Naked_Lunch
Erudite
<strong>[ Game -> Interview ]</strong>
<p>If you've been hanging around here long enough, you know how much I lub <a title="ddd" target="_self" href="http://www.xcomufo.com/">X-Com: UFO Defense</a> and conversely, how much I goddamn hate the shoddy, 3rd rate knockoffs that it spawned. One of the worst offenders if the <a title="dds" target="_self" href="http://www.altargames.com/pages/index.html">UFO After(insert word here) serie</a>s, which in all honesty, just plain suck. Well, it seems that the Afterfamily is expanding with UFO: AFTERLIGHT, as evidenced by this <a title="ddd" target="_self" href="http://rpgvault.ign.com/articles/689/689238p1.html">interview</a> (Hey, this is the first I've heard of it):
</p><blockquote><p><strong>
Jonric: As an introduction to UFO: Afterlight, what type of game is it, and what kind of play experience will it provide? </strong></p><p>...The tactical
aspect is controlled with SAS (simultaneous action system); this is a
middle ground between a real-time approach and a turn-based one. The
game is focused equally on both those genres. </p></blockquote><p>Sorry, pal, but the "Real-time with pause is the perfect balance between turn-based and real-time!" doesn't work for <a href="http://www.bioware.com/" target="_self" title="MOPOOO!">BioWare</a> or <a target="_self" href="http://www.obsidianent.com/">Obsidian</a> and it certainly doesn't work for a company that's trying to emulate the X-Com series EXCEPT WITHOUT THE TURN-BASED COMBAT, WHICH WAS THE BEST PART!</p><p>
</p><p> </p>
<p>If you've been hanging around here long enough, you know how much I lub <a title="ddd" target="_self" href="http://www.xcomufo.com/">X-Com: UFO Defense</a> and conversely, how much I goddamn hate the shoddy, 3rd rate knockoffs that it spawned. One of the worst offenders if the <a title="dds" target="_self" href="http://www.altargames.com/pages/index.html">UFO After(insert word here) serie</a>s, which in all honesty, just plain suck. Well, it seems that the Afterfamily is expanding with UFO: AFTERLIGHT, as evidenced by this <a title="ddd" target="_self" href="http://rpgvault.ign.com/articles/689/689238p1.html">interview</a> (Hey, this is the first I've heard of it):
</p><blockquote><p><strong>
Jonric: As an introduction to UFO: Afterlight, what type of game is it, and what kind of play experience will it provide? </strong></p><p>...The tactical
aspect is controlled with SAS (simultaneous action system); this is a
middle ground between a real-time approach and a turn-based one. The
game is focused equally on both those genres. </p></blockquote><p>Sorry, pal, but the "Real-time with pause is the perfect balance between turn-based and real-time!" doesn't work for <a href="http://www.bioware.com/" target="_self" title="MOPOOO!">BioWare</a> or <a target="_self" href="http://www.obsidianent.com/">Obsidian</a> and it certainly doesn't work for a company that's trying to emulate the X-Com series EXCEPT WITHOUT THE TURN-BASED COMBAT, WHICH WAS THE BEST PART!</p><p>
</p><p> </p>