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View Full Version : UFO: Aftershock interview, sounds and contest


Slaughter
09-11-2005, 05:25 AM
We sent out the first of four newsletters containing exclusive UFO: Aftershock (http://www.ufo-aftershock.com/pages/hq.html) content this Friday, and it is now available online. You can find a short interview with ALTAR interactive's Robert Hoffmann, screenshots of models and weapon sounds in the newsletter (http://www.strategycore.co.uk/pg/newsletter-creating-aftershock-1).

In addition to this we have a UFO: Aftershock contest going where you can win:


UFO: Aftershock Special Edition, signed
X-COM UFO Defense, original US boxed copy

Read more about it in the newsletter above and this news post (http://www.strategycore.co.uk/forums/index.php?showtopic=4236).

Release Date: 10/21/2005 (PC)

Oblivion
09-11-2005, 06:15 AM
finally, some marketing for this game.

Slaughter
09-11-2005, 06:49 AM
Yeah, it's been scarce so far. And with the release in a little over a month they really should get things going now! Anyway, we have some nice content for the next three newsletters as well, so stay tuned :)

Moatman
09-11-2005, 11:29 AM
I am just sooooooo hoping this is as good as it looks and sounds, we really need a true successor to the x-com crown, it's been much too long. I didn't play Aftermath, but from what I heard from friends and read in reviews, it missed on too many levels to be "right" for the feel.

My desire for a new x-com has only been fueled more by playing Rebelstar on the gba lately, it's a very fun little portable game with quite a few fun things done well, but I hear that the dev's felt that they had to "dumb it down" a bit to make people able to play it more universally...really disappointed they didn't leave it "complicated" since these kind of games turn off the masses anyway, these are "gamer" games.

Oblivion
09-11-2005, 11:46 AM
I learned that there is no air combat in ufo:aftershock. is it so hard to add sometinh like x-com? there is the perfect formula of x-com, why don't you improve upon it instead of screwing with it? you need a HIT game! why are you taking a risk? I don't get this people. trying to get creative? why don't ypu add upon the existing formula?

agentgray
09-11-2005, 01:12 PM
My desire for a new x-com has only been fueled more by playing Rebelstar on the gba lately, it's a very fun little portable game with quite a few fun things done well, but I hear that the dev's felt that they had to "dumb it down" a bit to make people able to play it more universally...really disappointed they didn't leave it "complicated" since these kind of games turn off the masses anyway, these are "gamer" games.
This game is only $20!?!? I'm there!

How many of you still have your X-Com:UFO Defense characters?

Slaughter
09-11-2005, 02:59 PM
I learned that there is no air combat in ufo:aftershock. is it so hard to add sometinh like x-com? there is the perfect formula of x-com, why don't you improve upon it instead of screwing with it? you need a HIT game! why are you taking a risk? I don't get this people. trying to get creative? why don't ypu add upon the existing formula?
Well, I don't know why they chose to remove air combat, and it remains to be seen if it was a good choice. There is a "replacement" however, in that you launch all your missions from a flying island. It takes time to move it across the globe, so you have to pick your missions and positioning carefully. If this is a good thing or not isn't for me to answer, but I'll hold my judgement until the game is out.

Liquidize105
09-11-2005, 03:23 PM
I took the liberty and added the release date and a link to the main site for those interested in learning more.

The fact that I couldn't get my squad to move in the aftermath demo pretty much did it for me.

TacRod
09-11-2005, 08:39 PM
I really hope that this is nowhere near as dumbed-down as Aftermath. The worst thing about that game was the artificial range limits. You couldn't even try to shoot at something if the range was too great (about 10 meters for a pistol). I tried so hard to like the game, but ended up flinging the disc across the room, the first and only time I've ever done that. The battles were awful. Whereas Xcom rewards fire and movement, Aftermath relied on medpack spam and leading the enemy to your heavy weapons team over and over.

I play Xcom a lot and it's still unsurpassed. I don't care much about air combat or whatever, I just want decent firefights with a range of tactical options.

CorePete
09-12-2005, 02:50 AM
I'm fairly sure there's no air combat in this one as there's no planes left on the planet.

Since it's set so many years after the original, and with you surrendering to the Reticulans in the first game (so the story goes) I doubt there'll be much technology in the way of tanks and jets left on Earth.

Kickass guns there will be though. ;)

We're a-hopin' with the rest of you!

Slaughter
09-12-2005, 07:51 AM
@Liquidize105: Excellent! :) As for moving your squad, the S.A.S. system takes a little getting used to. Your soldiers do nothing unless you order them to. This is to keep it closer to turn-based than other similar systems, in that YOU are in charge of all actions taken. If you look into the options panel you can decide what events will make the game pause. I mostly played with "Enemy spotted" as the only option checked, but it's fairly easy to customize once you find the menu.

@TacRod: There are several new tactical options added, though the strategic gameplay has received the major part of improvements. Tactical improvements include entering buildings, sniping from rooftops, prone and crawl, drones to help you out and many other things listed in interviews. Strategic improvements include base-building, diplomacy, resource handling and so on. In general I think it's safe to say that ALTAR have done what they can to make the game less dumbed down - all these things are added in part because of people's feedback. Time will show if they did a good job adding it ;)