UFO: Afterlight

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UFO: Afterlight

Developer(s) Altar Games
Publisher(s) Cenega
Distributor(s) TopWare Interactive
Platform(s) Windows
Release date February 9, 2007
Genre(s) Turn-based strategy
Real-time tactics
Mode(s) Single player
Rating(s) ESRB: T (Teen)
PEGI: 12+

UFO: Afterlight is a 2007 strategy computer game and the third in Altar's UFO series. Like its predecessors UFO: Aftermath and UFO: Aftershock, it combines squad-level tactical combat with overlying strategic elements in a manner that's deliberately very much like the major 1994 classic X-COM: UFO Defense.

[edit] Setting

In Aftermath, the few human survivors of an alien attack were forced into a devil's deal to preserve their race and abandoned the Earth's surface to the invaders. In return, some of humanity was moved off-planet to orbital colonies and to a small Mars colony. Aftershock features the subsequent events on Earth a half-century later while Afterlight focuses on the hitherto ignored inhabitants of Mars concurrently with Aftershock.

Time has passed largely uneventfully in the high-tech yet rudimentary Mars base. Over 10,000 colonists remain in cryonic suspension, waiting for a time when the desert planet can support them. Among the less than thirty people awake, two new generations have risen and only the oldest now remember Earth. Contact with the increasingly authoritarian Council of Earth has become strained and recently cut altogether. Automation is very advanced and researchers are nearing the point where they can start terraforming Mars. Then an archaeological dig disturbs something that should have been left alone..

[edit] Gameplay

In Aftermath, as well as in all games of the UFO series base management is of vital importance. The base management may be divided into research, production, construction and personnel assignment. Diplomacy also has its part in this game. Again, as in previous series, there is the option to trade materials and resources with other parties.

Research has many fields to develop and there are some field specializations available for researchers as they gain experience. Production has, as well, field specializations available for engineers.

Personnel assignment includes a slight variation on the previous games in the series: for the first time, double role agents are available. These may be soldier-scientist, soldier-engineer and scientist-engineer. To carry this change through to the game there are some materials specific to scientists and engineers. These items are not mandatory for all missions, but are highly recommended in the later stages in the game, e.g. the use of a mine disabling kit, only available to engineers. Much of the training that can be undertaken by your staff requires the relevant structure to be built in the base.

Your base holds many structures that are vital to increasing equipment, research capacity and training of staff. Structures may also be upgraded to increase their capabilities.

On the strategic screen Mars is initially covered by fog until it is explored. Each area or territory can be probed by your survey team and once this is complete it can be built upon by your survey technicians (in the form of terraforming, excavation installations), or your engineering team (in the form of resource mines, radar etc). Both your survey technicians and engineering technicians move around the strategic map via ground vehicles.

[edit] External links