Title: X-COM: Apocalypse

Released: 1997

Publisher:
MicroProse

Designed By: Julian Gollop

Programming: Nick Gollop, Dave Bostock, Thaddaeus Frogley,
Andy Greene, Julian Gollop

Art: MicroPose

After completing this game I know how Francis Coppola felt after filming ‘Apocalypse Now’. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers ‘X-Com: Apocalypse’ finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-Com agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations. There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging.

We decided right at the start of the project to include an option for real time tactical combat or turn based. This decision alone caused many of the headaches for the programmers, but the final implementation of the real time combat stands up as a truly innovative system.

Reviews
cdmag
Adrenaline Vault

Gamespot

PCGamer

pcgameworld

All images © Mythos Games Ltd. 2001