X-COM: UFO Defense

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UFO: Enemy Unknown
File:X-COM - UFO Defense Coverart.png
European cover art
Developer(s)Mythos Games
MicroProse Software
Culture Brain (Japan)
Publisher(s)MicroProse
Spectrum HoloByte (Japan)
Director(s)Julian Gollop
Producer(s)Tim Roberts (PC)
Nick Gollop (Amiga)
Stuart Whyte (PlayStation)
Designer(s)Julian Gollop, Nick Gollop
Programmer(s)Julian Gollop, Nick Gollop (PC)
Scott Johnston, Steve Legg, Bob Koon (Amiga)
Graeme Ashton, Bob Koon (PlayStation)
Artist(s)Julian Gollop, John Reitze, Martin Smillie, Michael Baxter, Drew Northcott, Martin Severn
Composer(s)John Broomhall (PC)
Matthew Simmonds (Amiga)
Allister Brimble (PlayStation)
SeriesX-COM
Platform(s)Amiga, Amiga CD32
MS-DOS
PlayStation, Microsoft Windows
ReleaseMS-DOS, Amiga
1994[1]
PlayStation
October 25, 1995
Genre(s)Strategy game, turn-based tactics
Mode(s)Single player

UFO: Enemy Unknown (marketed as X-COM: UFO Defense in North America) is a science fiction strategy video game developed by Mythos Games and MicroProse. It was published by MicroProse in 1994 for the PC DOS and Amiga computers and the Amiga CD32 console, and in 1995 for the PlayStation. Its European PlayStation release is titled X-COM: Enemy Unknown.

Originally planned by Julian Gollop as a sequel to Target 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 - a clandestine, international paramilitary organization defending Earth from 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.

The game received strong reviews and was commercially successful, acquiring a cult following among strategy fans; several publications listed UFO: Enemy Unknown as one of top video games ever made, including IGN ranking it as the best PC game of all time in 2000 and 2007. It was the first and best received entry in the X-COM series, and has directly inspired several similar games, including UFO: Aftermath, UFO: Alien Invasion, UFO: Extraterrestrials and Xenonauts. A remake of the game, XCOM: Enemy Unknown, was created by Firaxis Games and published by 2K Games in 2012.

Plot

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 around 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 meet in Geneva to discuss the issue. From this meeting is born the secret defense and research organization Extraterrestrial Combat (X-COM), over which the player assumes control at the start of the game.[3]

As the game progresses, the player learns more and more about the enemy, their species, mutated creations and technology. It is ultimately revealed that the aliens are led by creatures of immense mental power called Ethereals, and that their main base in the Solar System is located on Mars, in a region known as Cydonia. Then, the player must 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 for two consecutive months, the player runs a 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. If, however, the player is victorious in the final attack, the game ends in mankind's victory.

Gameplay

A gameplay screenshot of the continuous-time strategic scale Geoscape mode

The game takes place within two distinct views, called the Geoscape and the Battlescape.[4] According to GameSpy, "Playing it again in 2012, it comes off as both completely brilliant and slightly insane. 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]

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 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]

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 of the X-COM project.[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]

A gameplay screenshot of the turn-based Battlescape tactical combat mode, showing an Alien Terror type mission in urban environment, including civilians

Gameplay switches to its tactical combat phase whenever X-COM ground forces come in contact with aliens.[4] In the Battlescape screen the player commands his soldiers against the aliens in an isometric turn-based battle taking place on a semi-randomly generated map. One of three outcomes is possible: either the X-COM forces are eliminated, the alien forces are neutralised, or the player chooses to withdraw. The mission is scored based on the number of X-COM operatives lost, 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 experience points, surviving human combatants gain points - a semi-random amount depending on how much of the action in which they participated - in attributes such as Psi or Accuracy. In addition to combat personnel, the player may use unmanned ground vehicles, outfitted with heavy weapons and armour but 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]

One reason for the game's success is the strong sense of atmosphere it evokes.[9] Soldiers are vulnerable to alien attacks even when armoured, and the use of features such as night-time combat, line of sight and opportunity fire allows for alien sniper attacks and ambushes.[8] The enemy comes in numerous forms, and players run into new, deadly aliens repeatedly without any knowledge of their characteristics and capabilities beforehand. The course of skirmishes is also dictated by the individual 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]

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. IBM Master Inventor Scott T. Jones' noted[6] 1995 patch-turned-mod, named XComUtil,[10] fixes it as well as addressing many interface problems and better balancing the game;[6] in 2010, a task of its further development was given to David Jones.[11]

Development

The game was originally conceived by a small British video game developer company Mythos Games - led by Julian Gollop - as a sequel to its 1988 science fiction tactical game Laser Squad,[12][13] "but with much neater graphics using an isometric style very similar to Populous."[14] The initial 1991 demo presented a relatively simple, two-player tactical game then known as Laser Squad 2 (or Laser Squad II) and ran on the Atari ST. The Gollop brothers (Julian and Nick) approached several video game publishers, including Krisalis and Domark, eventually brokering a deal with MicroProse, producer of Sid Meier's Civilization.[12][15]

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.

Although supportive of the project, the publisher expressed concerns that the demo lacked a grand scale in keeping with its just-released hit strategy game Civilization. Julian Gollop said, "In fact the research and technology tree somewhat emulates the role of advances in Civilization, but it also helped to develop the storyline."[16] The Civilopedia feature of Civilization also inspired an addition of the in-game encyclopedia, called UFOpaedia. The UFO theme was suggested by MicroProse head of development Pete Moreland.[16] Under MicroProse's direction and working at its Chipping Sodbury studio,[14] Julian Gollop changed the setting to modern-day Earth and expanded the strategy elements, among them the ability to capture and reproduce alien technology.[12]

Julian Gollop 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 organisation and the psionic powers of some alien races,[12][15] even as the series itself was "a bit boring."[17] 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.[15] Timothy Good's 1991 book Alien Liaison provided inspiration for several of Julian Gollop's revisions, including the notion that world governments might seize alien technology or secretly conspire with the invaders (a negative result which can occur in-game).[12] Inspirations also included Whitley Strieber's book Communion and other "weird American stories".[17] Certain creature types were removed during the development, including the Men in Black.[14] The original name for X-COM was "Xcomm".[17]

MicroProse graphics artists John Reitze and Martin Smillie[14] provided "popular 'manga' look and feel"[18] visuals; John Broomhall composed the music.[19] A public demo of the game was released under the North American version's working title X-COM: Terran Defense Force.[20] Despite numerous changes from the first demo, the tactical part of the game remains true to the turn-based layout of Laser Squad and Julian Gollop's earlier Rebelstar series.[12] The artificial intelligence 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, giving the illusion of a lifelike, resourceful enemy.[12] 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 Spectrum HoloByte after it had acquired Bill Stealey’s shares in MicroProse.[14]

Release

I think the release of The X-Files the year before the launch of X-COM: Enemy Unknown helped a little. Although we hadn’t seen The X-Files at the time, we were drawing on the same UFO folklore for the game, and this hit a nerve in the US.

— Julian Gollop, Edge[12]

The game was eventually completed in March 1994.[12] The finished product was marketed as UFO: Enemy Unknown in Europe and Australia and as X-COM: UFO Defense in North America.[21] 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 spececraft design that are unlike anything actually seen in the game) and its cartoonish art style.[21][22] 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)[23] and released with a cover using a different art style but still reflecting the actual game.[21]

Ports and re-releases

The Amiga conversion was done 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."[15] The Amiga ECS/OCS version displays lower quality graphics than the PC version and is missing light source shading during combat missions,[17] but the sound quality is improved; the graphics are better in the AGA Amiga version. A Limited Edition for the Amiga CD32 came with a MicroProse travel alarm clock.[21]

The 1995 PlayStation port retains the original graphics (adding some 3D models as illustrations for the UFOpaedia) but features a much higher quality music than the PC version (several CD tracks instead of MIDI music). The music was composed by Allister Brimble, who later also created the music for the first sequel, X-COM: Terror from the Deep. It is compatible with the highly recommended[24][25] PlayStation Mouse and requires five PlayStation memory card blocks for a Battlescape saved game.[24]

The game was re-released as part of the compilations X-COM: Unknown Terror by MicroProse and Prima Games in 1996,[26] X-COM (Collector's Edition) by MicroProse in 1998,[27] X-COM Collection by Hasbro Interactive in 1999,[28] X-COM: Complete Pack by 2K Games in 2008 and 2K Huge Games Pack in 2009,[29] 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[30]), all five X-COM games were released for paid download on Steam with added Windows XP and Windows Vista support.[31] There were also several Amiga and PlayStation re-releases.

Novelizations

Diane Duane's 1995 X-COM: UFO Defense - A Novel tells the story of Jonelle Barrett, commander of X-COM's newly established Swiss base.[32] 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 raid on Cydonia.[33]

Reception

The game was released to very positive reviews and commercial success, selling more than 600,000 units 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.[12]

According to a 1996 review by GameSpot, "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 1996 review of the PlayStation version by Electronic Gaming Monthly stated that "any person who likes strategy games will fall in love with this title," adding: "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!"[36] Computer Gaming World gave it its Game of the Year award for 1994.[50] In 2009, Edge called it "the title that first brought turn-based wargaming to the masses."[12]

Amiga ports received lower ratings than the PC original (which holds an average score of 93.60% at GameRankings[34]), 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.[51][52][53] 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 CD32 version does not allow the users to save 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",[38] a review in Amiga World called in "the shortest path to heaven" for a strategy gamer,[43] and a review in CU Amiga of the 1997 budget range re-release called it "game everyone loves."[45] In 2011, Polish web portal Wirtualna Polska ranked it as the 13th best Amiga game.[54]

Since its release, the first X-COM has often appeared in top video game lists by various publications:

  • IGN named it as the number one top PC game of all time in 2000 ("the finest PC game we have ever played") and 2007 ("there's still no PC game that can compete with the mighty X-COM"),[55][56] as well as ranking it as the second top "modern PC game" in 2009.[57] IGN also included it on several lists of the best video games of all time on all platforms, including at eight place in 2003 ("a game that will live on in the annals of computer gaming history"),[58] at 12th place in 2005 ("for us 1994 will always be remembered as the year of X-COM"),[59] and at 21st place in 2007 ("one of the most memorable and perfectly executed strategy games ever seen").[60]
  • Computer Gaming World (CGW) ranked it as the 22nd (1996)[61] and third (2001) best computer game of all time.[62] The magazine's readers also voted it for tenth place in 2001.[61]
  • PC Gamer ranked it as the seventh (1997),[63] third (2001),[64] eight (2005),[65] tenth (2007 and 2008, calling it a "truly groundbreaking game" that "still plays fresher than almost anything else that begs passage through these pages"),[66][67] 11th (2010, the editors adding that everyone who would not vote for this game is "dead" to them)[68] and 12th (2011, describing it as "brilliant game ... whose individual elements have been copied many times but whose charm has never been duplicated") best PC game of all time.[69] It was also voted 15th by readers in 2000.[70]
  • X-COM/UFO has been ranked as the 35th best video game of all time by GameSpy in 2001 ("stellar game design can withstand the test of time"),[71] as the second best video game since 1992 by Finnish magazine Pelit in 2007,[72] and as the 78th best video game "to play today" by Edge in 2009.[73]

It was also inducted into several hall of fame type articles, including by CGW in 2005 ("a great game which proves that pushing the technological envelope is often less important than stoking the gamer's competitive fire"),[74] by GameSpot in 2003 (featured in The Greatest Games of all Time as "one of the defining games of the turn-based strategy genre"),[75] and by IGN in 2007 ("if this game were a woman, we'd marry it").[76]

In 1996, CGW ranked it as the number one sleeper hit of all time.[77] In 1999, the game's Xenomorph-inspired[17] alien race of Chryssalids was ranked as fourth on the list of best monsters in gaming by GameSpot, where X-COM was also called "one of the scariest computer games ever."[78] In 2012, The Escapist ran a feature article about "why X-COM is the greatest game ever,"[8] UGO.com described it "a perennial 'best game ever' contender,"[79] Ken Levine of Irrational Games named it as one of his all-time personal favourites,[80] and 1UP.com ranked it as the 90th most essential game of all time, commenting that "with its unrivaled balance of tactics and tension, XCOM remains a masterpiece."[81][82]

Legacy

The success of the game resulted in several sequel and spin-off games, as well as many unofficial remake and spiritual successor titles, both fan-made and commercial. Julian Gollop himself designed the third game in the X-COM series, X-COM: Apocalypse, also developed together by Mythos Games and MicroProse and released in 1997. 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.[83] During the late 1990s, MicroProse was developing a cancelled quasi-reboot game, X-COM: Genesis.

The Gollop brothers' ambitious attempt to create their own independent, 3D quasi-remake, The Dreamland Chronicles: Freedom Ridge, was cancelled in 2001 due to financial problems and a failure to find a publisher, resulting in the bankruptcy of Mythos Games (resources from the unfinished game were then bought by a Czech company Altar Games and turned into UFO: Aftermath, which was followed by two sequels). Julian Gollop's new company, Codo Technologies, released two low-budget tactical games similar to the Battlescape mode of Enemy Unknown in both gameplay and plot, Laser Squad Nemesis (2002, retitled in Poland as UFO: Gniew Boga[84]) and Rebelstar: Tactical Command (2005).

Remake

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][85] but then gradually evolved into a completely "reimagined" version. The game was released by 2K Games for the PC, PlayStation 3 and Xbox 360 in October 2012.

In a retrospective article in Eurogamer, Alec Meer compared both games with "a sort of objectivity from me that hasn't been remotely possible over the last two decades of worshipping at its VGA shrine," stating: "I can see 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. I'd kill for a hybrid of the two, but having two rather than one sure is nothing to sniff at."[86] In a positive review of the remake, Dan Stapleton of GameSpy added: "I leave the title of Best Game Ever with the original."[87]

References

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  87. ^ Dan Stapleton, XCOM: Enemy Unknown Review: Terror, tension, tactics, and triumph., GameSpy, Oct 8, 2012

External links