DescriptionThings have not gone well since the last Alien War. The world resources have been exhausted, and most of the population have been concentrated into the last hope: Mega-Primus, a self-sufficient city. Things are starting look good until a strange portal opened in the sky, and UFOs emerged from it. It seems that the X-COM is needed again.
X-COM: Apocalypse is a sequel to X-COM: Terror from the Deep, and is the third entry in the X-COM series. It is a real-time / turn-based strategy game that features a mix of research, resource management, macro tactical combat, and micro tactical combat. At the city screen, the player controls vehicles to engage the threats (everything from rival factions to alien UFOs). If a UFO has landed or infiltration has been reported, the vehicles will land/dock at the infestation site and engage in tactical combat with the equipment at hand. Once the player managed to capture aliens and alien equipment, the scientists can research and perhaps even copy them for the player's use.
The player will also need to balance the budget as everything costs money, from agents to equipment. The various human factions must be kept happy, otherwise they might turn against the X-COM. The player must hire recruits, buy weapons, ammo, and equipment to outfit his squads in the vehicles (including weapons on the vehicles and their ammo). The management mode for tracking down UFOs is called the Cityscape; combat takes place in a separate environment, the Battlescape, where the player engages the individual aliens that managed to escape.
Differences from the previous games in the series include reworked graphics, larger maps, a more complex world, and the possibility of choosing between real-time or turn-based tactical combat. Also, instead of just engaging aliens, the player will also have to deal with multiple human factions, from a cult that worships alien invaders to gangs, from industrial giants to security forces.
- "幽浮：啟示錄" -- Chinese spelling (traditional)
- "APOC" -- Informal name
Part of the Following Groups
|X-Com 3: The return of the life eater||Ken0x (59)|
|Tactical game which can be played both in real time and turn based mode||Mark Langdahl (345)|
|Probably the only playable real-time tactical combat game...||Kasey Chang (3653)||unrated|
The Press Says
|PC Gameplay (Benelux)||Jun, 1997||92 out of 100||92|
|PC Jeux||Aug, 1997||91 out of 100||91|
|GameSpot||Jul 25, 1997||8.6 out of 10||86|
|Power Play||Jul, 1997||86 out of 100||86|
|Gamesmania||1997||85 out of 100||85|
|PC Joker||Jul, 1997||85 out of 100||85|
|The DOS Spirit||Dec 08, 2010||5 out of 6||83|
|Computer Gaming World (CGW)||Oct, 1997||80|
|PC Player (Germany)||Jul, 1997||60|
|Topic||# Posts||Last Post|
|Just found a poster:||3||beetle120 (2319)
Sep 01, 2009
1001 Video GamesX-COM: Apocalypse appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
BugsApocalypse has a bug that appears rarely, which can render legit playing tougher or be a boon for all the cheaters out there.
After a fight you return with the stuff you found, or you produced an item in your workshop, and suddenly you get a message that your storage is full, even though it should just be at, say, 20%. Look through your storage, the chance is high that one item type has 65536 items in it. To use the base ever again for storing anything, you have to sell the stuff.
Now it depends on whether you want to play legit or cheat:
You can have 65536 alien artifacts, each one worth 0$, so 0$ in total. But you could also have 65536 missile launchers worth 20 million $.
There is apparently no real solution for it, nor any bug fix available. But try re-loading your last battle-savegame, the bug may shift to another item type.
So, if you want to cheat, chances are high that you can get an incredible amount of cash (compare 20 mio $ to an income of 100.000 $). If you want to play legit, you must have an unresearched item available, otherwise you are screwed (either you must take the cash or you can't use the base any more for any legit storage use).
If the above is a common vehicle item (both aircraft and ground vehicle), sell only from one of both. Do not sell from the other one, even it says it has 65.536 items there too! If you do, the storage percentage goes into the negative and the game crashes! If you don't, but wait a bit after selling the first items, the second stack just disappears.
Cut contentLook at the screenshots on the back of the box of the European release. In one of them you can see a building being attacked by gigantic yellow aliens. These are not actually featured in the game, being one of the things that didn't make it into the final release version. Also, if you check the contents of the CD, you can find graphics for items and monsters that didn't make it into the game but are still included there.
DevelopmentThe X-Com: Apocalypse design went through a number of significant changes before release, including the controversial introduction of real-time action in tactical combat. Pre-release concerns about this change ultimately led to a compromise: the option to choose between turn-based and real-time combat.
A lot more things besides that were planned to be in the game, but were never finished due to lack of time and problems implementing it. This includes multiplayer support (for up to 8 players with hotseat, play by email or lan), a large number of skills for the agents (driving, flying, perceptive ability and sanity among others), a scenario generator to quickly start a tactical missions with as many sides as you'd want (and you could control anyone, from any organization to the aliens themselves), multiple random generated alien dimensions, among other things.
Actually, some of these things was programmed and were in a somewhat working state in the beta stage, but they were removed for the retail release.
XCOM agentsOriginally the plan was for all the XCOM agents to have ability in research and engineering as well as combat skills, and you must hire the best agents. That feature unfortunately did not survive the game, and the game ended up with separate engineers and researchers apart from the XCOM agents, but if you look closely, they use the same agent recruitment interface.
Information also contributed by deepcut, Kate Jones, PCGamer77, and Xoleras
Related Web Sites
- X-COM Tactical Command (Tips, strategy, and general information on all things X-COM.)