IGN in 2007 ("if this game were a woman, we'd marry it").[75]

The first X-COM has often appeared in top video game lists by various publications. Computer Gaming World ranked it as the 22nd (1996)[76] and third (2001) best computer game of all time; the magazine's readers also voted it for tenth place in 2001.[77] It was also ranked as the 48th game of all time by GamesMaster in 1996,[78] as the 35th best video game of all time by GameSpy in 2001 ("stellar game design can withstand the test of time"),[79] as the second best video game since 1992 by Finnish magazine Pelit in 2007,[80] and as the 78th best video game "to play today" by Edge in 2009.[81]

IGN named it as the number one top PC game of all time in 2000 while calling it "the finest PC game we have ever played", and 2007 ("there's still no PC game that can compete with the mighty X-COM"),[82][83] as well as ranking it as the second top "modern PC game" in 2009.[84] IGN also included it on several lists of the best video games of all time on all platforms, including it at eighth place in 2003 ("a game that will live on in the annals of computer gaming history"),[85] at 12th place in 2005 ("for us 1994 will always be remembered as the year of X-COM"),[86] and at 21st place in 2007 ("one of the most memorable and perfectly executed strategy games ever seen").[87] PC Gamer ranked it as the seventh (1997),[88] eighth (1998),[89] third (2001),[90] eighth (2005),[91] tenth (in both 2007 and 2008, as a "truly groundbreaking game" that "still plays fresher than almost anything else that begs passage through these pages"),[92][93] 11th (2010, the editors adding that everyone who would not vote for this game is "dead" to them)[94] and 12th (2011, describing it as a "brilliant game whose individual elements have been copied many times but whose charm has never been duplicated") best PC game of all time;[95] it was also voted at 15th place by the magazine's readers in 2000.[96]

Polish web portal Wirtualna Polska listed it the 13th best Amiga game,[97] as well as the third most addictive game "that stole our childhood";[98] it was also retrospectively ranked as the eighth best Amiga game by the Polish edition of CHIP.[99] Next Generation listed X-COM as the 26th top console game of all time in 1996 ("breathed new live into turn-based strategy genre"),[100] as well as the 37th in 1999 ("revamp[ed] the turn-based subgenre by strengthening the resource management elements and adding highly intuitive interface").[101] In 2012, while awaiting the remake, The Escapist ran a feature article about "why X-COM is the greatest game ever,"[8] while game designer Ken Levine named it as one of his all-time personal favorites.[102] In 2015, Rock, Paper, Shotgun ranked it as the sixth best strategy game ever made ("in the thick of a terror mission, with [C]rysal[l]ids seeming to pour out of the walls, or in those last hours when you finally seem capable of taking the fight to the aliens, there's nothing else quite like X-COM").[103]

One reason for the game's success is the strong sense of atmosphere it evokes.[104] The game's Xenomorph-inspired[16] alien race of Chryssalids was ranked as fourth on their 1999 list of best monsters in gaming by GameSpot, where X-COM was also described as "one of the scariest computer games ever."[105] In 2012, including it among the most essential game of all time, 1UP.com commented that "with its unrivaled balance of tactics and tension, [X-COM] remains a masterpiece."[106][107]

Legacy edit

The success of the game resulted in several sequels and spin-off games, as well as many unofficial remake and spiritual successor titles, both fan-made and commercial, such as UFO: Alien Invasion and UFO: Extraterrestrials. Julian Gollop himself designed the third game in the X-COM series, 1997's X-COM: Apocalypse, which was also developed together by Mythos Games and MicroProse. The game also received an unofficial sequel in the 1997 expansion set Civ II: Fantastic Worlds for MicroProse's Civilization II, in a scenario set on the Phobos moon of Mars.[108]

Mythos Games' and Julian Gollop's own original spiritual successor project, The Dreamland Chronicles: Freedom Ridge, was cancelled in 2001 and later partially turned into UFO: Aftermath by another developer. Gollop's new X-COM spiritual successor project, Phoenix Point, was released by Snapshot Games in 2019.

An official remake, titled XCOM: Enemy Unknown, was developed by Firaxis Games, led by MicroProse's co-founder Sid Meier. The game's prototype was actually a modernization of the original, with all the classic gameplay features,[7][109] but then gradually evolved into a completely "reimagined" version, having abandoned the Time Units system for a simpler and more cinematic gameplay centered around class abilities and use of cover. The game was released by 2K Games for Microsoft Windows, PlayStation 3 and Xbox 360 in October 2012, winning multiple Game of the Year awards. A retrospective article in Eurogamer compared both games with "a sort of objectivity (...) that hasn't been remotely possible over the last two decades of worshipping [X-COM] at its VGA shrine," seeing the original as "a game that can and will co-exist with rather than be supplanted by its remake. X-COM and XCOM are completely different games, both ingenious and both flawed in their own ways."[110] In a positive review of the remake, GameSpy nevertheless left "the title of Best Game Ever with the original."[111] Julian Gollop himself commented that "Firaxis did a terrific job with the new XCOM," although he "would have done things differently for sure. (...) I tried many times for many years to get a remake underway, but Firaxis finally did it. Also, there is a promising and more faithful remake called Xenonauts."[112] The 2012 XCOM, too, was followed by its own sequel and spin-off games.

The game also had a big influence on the development team of the role-playing video game Fallout. Project director Tim Cain said they "all loved X-COM" and that the original version of Fallout (known as Vault 13, before the game was redesigned after they lost the GURPS license) had a very similar combat system.[113]

Further reading edit

  • David L. Craddock, Monsters in the Dark: The Making of X-COM (BookBaby, 2021)

References edit

  1. ^ a b c d e f g h i j k l m n o p q r s Gollop, Julian (March 28, 2013). "Classic Games Postmortem – XCOM: UFO Defense". GameSpot. CBS Interactive. Archived from the original on December 21, 2021. Retrieved February 2, 2015.
  2. ^ "X-COM: Collector's Edition". MobyGames. Blue Flame Labs. Retrieved February 24, 2018.
  3. ^ a b c UFO: Enemy Unknown user manual.
  4. ^ a b "Top 25 PC Games of All Time". IGN. March 16, 2007. Retrieved May 10, 2011.
  5. ^ a b c d Kat Bailey, Enemy Unknown: An X-COM Retrospective, GameSpy, Jan 19, 2012
  6. ^ a b c d e f "PC Retroview – X-COM: UFO Defense – PC Feature at IGN". Pc.ign.com. September 1, 2000. Retrieved November 21, 2010.
  7. ^ a b c d e Dulin, Ron (December 31, 1993). "X-COM: UFO Defense Review for PC". GameSpot. Retrieved November 21, 2010.
  8. ^ a b c d Steve Butts, The Escapist : Why X-COM Is the Greatest Game Ever, The Escapist, 17 January 2010.
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External links edit

  • (MicroProse) (archived)
  • (Mythos Games) (archived)
  • X-COM: UFO Defense at MobyGames
  • UFOPaedia, an extensive wiki containing information, analysis, strategy, and other resources for Enemy Unknown and other X-COM games

defense, this, article, about, 1994, video, game, 2012, remake, xcom, enemy, unknown, enemy, unknown, original, european, title, also, known, north, america, 1994, science, fiction, strategy, video, game, developed, mythos, games, microprose, published, microp. This article is about the 1994 video game For its 2012 remake see XCOM Enemy Unknown UFO Enemy Unknown original European title also known as X COM UFO Defense in North America is a 1994 science fiction strategy video game developed by Mythos Games and MicroProse It was published by MicroProse for DOS and Amiga computers the Amiga CD32 console and the PlayStation Originally planned by Julian Gollop as a sequel to Mythos Games 1988 Laser Squad the game mixes real time management simulation with turn based tactics The player takes the role of commander of X COM an international paramilitary and scientific organization secretly defending Earth from an alien invasion Through the game the player is tasked with issuing orders to individual X COM troops in a series of turn based tactical missions At strategic scale the player directs the research and development of new technologies builds and expands X COM s bases manages the organization s finances and personnel and monitors and responds to UFO activity UFO Enemy UnknownCover art of the North American version X COM UFO DefenseDeveloper s Mythos Games MicroProsePublisher s MicroProseProducer s Tim RobertsDesigner s Julian Gollop Nick Gollop Steve HandProgrammer s Julian Gollop Nick GollopArtist s John Reitze Martin Smillie Julian GollopComposer s John BroomhallSeriesX COMPlatform s DOS Amiga CD32 PlayStation WindowsReleaseMarch 1994 DOSEU March 1994 1 NA 1994 1 AmigaEU Early 1994PlayStationNA October 25 1995EU November 1995WindowsNA 1998 2 Genre s Strategy turn based tacticsMode s Single player Despite its troubled development including having been almost cancelled twice the game received strong reviews and was commercially successful turning into a runaway sleeper hit and acquiring a cult following among strategy fans several publications have listed X COM UFO Defense as one of the best video games ever made including IGN ranking it as the best PC game of all time in 2007 It was the first and best received entry in the X COM series and has directly inspired several similar games An official remake of the game XCOM Enemy Unknown was published in 2012 Contents 1 Plot 2 Gameplay 2 1 Geoscape 2 2 Battlescape 3 Development 4 Release 4 1 Ports and re releases 4 2 Novelizations 4 3 Fan created content 5 Reception 5 1 Immediate 5 2 Retrospective 6 Legacy 7 Further reading 8 References 9 External linksPlot editThe story of X COM set in the near future at the time of the game s release begins in the year 1998 The initial plot centers on increased reports of UFO sightings as tales of abductions and rumors of attacks by mysterious aliens become widespread The nations of the world come to perceive this as a threat and attempt to form their own forces such as Japan s Kiryu Kai force to deal with the crisis but these efforts are unsuccessful On December 11 1998 representatives from some of the most powerful nations in the world secretly meet in Geneva to discuss the issue From this meeting is born the clandestine defense and research organization Extraterrestrial Combat X COM over which the player assumes control at the start of the game 3 In the beginning the player will only have access to conventional weapons but as the game progresses the player learns more about the enemy their species mutated creations and technology It is ultimately revealed that the leaders behind the alien invasion are a race known as Ethereals which possess powerful mind control abilities and enslave other races of aliens to perform their bidding and that their main base in the Solar System is located in Cydonia region of Mars The player must then prepare the final assault team attack Cydonia and destroy the mastermind behind the alien invasion the biocomputer Alien Brain The game may end in several ways If the player s performance is poor or worse for two consecutive months the player runs a deep deficit for two consecutive months all the player s bases are captured or the player mounts an assault on the aliens Mars base and loses the game ends in defeat in the PC version the funding nations sign pacts with the aliens promising peace but the aliens instead destroy every city and poison the water and air to destroy any resistance the remaining survivors are put in slave camps to help reverse terraform Earth for future alien colonization in the PlayStation version the council of funding nations makes a futile attempt to negotiate with the aliens who violently murder the negotiator If however the player is victorious in the final attack the game ends in mankind s victory Gameplay editThe game takes place within two distinct views called the Geoscape and the Battlescape 4 As described by GameSpy in effect X COM melds an SSI Gold Box RPG with a highly detailed 4X game like Master of Orion making it in some ways two entirely different games 5 Geoscape edit nbsp A gameplay screenshot of the continuous time strategic scale Geoscape mode with the game s main menu to the right The game begins on January 1 1999 with the player choosing a location for their first base on the Geoscape screen a global view representation of Earth as seen from space displaying X COM bases and aircraft detected UFOs alien bases and sites of alien activity The player can view the X COM bases and make changes to them equip fighter aircraft order supplies and personnel soldiers scientists and engineers direct research efforts schedule manufacturing of advanced equipment sell alien artifacts on black market to raise money and deploy X COM aircraft to either patrol designated locations intercept UFOs or send X COM ground troops on missions using transport aircraft 6 7 Simultaneously the aliens may run various activities from research missions designed to collect data about the Earth and its inhabitants to searching for and attacking X COM bases to establishing their own bases to terror attacks on cities with the aim of convincing governments to reduce X COM s funding The escalating alien activities need to be uncovered and countered mostly by detecting and shooting down the alien crafts and sending ground troops to investigate and salvage the UFO landing and crash sites Funding is provided by the 16 founding nations of X COM At the end of each month a funding report is provided where nations can choose to increase or decrease their level of funding based on their perceived progress or failure of the X COM project in particular the UFO activities in their areas 8 Any of these nations may quit if the nation s government has been infiltrated by the invaders 5 Through reverse engineering of recovered alien artifacts X COM is able to develop better technology to combat the alien menace and eventually uncover how to defeat it 6 7 Battlescape edit nbsp A gameplay screenshot of the turn based Battlescape tactical combat mode showing an Alien Terror type mission in urban environment click on the image for a more detailed description Gameplay switches to the tactical combat phase whenever X COM ground forces come in contact with aliens 4 Each ground mission takes place within a procedurally generated voxel based 3D map evenly divided into square bottom cubes and vertical layers for gameplay purposes However the actual game world is only used internally by the game engine for line of sight and firing calculations and is hidden from the player 9 Instead it is presented in a symbolic form using isometric view 2D bitmap graphics It also features a highly destructible environment where almost all game objects and the landscape itself can be damaged or destroyed by gunfire and especially by explosions The Battlescape s turn based system uses action points known in the game as Time Units TUs that are distributed between individual soldiers according to their statistics including the total weight of carried equipment relative to their strength and the top and current levels of stamina Each turn their TUs can be spent for movement and a variety of actions through an icon based GUI such as firing weapons managing their equipment including ammunition items carried in hands pockets belt and backpack picking up or throwing objects limited in this to friendly or enemy equipment or bodies kneeling down using items reloading weapons and priming explosives Shooting options include a snap shot an aimed shot and possibly a burst if a given weapon has an autofire mode Some weapons can also be loaded with non standard types of ammunition such as high explosive rounds or incendiary rockets and some are non lethal for capturing aliens alive A major feature called Opportunity Fire enables combatants to automatically shoot at a spotted hostile during the enemy turn if enough of their TUs have been reserved and left unspent 3 The combat is highly unpredictable and often challenging especially for new players Soldiers are vulnerable to alien attacks even when armored a single shot from an alien has a good chance of bringing a soldier in perfect condition to death and the features such as night time combat when the battlefield needs to be illuminated by flares or fires or else the soldiers can only spot an alien at a very short range fog of war and Opportunity Fire allows for alien sniper attacks and ambushes 8 The enemy comes in numerous forms and the players that are new to the game will run into new kinds of aliens without any knowledge of their characteristics and capabilities beforehand The course of skirmishes is also dictated by the individual fatigue and morale levels of their participants on both sides a low morale can result in them either dropping their weapons and fleeing in panic or going berserk and opening fire indiscriminately 5 Smoke obscures vision and drains stamina and fires are a hazard for both sides Injuries may be sustained to different body parts differently affecting the wounded soldiers statistics and thus performance and often result in the states of unconsciousness or bleeding the latter leading to death if they are not treated or if the mission is not finished in time 3 One of three mission outcomes is possible either the human forces are eliminated the alien forces are neutralized or the player chooses to withdraw The mission s score and the result are based on the number of X COM operatives lost either dead unconscious or under alien control the AI controlled civilians saved or perished aliens killed or captured and the number and quality of alien artifacts obtained Troops may also increase in rank or abilities if they made successful use of their primary attributes e g killing enemies 8 Instead of gaining experience points surviving human combatants might get an automatic rise a semi random amount depending on how much of the action in which they participated to their attributes such as Psi or Accuracy The soldiers who have been killed on a mission will remain dead but can be replaced with raw recruits back at base In addition to combat personnel the player may use unmanned ground vehicles that are outfitted with heavy weapons and well armored but large costly and not gaining experience Recovered alien artifacts can then be researched and possibly reproduced Captured live aliens may produce information possibly leading to new technologies and even an access to psionic warfare 6 In it some aliens possess mind control abilities that can be used to temporarily take control of human soldiers or cause them to panic After capturing a mind control capable alien the player will be able to train soldiers in using these same abilities against the aliens Development editThe game was originally conceived by a small British independent video game developer Mythos Games led by Julian Gollop as a sequel to their 1988 science fiction tactical game Laser Squad 10 11 but with much neater graphics using an isometric style very similar to Populous 12 The initial 1991 demo presented a relatively simple two player tactical game then known as Laser Squad 2 or Laser Squad II which ran on the Atari ST Due to bad experiences with Blade Software in selling their previous game Lords of Chaos 13 the Gollop brothers Julian and Nick approached three other video game publishers British Krisalis Software and Domark and the international MicroProse eventually brokering a deal with MicroProse 1 14 Julian Gollop was especially happy about it because he greatly respected MicroProse and believed it was probably the best video game company in the world at the time 1 10 When we first got the contract with MicroProse we were very pleased but concerned about what they might require us to do We did have a few arguments in the beginning because they didn t understand the game design I had written I had a tough job trying to explain it and I had to produce a few more documents and attend a big meeting with their in house designers producers and head of development Julian Gollop 10 Although supportive of the project the publisher expressed concerns that the demo lacked a grand scale in keeping with MicroProse s hit strategy game Civilization The Civilopedia feature of Civilization also inspired an addition of the in game encyclopedia called the UFOpaedia All that and the UFO theme was suggested by the MicroProse UK head of development Pete Moreland 1 15 Julian Gollop s personal inspirations included several traditional games in particular the board wargame Sniper and the tabletop role playing game Traveller 1 Under MicroProse s direction and working at its Chipping Sodbury studio 12 Julian Gollop said that while the research and technology tree somewhat emulates the role of advances in Civilization it also helped to develop the storyline 15 He changed the setting to modern day Earth and expanded the strategy elements among them the ability to capture and reproduce alien technology 10 He has cited the 1970s British television series UFO as one of the influences for the game s storyline in particular an idea of an international counter UFO organization and the psionic powers of some alien races 10 14 even as the series itself was a bit boring 16 A book by Bob Lazar where he describes his supposed work with recovered UFOs at Area 51 inspired the concept to reverse engineer captured alien technology 14 Timothy Good s 1991 book Alien Liaison provided inspiration for several of Julian Gollop s revisions such as the notion that world governments might seize alien technology or secretly conspire with the invaders a negative result which can occur in game 10 His sources of inspirations for the game also included Whitley Strieber s book Communion and other weird American stories 16 as well as the Alien film series MicroProse UK graphics artists John Reitze and Martin Smillie provided what MicroProse described as popular manga look and feel 17 visuals Julian Gollop credited Reitze who also designed the alien races 18 with a distinctive comic book style and Smillie with very detailed environment graphics 1 MicroProse musician John Broomhall inspired by Bernard Herrmann s score in the film Psycho 19 composed the original soundtrack of the PC version while Andrew Parton handled the sound effects Besides Moreland there were other MicroProse employees not acknowledged in the game s credits despite having been major contributors to its development such as assisting designers Mike Brunton and especially Steve Hand 18 20 Hand a Laser Squad fan who helped the project get signed put input into the big game concept by inventing the Geoscape interface actually came up with the name X COM derived from Brunton s initial idea of X CON where CON originally stood for contact and helped to define the comic book like art style 1 18 Hand thought the initial artworks showed by Julian Gollop had aliens that were too boring or comical 18 and that the original design document was poorly written especially regarding the initial more interactive and action oriented UFO interception system nevertheless the final game turned out to be very close to it 1 Certain creature types deemed boring were removed during the development as were the Men in Black who have been left unused due to a perceived conflict with MicroProse s abortive project to make an MIB themed standalone game 1 20 A public demo of the game was released under the North American version s working title X COM Terran Defense Force 21 Despite numerous changes from the first demo the tactical part of the game remains true to the turn based layout of Laser Squad and the Gollop brothers earlier Rebelstar series 10 The AI system of those games formed the basis for enemy tactics with Julian Gollop programming his own unique algorithms for pathfinding and behavior in particular the aliens were purposely given an element of unpredictability in their actions 1 10 It was the first game programmed by them for the PC 14 In retrospect Julian thought he should have concentrated on game design and left all of the programming work to Nick 1 The original contract was for the game be completed within 18 months 1 granting the Gollops 3 000 per month 18 In the course of its development the game was nearly canceled twice in the first instance due to the company s financial difficulties and the second time under the pressure from the American combat flight simulator company Spectrum HoloByte after it had acquired Bill Stealey s shares in MicroProse in 1993 12 22 Julian Gollop said the MicroProse quality assurance team testers Andrew Lucket Phil McDonnel and Jason Thompson helped save the game from its first would be cancellation their enthusiastic feedback also helped to polish the game 1 At one point the game was in fact even officially ordered to be cancelled by Spectrum HoloByte According to Moreland Spectrum head Gilman Louie personally insisted on this order and rejected Moreland s objections 23 However Moreland held a meeting with other MicroProse UK bosses Adrian Parr and Paul Hibbard where they decided to ignore it and would simply not inform the Gollop brothers and others involved in the project about any of that Thus the development team continued their work without any knowledge of the parent company s executives 1 20 MicroProse producer Tim Roberts assigned to oversee the game was described by Julian Gollop positively as very laid back and for most of the time allowed them to work on the game without any interference and schedules only checking in once in a month to conduct meetings in a pub 1 During the final three months after Spectrum HoloByte was eventually informed of the game still being in production the Gollop brothers were forced to work 7 12 in order to finish it before the end of the fiscal year 1 The game was completed in March 1994 10 after 30 months in development since the initial contract and 12 months behind the schedule The overall development of the PC version cost 115 000 1 alike vastly exceeding its budget Release editThe finished product was marketed as UFO Enemy Unknown in Europe Quebec and Australia and as X COM UFO Defense in North America 24 The latter features a different box cover faithful to the game s contents the original cover of UFO Enemy Unknown depicts the aliens and their spacecraft design that are unlike anything actually seen in the game 25 24 26 In Japan the game was renamed by Culture Brain as X COM Michi Naru Shinryakusha X COM 未知なる侵略者 X COM Unknown Invaders 27 and released with a cover using a different art style and better reflecting the actual game content 24 Ports and re releases edit The Amiga conversion in multiple version was quickly created by Julian Gollop s brother Nick and it was quite tough because the Amiga wasn t quite as fast as PCs were becoming at that time 14 The Amiga OCS ECS version displays lower quality graphics than the PC version and is missing light source shading during combat missions 16 but their sound quality is improved The graphics are better in the AGA Amiga versions including a CD ROM variant for the Amiga CD32 that features new music composed by Matthew Simmonds A limited edition of the Amiga 1200 release also came with a MicroProse travel alarm clock 24 The 1995 PlayStation port released in Europe as X COM Enemy Unknown has retained most of the original PC graphics due to time restraints adding only some textured 3D models as illustrations for the UFOpaedia but features much higher quality music than the 8 bit MIDI music of the PC version replacing it 55 minutes of CD quality tracks and 8 minutes of 16 bit tracks 28 The new soundtrack was composed by Allister Brimble who later also created the music for the first sequel X COM Terror from the Deep The game is compatible with the highly recommended 29 30 31 PlayStation Mouse and requires five PlayStation memory card blocks for a Battlescape saved game 29 The game was re released as part of the compilations X COM Unknown Terror by MicroProse and Prima Games in 1996 32 X COM Collector s Edition by MicroProse in 1998 33 X COM Collection by Hasbro Interactive in 1999 34 X COM Complete Pack by 2K Games in 2008 and 2K Huge Games Pack in 2009 35 as well as in the Classic Games Collection CD featured with the July 2000 issue of PC Gamer In X COM Complete Pack also known as X COM Collection 36 all five X COM games were released for paid download on Steam with added Windows XP and Windows Vista support 37 Novelizations edit Diane Duane s 1995 X COM UFO Defense A Novel ISBN 0 7615 0235 1 tells the story of Jonelle Barrett commander of X COM s newly established Swiss base 38 According to Rock Paper Shotgun s negative review of Duane s novel it is hampered by a poor understanding of the game a lack of focus emotional resonance and tension and an unstructured plot 39 Another novelization of the game Vrag neizvesten Enemy Unknown written by Vladimir Vasilyev was published in Russia in 1997 The book tells the story of one of the original eight X COM troops from beginning of the conflict to the final raid on Cydonia 40 Fan created content edit Fan made patches fix a notorious bug which results in the game always resetting to the easiest difficulty level Beginner after completing the first Battlescape mission no matter what difficulty level has been selected This glitch was not noticed by MicroProse and was not fixed in the official patches resulting in the very high difficulty of the sequel 5 due to many complaints from veteran players who believed that the original game was still too easy even on seemingly higher levels The original release also contained many other bugs such as civilians appearing in inappropriate places units being placed outside of the playable map area and players being assigned alien and civilian units as playable IBM Master Inventor Scott T Jones noted 6 1995 patch turned mod named XComUtil 41 fixes it as well as addressing interface problems and better balancing the game 6 in 2010 a task of its further development was given to David Jones 42 OpenXcom is an open source reimplementation of that game to fix all the known bugs and limits improve the AI and user interface localize in more languages and to provide cross platform builds e g for Linux and Android 43 44 45 The second focus of OpenXcom is to enable customizing modding and expansions such as the total conversion X Piratez 46 Reception editImmediate edit ReceptionAggregate scoreAggregatorScoreGameRankingsPC 94 47 PS 93 48 Review scoresPublicationScoreComputer Gaming WorldPC nbsp nbsp nbsp nbsp nbsp 49 Electronic Gaming MonthlyPS 8 8 10 9 5 9 5 8 5 8 0 50 Game InformerPS 8 5 10 29 GameSpotPC 9 0 10 7 IGNPC 9 4 10 6 PS 9 0 10 30 Next GenerationPS nbsp nbsp nbsp nbsp nbsp 31 Amiga ActionAmiga 9 2 10 51 Amiga FormatAmiga 9 0 10 9 0 10 52 53 Amiga PowerAmiga 3 6 10 amp 6 6 10 54 Amiga AGA 7 5 10 amp 8 5 10 55 CU AmigaAmiga 8 5 10 9 3 10 56 57 Amiga AGA 8 9 10 58 The OneAmiga 7 3 10 59 Amiga AGA 8 9 10 60 CD32 8 6 10 61 The game was released to very positive reviews and commercial success selling more than 600 000 units a large number at the time on the PC DOS platform not counting the later ports for the Amiga platforms and the PlayStation and re releases Half of the game s net sales were in the United States a rarity for a European title at the time Gollop has attributed the game s North American success to its title X COM as the television series The X Files had premiered a year earlier 10 More than 400 000 units were sold at full price with little marketing from its publisher 62 Together with its sequel X COM Terror from the Deep its sales had passed 1 million copies by March 1997 63 The game earned the Gollop brothers just over 1 million in royalties 1 The game became very popular also in Russia even as there were no royalties from that market as it was only distributed there via software piracy 14 In 1996 Computer Gaming World named it as the number one sleeper hit of all time 64 Computer Gaming World rated the PC version of X COM five stars out of five Describing it as one of those rare and dangerous games capable of drilling into your brain putting a vice grip on your imagination and only releasing you when it has had enough the magazine praised its detailed and varied combat system and lengthy gameplay concluding Resistance is futile 49 GameSpot review said put simply X COM is a bona fide modern classic standing proudly alongside Civilization and Populous as a benchmark in the evolution of strategy gaming 7 A preview of the PlayStation version in Next Generation called it one of the best PC strategy games ever 28 Amiga ports received lower ratings than the PC original holding an average score of 93 60 at GameRankings 47 according to Amiga HOL database having averaged scores of 79 on the ECS OCS Amigas 82 on the AGA Amigas and 73 for the Amiga CD32 version 65 66 67 A common point of criticism for the floppy disk version was the need to frequently swap the disks in the Amiga systems not equipped with a hard disk drive while the CD ROM based CD32 version does not allow the users to save the progress of any other game without wiping out the save game of UFO Nevertheless a review in Amiga Action called it easily the most original and innovative game in the history of the Amiga 51 a review in Amiga World called in the shortest path to heaven for a strategy gamer 68 and a review in CU Amiga of the 1997 budget range re release called it the game everyone loves 57 Electronic Gaming Monthly stated of the PlayStation version that any person who likes strategy games will fall in love with this title if you could afford to buy one game for the PS over the next year X COM would be it It has it all and then some 50 A reviewer for Next Generation criticized the PlayStation version for being little more than a straight port arguing that the game could have been improved if the console s capabilities were used However he praised the game itself for sophisticated enjoyable gameplay and concluded X COM was a smashing PC title it s lost nothing of practical value in the translation and makes a marvelous addition to the console market 31 GamePro disagreed You have to be a major sim freak to enjoy X COM It s an interesting and complex game about planet colonizing sic but the extensive manuals and one dimensional music really bore you to alien tears after a while 69 Computer Gaming World gave X COM its Game of the Year award 70 PC Gamer US presented UFO Defense with its 1994 Best Strategy Game award The editors wrote X COM s classic mix of action and strategy will have you hooked for hours and made this one of the finest games of the year 71 Retrospective edit Edge called X COM the title that first brought turn based wargaming to the masses 10 Soren Johnson lead designer of Civilization IV called X COM one of the cornerstones of strategy gaming In the words of the Xbox creator Seamus Blackley the game has changed entertainment forever 72 It has been inducted into several halls of fame including by Computer Gaming World in 2005 73 by GameSpot in 2003 featured among The Greatest Games of All Time as one of the defining games of the turn based strategy genre 74 and by IGN in 2007 if this game were a woman we d marry it 75 The first X COM has often appeared in top video game lists by various publications Computer Gaming World ranked it as the 22nd 1996 76 and third 2001 best computer game of all time the magazine s readers also voted it for tenth place in 2001 77 It was also ranked as the 48th game of all time by GamesMaster in 1996 78 as the 35th best video game of all time by GameSpy in 2001 stellar game design can withstand the test of time 79 as the second best video game since 1992 by Finnish magazine Pelit in 2007 80 and as the 78th best video game to play today by Edge in 2009 81 IGN named it as the number one top PC game of all time in 2000 while calling it the finest PC game we have ever played and 2007 there s still no PC game that can compete with the mighty X COM 82 83 as well as ranking it as the second top modern PC game in 2009 84 IGN also included it on several lists of the best video games of all time on all platforms including it at eighth place in 2003 a game that will live on in the annals of computer gaming history 85 at 12th place in 2005 for us 1994 will always be remembered as the year of X COM 86 and at 21st place in 2007 one of the most memorable and perfectly executed strategy games ever seen 87 PC Gamer ranked it as the seventh 1997 88 eighth 1998 89 third 2001 90 eighth 2005 91 tenth in both 2007 and 2008 as a truly groundbreaking game that still plays fresher than almost anything else that begs passage through these pages 92 93 11th 2010 the editors adding that everyone who would not vote for this game is dead to them 94 and 12th 2011 describing it as a brilliant game whose individual elements have been copied many times but whose charm has never been duplicated best PC game of all time 95 it was also voted at 15th place by the magazine s readers in 2000 96 Polish web portal Wirtualna Polska listed it the 13th best Amiga game 97 as well as the third most addictive game that stole our childhood 98 it was also retrospectively ranked as the eighth best Amiga game by the Polish edition of CHIP 99 Next Generation listed X COM as the 26th top console game of all time in 1996 breathed new live into turn based strategy genre 100 as well as the 37th in 1999 revamp ed the turn based subgenre by strengthening the resource management elements and adding highly intuitive interface 101 In 2012 while awaiting the remake The Escapist ran a feature article about why X COM is the greatest game ever 8 while game designer Ken Levine named it as one of his all time personal favorites 102 In 2015 Rock Paper Shotgun ranked it as the sixth best strategy game ever made in the thick of a terror mission with C rysal l ids seeming to pour out of the walls or in those last hours when you finally seem capable of taking the fight to the aliens there s nothing else quite like X COM 103 One reason for the game s success is the strong sense of atmosphere it evokes 104 The game s Xenomorph inspired 16 alien race of Chryssalids was ranked as fourth on their 1999 list of best monsters in gaming by GameSpot where X COM was also described as one of the scariest computer games ever 105 In 2012 including it among the most essential game of all time 1UP com commented that with its unrivaled balance of tactics and tension X COM remains a masterpiece 106 107 Legacy editFurther information X COM The success of the game resulted in several sequels and spin off games as well as many unofficial remake and spiritual successor titles both fan made and commercial such as UFO Alien Invasion and UFO Extraterrestrials Julian Gollop himself designed the third game in the X COM series 1997 s X COM Apocalypse which was also developed together by Mythos Games and MicroProse The game also received an unofficial sequel in the 1997 expansion set Civ II Fantastic Worlds for MicroProse s Civilization II in a scenario set on the Phobos moon of Mars 108 Mythos Games and Julian Gollop s own original spiritual successor project The Dreamland Chronicles Freedom Ridge was cancelled in 2001 and later partially turned into UFO Aftermath by another developer Gollop s new X COM spiritual successor project Phoenix Point was released by Snapshot Games in 2019 An official remake titled XCOM Enemy Unknown was developed by Firaxis Games led by MicroProse s co founder Sid Meier The game s prototype was actually a modernization of the original with all the classic gameplay features 7 109 but then gradually evolved into a completely reimagined version having abandoned the Time Units system for a simpler and more cinematic gameplay centered around class abilities and use of cover The game was released by 2K Games for Microsoft Windows PlayStation 3 and Xbox 360 in October 2012 winning multiple Game of the Year awards A retrospective article in Eurogamer compared both games with a sort of objectivity that hasn t been remotely possible over the last two decades of worshipping X COM at its VGA shrine seeing the original as a game that can and will co exist with rather than be supplanted by its remake X COM and XCOM are completely different games both ingenious and both flawed in their own ways 110 In a positive review of the remake GameSpy nevertheless left the title of Best Game Ever with the original 111 Julian Gollop himself commented that Firaxis did a terrific job with the new XCOM although he would have done things differently for sure I tried many times for many years to get a remake underway but Firaxis finally did it Also there is a promising and more faithful remake called Xenonauts 112 The 2012 XCOM too was followed by its own sequel and spin off games The game also had a big influence on the development team of the role playing video game Fallout Project director Tim Cain said they all loved X COM and that the original version of Fallout known as Vault 13 before the game was redesigned after they lost the GURPS license had a very similar combat system 113 Further reading editDavid L Craddock Monsters in the Dark The Making of X COM BookBaby 2021 References edit a b c d e f g h i j k l m n o p q r s Gollop Julian March 28 2013 Classic Games Postmortem XCOM UFO Defense GameSpot CBS Interactive Archived from the original on December 21 2021 Retrieved February 2 2015 X COM Collector s Edition MobyGames Blue Flame Labs Retrieved February 24 2018 a b c UFO Enemy Unknown user manual a b Top 25 PC Games of All Time IGN March 16 2007 Retrieved May 10 2011 a b c d Kat Bailey Enemy Unknown An X COM Retrospective GameSpy Jan 19 2012 a b c d e f PC Retroview X COM UFO Defense PC Feature at IGN Pc ign com September 1 2000 Retrieved November 21 2010 a b c d e Dulin Ron December 31 1993 X COM UFO Defense Review for PC GameSpot Retrieved November 21 2010 a b c d Steve Butts The Escapist Why X COM Is the Greatest Game Ever The Escapist 17 January 2010 Nevertheless screenshots of it as seen from the perspective of currently selected soldier can be made by pressing F10 in OpenXcom a b c d e f g h i j k The Making Of X COM Enemy Unknown Edge Magazine Edge online com May 15 2009 Archived from the original on October 26 2011 Retrieved November 21 2010 XCom UFO creators strategy game Laser Squad Nemesis Lasersquadnemesis com Archived from the original on March 8 2009 Retrieved November 21 2010 a b c Mythos Games Ltd UFO Enemy Unknown June 6 2001 Archived from the original on June 6 2001 Retrieved August 11 2013 Craddock David L March 9 2021 How a Publishing Nightmare Set the Stage for the Original X COM a b c d e f Interview With XCOM Creator Julian Gollop NowGamer Aug 30 2011 a b The Story of X Com Eurogamer November 28 2010 Retrieved November 28 2010 a b c d Amiga CD32 Gamer 5 October 1994 Readme file from the X COM Terran Defense Force demo StrategyCore a b c d e Staff Ars March 9 2021 Developing the distinctive look of the original X COM UFO Defense Ars Technica Mat Paget September 9 2021 New X COM book explains the special kind of terror that made the first game a classic PC Gamer via www pcgamer com a b c Dan Griliopoulos Julian Gollop interview on X Coms old and new the Ghost Recon strategy game that never was AI auteurs and Fork My Fruit PC Gamer April 29 2013 Demo StrategyCore Julian Gollop reveals how the original X Com was nearly cancelled twice Eurogamer March 28 2013 Craddock David L March 9 2021 X COM UFO Defense Would Have Been Canned If Its Creators Hadn t Secretly Revolted Kotaku a b c d Game Versions StrategyCore Alec Meer Why X COM Matters To Me Rock Paper Shotgun April 14th 2010 X COM UFO Defense MobyGames XCOM 2K MarinがX COMの新作を開発中 GAME LIFE ニュース in Japanese a b X COM Next Generation 12 Imagine Media 133 4 December 1995 a b c X COM UFO Defense Game Informer April 1996 archived a b X Com UFO Defense PlayStation Review at IGN Psx ign com November 26 1996 Archived from the original on September 1 2009 Retrieved November 21 2010 a b c Xerox Next Generation No 14 Imagine Media February 1996 p 158 X COM Unknown Terror Gamespot com December 31 1969 Retrieved August 11 2013 X COM Collector s Edition Gamespot com November 24 1999 Retrieved August 11 2013 X COM Collection for Windows 1999 MobyGames Mobygames com January 13 2001 Retrieved August 11 2013 Nick Breckon 2K Huge Steam Pack Bundles 20 Games for 54 Shacknews com Jul 02 2009 X COM Collection GamesRadar May 6 2010 Retrieved August 11 2013 X COM Complete Pack on Steam Store steampowered com Retrieved August 11 2013 Duane Diane December 22 1995 X COM UFO Defense A Novel 9780761502357 Diane Duane Books Crown Publishing ISBN 0761502351 Meer Alec November 9 2012 Wot I Read X COM UFO Defense A Novel Rock Paper Shotgun Retrieved November 9 2012 Vladimir Vasilev UFO vrag neizvesten skachat iz biblioteki Fenzina Xcomutil Homepage Archived January 11 2012 at the Wayback Machine Scott Jones Homepage XcomUtil Under New Management Bladefirelight com March 5 2012 Retrieved July 13 2019 the rps bargain bucket flu faced on Rock Paper Shotgun 2015 08 16 About OpenXcom Retrieved August 22 2013 OpenXCom renews the original OpenXCom renews the original UFO Defense as a valid option for terror by Phil Savage PC Gamer May 09 2013 You Wouldn t Steal A Skyranger X Piratez Is An Outstanding Total Conversion Of UFO X COM by Sin Vega on Rock Paper Shotgun March 30th 2016 a b X COM UFO Defense for PC GameRankings CBS Interactive Retrieved November 21 2010 X COM UFO Defense for PlayStation GameRankings CBS Interactive Retrieved November 21 2010 a b Lombardi Chris August 1994 It Came From Britain Computer Gaming World pp 108 110 a b Electronic Gaming Monthly Jan 1996 issue 78 p 38 a b Amiga Action 60 August 1994 Amiga Format 65 November 1994 Amiga Format 73 July 1995 Amiga Power 51 July 1995 Amiga Power 56 December 1995 CU Amiga Magazine June 1995 a b CU Amiga Magazine February 1997 CU Amiga December 1994 The One Amiga 82 July 1995 The One Amiga 75 December 1994 The One Amiga 77 February 1995 Asher Mark March 24 1999 Game Spin The MicroProse Skinny CNET Gamecenter Archived from the original on August 17 2000 Coleman Terry March 1997 Winter Wonderland Computer Gaming World No 152 pp 209 210 Computer Gaming World 148 The Top 15 Sleepers Of All Time UFO Enemy Unknown Amiga HOL database Hol abime net December 14 2002 Retrieved November 21 2010 UFO Enemy Unknown Amiga HOL database Hol abime net December 14 2002 Retrieved November 21 2010 UFO Enemy Unknown Amiga HOL database Hol abime net December 14 2002 Retrieved November 21 2010 Amiga World 3 95 GamePro 91 April 1996 p 88 CGW 158 Alien is Sheep s Clothing Where Are All the X COM Clones Staff March 1995 The First Annual PC Gamer Awards PC Gamer 2 3 44 45 47 48 51 Monsters in the Dark The Making of X COM UFO Defense BookBaby September 27 2021 ISBN 979 8 7052 0094 8 CGW s Hall of Fame 1UP com March 23 2005 Archived from the original on November 2 2012 Retrieved August 9 2009 The Greatest Games of all Time Archived from the original on March 29 2010 Retrieved November 17 2010 IGN Videogame Hall Of Fame X COM UFO Defense IGN 2007 Archived from the original on June 29 2011 Retrieved November 25 2010 150 Best Games of All Time Computer Gaming World November 1996 pp 64 80 Retrieved March 25 2016 Computer Gaming World 20th Anniversary Issue March 2001 Top 100 Games of All Time PDF GamesMaster 44 76 July 1996 The GameSpy Staff GameSpy s Top 50 Games of All Time GameSpy Archived from the original on September 14 2004 Retrieved March 20 2007 Pelit 8 2007 page 64 in Finnish The 100 best Games To Play Today Edge March 9 2009 Archived from the original on March 25 2012 Retrieved November 17 2010 The Top 25 PC Games of All Time IGN July 24 2000 Archived from the original on April 21 2002 Retrieved June 20 2008 Adams Dan Steve Butts Charles Onyett March 16 2007 Top 25 PC Games of All Time IGN Archived from the original on March 19 2007 Retrieved August 7 2009 Ocampo Jason Steve Butts Jeff Haynes August 6 2009 Top 25 PC Games of All Time IGN Archived from the original on October 4 2010 Retrieved August 7 2009 IGN s Top 100 Games of All Time IGN 2003 Archived from the original on June 8 2010 Retrieved November 17 2010 IGN s Top 100 Games IGN 2005 Archived from the original on April 19 2016 Retrieved November 17 2010 IGN Top 100 Games 2007 IGN 2007 Archived from the original on November 30 2007 Retrieved November 17 2010 PC Gamer May 1997 The 50 Best Games Ever PC Gamer US 5 10 86 87 89 90 92 98 101 102 109 110 113 114 117 118 125 126 129 130 October 1998 PC Gamer October 2001 PC Gamer April 2005 PC Gamer s Best 100 PC Gamer August 13 2007 Retrieved November 15 2010 PC Gamer s Top 100 PC Gamer August 5 2008 Retrieved November 16 2010 PC Gamer s top 100 PC Games of all time PC Gamer February 5 2010 Retrieved November 15 2010 The 100 best PC games of all time PC Gamer Retrieved May 10 2011 PC Gamer April 2000 13 UFO Enemy Unknown 30 najlepszych gier na Amige Imperium gier WP pl in Polish 3 UFO Enemy Unknown Gry ktore zabraly nam dziecinstwo najbardziej uzalezniajace produkcje sprzed lat Imperium gier Archived 2013 02 22 at the Wayback Machine WP pl in Polish in Polish Michal Wierzbicki Dziesiec najlepszych gier na Amige Archived May 30 2016 at the Wayback Machine Chip pl 23 02 2010 Next Generation 21 September 1996 p 60 Top 50 Games of All Time Next Generation No 50 Imagine Media February 1999 p 75 Dan Ryckert Things You Didn t Know About Ken Levine Game Informer May 30 2012 Smith Adam The 50 Best Strategy Games Ever Made Rock Paper Shotgun Archived from the original on April 26 2015 Retrieved April 24 2015 UFO Enemy Unknown review 94 Pelit 4 1994 page 22 in Finnish The Best Monsters in Gaming Chryssalid GameSpot Oct 4 1999 1UP s Essential 100 Part One 1up com Archived from the original on May 13 2013 Retrieved August 11 2013 Kat Bailey The Essential 100 No 90 XCOM UFO Defense 1UP com July 16th 2012 Michael E Ryan Civ II Fantastic Worlds Review GameSpot December 18 1997 Meer Alec February 2012 Know Your Enemy Firaxis On XCOM Part 1 Rock Paper Shotgun Retrieved October 12 2012 Alec Meer UFO Enemy Unknown retrospective Eurogamer 14 October 2012 Dan Stapleton XCOM Enemy Unknown Review Terror tension tactics and triumph GameSpy Oct 8 2012 Julian Gollop I have no firm plans after Chaos but I certainly want to stay in the games industry Archived 2016 03 09 at the Wayback Machine GameStar ru 5 December 2012 Fallout Classic Revisited GameSpot 9 March 2012 External links editOfficial website MicroProse archived Official website Mythos Games archived X COM UFO Defense at MobyGames UFOPaedia an extensive wiki containing information analysis strategy and other resources for Enemy Unknown and other X COM games Portals nbsp 1990s nbsp Speculative fiction nbsp Video games Retrieved from https en wikipedia org w index php title X COM UFO Defense amp oldid 1217401554 Fan created content, wikipedia, wiki, book, books, library,

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