It is the third game in the UFO series. It is an opensource game based on and heavily influenced by the X-COM games. It is a sequel to Pathway to Glory. The game system did not have any big changes compared to the prequel, the main difference being games focus on the Pacific campaign.
A turn-based strategy game, and sequel to the original Laser Squad. Relive the golden era of comic books as a squad of unique colorful characters or create your own. Sequel to Freedom Force. Pathway to Glory is a military turn-based strategy game for the N-Gage. One of the rare worthwhile exclusives on the N-Gage platform, Pathway to Glory is considered a cult classic and lost gem by most turn-based tactics fans. At the time of its release, it was only the second game in the franchise to be released outside of Japan.
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Turn-based squad tactics with a hint of board games and a comic-book style. This edit will also create new pages on Giant Bomb for:. Until you earn points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved. Similar Games Similar Games.
The player takes the role of commander of X-COM — an international paramilitary 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.
The game received strong reviews and was commercially successful, 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 The story of X-COM , set in the near-future at the time of the game's release, begins in the year 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, , 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.
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, where in the PlayStation version, the council of funding nations makes a futile attempt to negotiate with the aliens, who violently murder the negotiator.
While in the MS-DOS version, the funding nations sign pacts with the aliens promising peace, but they instead destroy every city and poison the water and air to destroy any resistance, the remaining survivors are put in slave camps to help terraform Earth for future alien colonization. But If, however, the player is victorious in the final attack, the game ends in mankind's victory. The game takes place within two distinct views, called the Geoscape and the Battlescape.
According to GameSpy, "Playing it again in , it comes off as both completely brilliant and slightly insane. 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, , 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.
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.
Any of these nations may quit if the nation's government has been infiltrated by the invaders. 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.
A gameplay screenshot of the turn-based Battlescape tactical combat mode, showing an Alien Terror type mission in urban environment, featuring civilians 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. 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 , 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. 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.
One reason for the game's success is the strong sense of atmosphere it evokes. 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 use of features such as night-time combat, a line of sight, and opportunity fire allows for alien sniper attacks and ambushes. 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 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. 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 due to many complaints from veteran players who believed that the original game was still too easy even on seemingly higher levels. Jones' noted patch-turned-mod, named XComUtil, fixes it as well as addressing many interface problems and better balancing the game; in , a task of its further development was given to David Jones.
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. The second focus of OpenXcom is to enable customizing, modding and expansions like the notable total conversion X-Piratez. The game was originally conceived by a small British video game developer company, Mythos Games — led by Julian Gollop — as a sequel to their science fiction tactical game Laser Squad , "but with much neater graphics using an isometric style very similar to Populous.
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. 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. Julian Gollop's personal inspirations included several traditional games, in particular, the board wargame Sniper! Under MicroProse's direction and working at its Chipping Sodbury studio, 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. He has cited the s 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, even as the series itself was "a bit boring".
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. Timothy Good's 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.
Inspirations also included Whitley Strieber's book Communion and other "weird American stories". Julian Gollop credited Reitze with "a distinctive comic book style" and Smillie with "very detailed environment graphics".
John Broomhall composed the music while Andrew Parton handled the sound effects. There were also major contributors who were not acknowledged in the game's credits, such as the designer Steve Hand, a Laser Squad fan who helped the project get signed, put input into the "big game" concept, actually came up with the name X-COM derived from Mike Brunton's initial idea of X-CON , where "CON" originally stood for "contact" , and helped to define the comic book-like art style.
Hand thought 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. Certain creature types deemed "boring" were removed during the development, as were the Men in Black, who were unused due to a perceived conflict with MicroProse's abortive project to make an MIB-themed standalone game.
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.
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.
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