Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

UFO games (Aftermath etc.)

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
I've been looking for my strategy game fix lately and stumbled upon Azira 's LPs of the three games of the UFO series - check the LP database for links if you're interested in these.

Aftermath was completely underwhelming. The global map was mostly useless, missions were repetitive, gameplay was clunky, enemy design was horrible both in terms of mechanics and in terms of aesthetics. Honestly, I don't know how did it happen that the devs managed to scrape up a sequel after that - perhaps it was due to starving X-COM fans who would gobble up whatever seemed to be relatively similar. It did happen though, and Aftershock was a rather large improvement over the first game in multiple aspects - however there's some severe pacing issues there.

I've been playing on Veteran. Start of the game is pretty nice. You face mutants or reticulans, but your weaponry is completely shit and you need to conserve ammo to boot, so you have to consider carefully whether burst fire is a viable option. Each new base and new research is important and opens up new options, and manufacturing first decent weapons is helluva fun.

The problems start mid-game. At some point you research ARs, sniper rifles and machineguns, and at that point mutants and reticulans are just incredibly boring enemies that cannot be any sort of threat. The cultists can, yes, and I imagine that they're supposed to be the mid-game enemy (mid-game being the 14 days until the alien ship arrives). Trouble is that 80% of your game is still going to be fighting mutants and reticulans, and you feel like you're wasting time. The way cultists expand is way too slow.

I think the best way to fix this would be to introduce two more hostile factions, each with its own agenda and preferred weaponry, so that they'd need different tactics to cope with. That'd increase enemy variety a lot, would help the AI with map-painting so that in mid-game you're mostly fighting the three factions instead of mutants and would make the game enjoyable for me to finish it probably. Also, I've no idea why did they scrap the Aftermath's idea of being able to delegate missions. It would spare you the tedium of conquering most of the mutant provinces and give you an incentive to actually build military buildings (as it is now they're completely useless and a waste of space).

Also, the only research that gives you that "OMG important" feeling is the first firearm research. From that point most of the stuff you're going to research you can easily do without - like, say, the whole medical branch of research. Autopsies are completely useless, and since medkits magically replenish after each mission the three basic ones you start with are completely sufficient; later on you scavenge enough advanced ones from the cultists so there's no need to manufacture any.

Another problem is that they seem to have fucked up the faction interplay. It seems to me that their original idea was that you could easily build enmity with one of the three factions. It would be infinitely better for the game if doing a mission for one faction would lower your relations with two other factions. The penalties would diminish along with the upper research tiers, and earlier on if you would opt for peaceful annexation of all the three factions you would have to bribe them with surplus resources. It would slow down the pace of the game while increasing the challenge, as a faction you've made enemies with would attack you and it'd be harder to appease them and it'd limit your recruit pool...

... which is an another issue altogether. I can't imagine getting fucked in this game, ie. losing. When you build up enough rep with a faction you can hire lvl 10 recruits from the get go; lvl 4 recruits are easily available, plentiful and are enough to handle most of the missions. This means that unless you're mentally handicapped you don't have to ever worry about losses, since everyone's easily replaceable.

So: Aftermath was shit, and Aftershock had a couple of decent ideas, but the game's execution is ultimately flawed. I think I'd still recommend it though, just play it on veteran instead of normal. Contrary to what Azira said in his(hers?) LP it doesn't increase the rate of attacks on your bases (and thus the tedium). Au contraire, veteran is the way it's meant to be played as on "normal" the enemies receive a penalty to damage dealt. Just be warned that the tactical gameplay takes time to get used to and the interface is *still* clunky, though much better than in Aftermath. The only thing I miss from aftermath is that you could rotate the camera by holding CTRL.

Now I'm going to try Afterlight, and wanted to ask your opinion on the third game. Is it an improvement? I honestly don't give an utter toss about the graphics style, I'm interested in pure gameplay.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,610
Codex 2012 MCA
If I remember correctly, fighting in the crashed/landed UFO became extremely tedious in Aftershock, as it basicly boiled down to "Open door to the next room, throw couple acid/poison grenades in, close the door and wait till aliens are dead" because otherwise you'd lose at least one soldier per room.
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
If I remember correctly, fighting in the crashed/landed UFO became extremely tedious in Aftershock, as it basicly boiled down to "Open door to the next room, throw couple acid/poison grenades in, close the door and wait till aliens are dead" because otherwise you'd lose at least one soldier per room.

You're talking about Aftermath, not Aftershock. There's no UFOs in Aftershock other than your own.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,610
Codex 2012 MCA
If I remember correctly, fighting in the crashed/landed UFO became extremely tedious in Aftershock, as it basicly boiled down to "Open door to the next room, throw couple acid/poison grenades in, close the door and wait till aliens are dead" because otherwise you'd lose at least one soldier per room.

You're talking about Aftermath, not Aftershock. There's no UFOs in Aftershock other than your own.

Ah, thanks for correcting. Both of them sucked anyway.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,690
Well Aftershock screwed up dramaturgy. They were sorely in need of proper game designer, and they screwed up. (I was in the area when they made it and they didn't contact me, theirs loss.) They also did only what has been expected of normal applications. Because they used a programming methodology they were accustomed the result was buggy stuff full of crashes.

Are you sure that playing on something else than normal didn't only increase tedium? At very least, playing on higher difficulties needed to beeline to medic level 3.

BTW even with all its problems, it still has more variability than current Firaxis XCOM.
You're talking about Aftermath, not Aftershock. There's no UFOs in Aftershock other than your own.
Well there was an UFO map. You just didn't shot any of them.
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
Well Aftershock screwed up dramaturgy. They were sorely in need of proper game designer, and they screwed up. (I was in the area when they made it and they didn't contact me, theirs loss.) They also did only what has been expected of normal applications. Because they used a programming methodology they were accustomed the result was buggy stuff full of crashes.

Well, after the patches Aftershock seems relatively stable. I think it crashed on me only three times; exchanging soldier positions in the squad menu by dragging the portraits around seems to trigger it. Another bug happens when you get a base mission and click "next area" before getting asked for transit. Then the next map loads and you still get asked about transit to the next area, and if you click "no" at that time the game CTD's. Both bugs are fairly easy to avoid once you find them though.

Are you sure that playing on something else than normal didn't only increase tedium? At very least, playing on higher difficulties needed to beeline to medic level 3.

BTW even with all its problems, it still has more variability than current Firaxis XCOM.

I found the tactical missions on normal just way too easy. On veteran a critical hit from a muckstar can incapacitate a soldier, and if you let a morelman close enough he can one-shot your weaker troops. On normal the game quickly starts to feel like a glorified map painter with loading screens and some text outputs fooling you that you're making "progress".


BTW, gave a try to Afterlight and uninstalled after 30 mins. Terrible, terrible UI, terrible design decisions. Have these guys ever heard of quality control and betatesting? I don't understand how can you create three games with the third one being the most unclear and cluttered UI-wise of them all. And the constant popups interrupting EVERYTHING YOU DO, oh god.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
Grumpy men gonna grump. :troll:

I did those LPs yes, and I enjoyed Afterlight the most it seems. There are some mods out there that can change quite a bit of the game, if you search for it. Look here for instance.

Tastes are different I guess. I quite liked all three games, but I also played them shortly after they were released. I've also played Firaxis' XCOM abomination, and that was a different turd altogether.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,419
They don't really have anything in common win xcom, I think it's a pretty common misconception. I think it was a very good decision to ditch the whole "let's make a different xcom" approach, then they just went overboard in the sequels.
Aftermath had a nice post-apoc atmosphere, but little else, in my opinion. The other two are miles ahead, but calling them very good would be a stretch.
They have some redeeming features and nice gimmicks. I pretty much liked the RtWP implementation weapon, armor and soldier customization in these games, though it quickly devolved into repetitive stuff like map painting and lots of samey defensive battles (I don't think I had the stamina to complete either of them, maybe Aftershock).

I liked terraforming Mars and the implications thereof in Aterlight, although the art direction was hard to stomach. They got a bit more too focused on story and named, unique characters in this one. Previous game was a bit better in this regard.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
In all honesty, doing the LPs were the primary reason I actually managed to complete all three games this time around. The first time I played them, I completed Aftermath. Not so sure about neither -shock nor -light.
While doing the LPs though, I was entertained. I didn't feel the games were horrible, far from it, but they aren't great games either. They're OK. :troll:
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,419
Well, it's not like there's a lot of squad based tactical games out there. If you happen to be a fan of the genre, well be prepared to do some bottom scraping. You'll learn to appreciate games like After- for what they are.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,568
Codex 2013
What's the deal with the UFO series, though? I was told they were very different from the Xcom series, yet I bought UFO Extra Terrestrials - Gold on Steam last week and it basically feels like a remake of Xcom, just on another planet.

I've got Aftermath lying around the house, but I never bothered to try it.
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
UFO: Extraterrestrials is NOT part of the "UFO" series. It's a shitty remake of X-Com. The UFO games are actually games in their own right and offer some fun moments. I actually like Aftermath the best due to the atmosphere, Resident-Evilly alien design and that one mod that added dozens of real-life guns to the game, making it almost as much of a gunporn game as JA2 1.13 is.

I own both the two sequels to Aftermath but frankly haven't played them much. I didn't care for the atmosphere of the 2nd game or the overworld tactical stuff with faction diplomacy and whatnot and the 3rd game taking place on Mars and having your guys start with laser rifles also put me off. I should probably play them again with some mods installed, but I can't really get around to it, you know?
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,690
Install a patch they say you don't need, and you'd have more enjoyable game. It removes mod, tedium, and cause the difficulty happens because you would have wounded soldiers, and be unable to hire new ones for a while, thus you'd be either skipping missions, or try to finish them with a sub optimal squad.
 

TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,132
there are no xcom games after tftd
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom