X-COM: Apocalypse
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X-COM: Apocalypse | |
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Developer(s) | Mythos Games |
Publisher(s) | Microprose |
Platform(s) | MS-DOS and Microsoft Windows |
Release date | June 30, 1997 |
Genre(s) | Turn-based tactics, Real-time tactics |
Mode(s) | Singleplayer |
Media | CD-ROM |
Input methods | Keyboard, mouse, |
X-COM: Apocalypse is the third game in the X-COM series of computer games. Developed by Mythos Games and published by Microprose, it was released in 1997 for DOS and Microsoft Windows.
Similar to the first two games, Apocalypse features a map-like "management" mode (the "Cityscape") and an isometric "combat" mode (the Battlescape). The management mode takes place in a single city, called Mega Primus, rather than being spread out over the entire planet Earth as in the previous games. In addition, Apocalypse was the first game in the X-COM series to include a real-time combat option as well as the traditional turn-based mode.
Apocalypse features a re-done interface with new graphics. It is more complex, and the task of keeping and increasing the funding of the X-COM organization now extends to not only intercepting UFOs, but also to minimizing collateral damage, preventing alien hostile takeovers and even raiding the buildings of other organisations, of which there are several in Mega Primus.
A new feature is the choice of playing the tactical missions in either the familiar turn-based mode or real-time. In the turn-based mode, the aliens and humans switch turns to perform actions while in real-time, everything happens simultaneously, though the game can be paused at any time to issue orders to agents.
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[edit] The story
Half a century after the end of the second X-COM campaign, the last battle of T'leth has severely damaged Earth's biosphere. As a result, several self-contained cities to provide habitation for humans were proposed. The game follows "Mega-Primus", the first of these cities.
[edit] The new alien threat
The alien threat in the game is presented by a new race of organic, extradimensional aliens that initially seem to have no relation to the Sectoid/Aquatoids of the previous two games, though later missions set in the aliens' home dimension reveal they have enslaved Sectoid survivors.
These new aliens attack the city through tetrahedron shaped teleport gates. The player must find out how to send their own aircraft, along with X-COM agents, through these gates without being destroyed and take the war to the aliens.
[edit] Organizations
The city is run by thirteen elected senators. Massive corporations modified the environmental, social and economical structure of the city to become a large, obedient, luxuriously-living populace is controlled by a massive corporate chain. Their lives and property secure, while the off-world colony of Mars, and its working class are exploited mercilessly by the elerium mining corporation, Solmine, and oppressed by MarSec (MARs SECurity). Mega-Primus has its own oppressed minorities, consisting of Sectoid-human hybrids and androids, both by-products of the previous wars. These minorities have set up their own political pressure groups.
When the aliens invade, the city government reestablishes X-COM. This time there is no absolute support by world/city governments. Mega-Primus has its own governing body who supply nearly all of X-COM's income. X-COM would have to support its income through the sale of alien artifacts captured from missions, and items manufactured in their own workshops.
X-COM must maintain a good rapport with other organizations in the city. If X-COM angers any of them, or fails to contain the alien incursion, corporate soldiers will demand compensation or even actively attack X-COM forces. Organizations will also withdraw their support (if any) for the X-COM project. For example the Transtellar organization would prevent Agents and science personnel from travelling around the city.
The corporations and political organizations will make profits, perform research, manufacture items, and even fight covert battles with one another independently of the player. For example, if Megapol, the city police, are making lots of money, they will be able to maintain a strong presence in the city, attacking alien ships and other hostile aircraft. The more damage to the city, and the greater Megapol's financial trouble, the less they will be able to respond to enemy attacks across the city.
One of these organizations, the Cult of Sirius, is a group of religious fanatics who worship the aliens, and is inherently hostile to X-COM. Also the aliens, rather than simply signing non-aggression treaties with the various corporations, will attempt to infest their CEOs and take control of the organizations themselves.
If the Government becomes hostile towards X-COM for any reason, such as alien interference or excessive damage to Government property and personnel, then the X-COM project will receive no further funding. This is a potential disaster for the player, and can lead to X-COM scrounging out a miserable existence, stealing from other organisations in order to survive. However, with perfect management, X-COM can outpower the entire City's military, while being richer than even Food Monopoly Company Nutrivend, then destroy the whole city and get away with it, given the game's superb flexibility.
Having friendly relations with both ethnic minorities (the android organisation S.E.L.F and the hybrid Mutant Alliance) can result in superbly talented recruits of these races becoming available in following weeks.
[edit] Technical detail
X-COM: Apocalypse claims to have a self-learning AI-module. The developers' homepage suggests that one may copy the AI file and swap it with another player's AI file. The result should be a different playing experience (at least in terms of AI behaviour). There is little evidence to suggest that self-learning AI was actually implemented. Although, it is evident in the game that aliens react intelligently to certain player tactics, such as grenade attacks, hand-to-hand attacks, and smoke cover.
The game features self-adjusting difficulty, where player performances influences the Alien zeal to expand and infest. Sluggish X-COM responses, total failures, and a bad weekly rating slow the alien build-up of weapons and creatures (but not ships) on their homeworld. This gives the player the chance to amend their failures and rethink their strategy. For example, a high rating in first five days can make the Aliens attack your HQ head-on with a large heavily armed mob often. Conversely, a low rating in the first five days can make the aliens only incur twice a week, with a very small force. This also affects the equipment quality of the aliens, so if a very high score is acquired quickly (for example by using a bug that allows the player to raid allied organisations without hostile response), the very first batch of aliens might be found with personal shields and disruptor cannons (which normally would appear only much later in the game).
[edit] Unimplemented features
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Several unimplemented features are hinted at within the game's code. Items such as psionic shielding, energy webs to capture people and aliens with, usable amputated Alien organs (a claw used as a knife), along with a weapon named Sonic Cleaver, probably to salvage Alien body parts. It is also possible to force Marsec troopers to carry psychic shielding devices if you consistently raid their bases late in the game. These devices will temporarily increase a soldier's psychic defense by 30 points as long as the device is in hand, but if the soldier leaves combat with the device equipped (it must be in hand to function), their psychic defense stat will be permanently increased by 30.
The Energy Web device actually functions as intended, although it is easy to mistake it for what could be an X-COM built mechanical version of the Disruptor weaponry. It's ammunition does not automatically recharge, and it only holds half a dozen shots which are identical in appearance to Disruptor beams. Anyone struck by the weapon will be incapable of moving, but may still fire weapons and use equipment. It is impossible to acquire without using a save-game editor.
Although these items can be accessed via save game editors and it is possible to equip X-COM agents with them, they have no function and cannot be used. One exception is the Popper's bomb, which makes the Agent detonate, only to come back at the end of mission.
Psychic alien commanders were also planned. One or two species of aliens actually do possess psychic powers but these are mainly used in a defensive role and make up a very limited part of the game, in contrast to X-COM: UFO Defense and particularly X-COM: Terror from the Deep which often saw X-COM soldiers coming under psychic attack.
The game creators themselves suggested the game was originally meant to have several alien dimensions but had to leave them out due to lack of time and money.
Originally the game was going to be much larger and be even more in-depth, with political intrigue helping to bring the city of Mega-Primus to life. An unimplemented weapon called the 'Tracker gun' could be fired at an unsuspecting enemy, attaching some kind of tracer onto his clothes. The person could then be trailed around the city by one or more of your agents. All of this political intrigue was cut down to the bare bones due to the aforementioned constraints.
Other unimplemented features are: A research item named "One way to win" with a picture of a Megapod; an organic alien construction device, which can be research prior to raiding the Alien Building "Megapod Bay" (which is labeled "NOT USED IN GAME ANYMORE"); and an extra room named "cells", supposedly for captured humans, accompanied with a JPEG file with an infested politician in shackles.
Apocalypse is incompatible with recent versions of the Microsoft Windows operating system without the installation of various supporting emulators (see external links below).
[edit] See also
[edit] External links
- X-COM: Apocalypse at MobyGames
- X-COM: Apocalypse at Home of the Underdogs
- How to get X-COM: Apocalypse to run under WinXP alternative link
- X-Com Forums community
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