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Reviewed: December 17, 2005
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Released: November 23, 2005
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![]() Great Scott! The X-Com series and I go waaaay back… Not on the PC though, where that classic game originated, but on the first Playstation. I was enamored with the tactical aspects, the methodical, turn-based gameplay, the load out screens (where I would tinker for hours before launching forth) and so on. That same great gameplay returns in UFO: Aftershock, from Tri Synergy/Cenega and ALTAR Interactive, the latter reviving this great genre for more gamers to enjoy. UFO: Aftershock features:
![]() Unlike previous installments of this series, you have to now wrestle control of Earth away from the alien Ridiculans, who have taken over our beloved planet. Guess you didn’t do so hot in the prequel eh? It’s up to your band of returning warriors to liberate humanity, from their floating islands of doom. Or at least start up a chain of Wal-Marts again, whichever comes first. First off, you need to stake out some land, build up your resources, troops and so on, in order to wage your inter-planetary war. You also have to contend with the various factions vying for power, they range from Mutants, Psionics, Cyborgs and the venerable Humans. You have a basic set of trade abilities and diplomatic functions- but Civilization 4 this is not. A keen eye is required to manage all your resources and the crucial research factors, which enable your men and women to wield all kinds of futuristic arms, vehicles and more. These improvements flow in a logical direction, for instance you need energy weapons blueprints, for later laser/plasma guns, as well as the components to use them, like some seriously powerful Energizer batteries! Base constructions enables you to bulk up your force and research, just remember to exploit those resources-we have a war to win after all! The tactics are the heart of the game, however. Combat goes on in real-time, but still remains quasi-turn based in a way with a pausable function, that allows you to dole out directions, and then initiate the play button. It also auto pauses for you when crucial moments occur, such as when you spot an enemy, or something blocks the current action, like a fellow trooper or wall. Each member also has various stats such as dexterity, aim, strength and so forth that can be upgraded over time. This is very important for the overall gameplay-do you mold talented, masters-of-nothing soldiers? Or go with a squad that relies on each other’s strong abilities to survive, such as having a dedicated medic, a heavy weapons specialist and stealth operative. Lose one in combat and you may just have to restart, but when they are healthy and working together, their prowess can’t be matched. Along with this, your faction buddies all have their own unique abilities. I loved to load out my beefy cyborg assault troops with the heaviest guns I could find, and lay waste to whole buildings. Glorious. Your positioning of your troops is also critical in being able to survive. Do you send out 3 troopers in a flanking motion along a low brick wall? Or do you send all of them on a direct assault, laying down grenade and suppressing fire, as your forward elements advance?? You can spend hours and hours just on squad details alone, from load outs to tweaking abilities- some great micro-management fun here. So how does the A.I. stack up you might ask? Quite well, as you will be in for a s serious beat-down on occasion. Enemies will band together, taking up tactically sound positions; behind cover, upstairs windows, cautiously advancing and more to keep you on your toes. You yourself can’t just race across an open field, lest you want to go home riddled with charred holes. Occasionally, the A.I. on both sides will have a few hiccups, like clumping up when in transit, or poor path finding issues. This genre has never been a veritable beacon of graphical inspiration, but UFO: Aftershock brings something to the table. Menu interfaces are quite busy and contain a load of statistics about buildings, weapons and so on, and somehow you manage to decipher it all. I did enjoy the sleek fonts and general style-it’s just a lot to process. The animations and graphics in general do a workmanlike job, presented in an accessible isometric 3D view. Little details like chucking a grenade, sneaking around a corner, or aiming your rifle, are done well. The various models are pretty generic however, and a tad grainy too boot. I swear there are only 3-4 alien models, just repainted and with different weapons on occasion. The special effects range from the dull fire of your machine guns, to the roar of the explosives taking chunks out the buildings. Speaking of the latter you can fully interact and investigate the floors, rooms and so on as you hunt down the Rediculan menace. Surprisingly, you may find your processor straining at times. Odd huh? The graphics aren’t awe inspiring, so it has to be due to some sloppy coding issue. Case in point is the outrageous loading times, I mean, I like how they bring me back to mid-90s nostalgia of the original X-Com game (“Taco Bell runs!”), but please, this shouldn’t be happening in 2005. The sound department comes through with some solid, if uninspiring, work. The weapon effects seem to be yanked straight out of sci-fi movies or cheap action titles, and sound quite meek in comparison to top echelon games, like Call of Duty (of course anything compared to the latter resembles crapola) or even Command and Conquer: Generals. The voice acting is commendable, if annoying after awhile, mainly due to the sheer repetition of lines. It picks up a bit between missions, but it’s nothing memorable. Don’t look for this area to garner any special attention; the focus is rightly placed-in true strategy fashion- on the gameplay, not the bells and whistles. This game is one meaty beast. You will be consumed by it for well over 100+ hours, as you tackle a plethora of missions, base construction, resource management and balancing of diplomatic issues. Sadly, the sheer lack of variety starts to wear on you after only 30 or so missions; there isn’t much change besides a few new weapons and abilities here and there. It’s the same basic enemies and terrain templates over and over again. Couple this with a total lack of multiplayer, and you may lose interest before you even scratch the bulk of the gameplay. Overall, UFO: Aftershock combines solid graphics with time-tested gameplay from the classic X-com series. Sadly, this title has far too many glitches and its lack of diversity hurts it greatly in the long run. Only hardcore fans of the infamous series should check this title out, while the more casual folks should stick to games like Commandos and Warhamme: 40k for their strategy needs.
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