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X-COM: UFO Defense

aka: Laser Squad 2, UFO: Der unbekannte Gegner, UFO: Enemy Unknown, X-COM: Enemy Unknown, X-COM: Michi Naru Shinryakusha, X-COM: Terran Defense Force
Moby ID: 521
DOS Specs
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Description official descriptions

In the year 1998, the amount of reports of UFO sightings has been drastically increased. Stories about abductions and alien attacks became more and more widespread. Finally, after various nations of the world have failed to intercept the UFOs, their representatives met in a conference of global importance in Geneva, Switzerland. It was eventually decided to organize a secret paramilitary group, dubbed Extraterrestrial Combat Unit (X-COM). Starting with one base, two fighters, one transport, and a few soldiers, X-COM must locate the aliens, learn about their origins and technology, find out where their base is, and destroy it.

X-COM: UFO Defense is a strategy game featuring separate but interlinked elements. On the strategic side, called GeoScape, you get a rotating view of the globe, where you see all visible UFOs (those that are within your detection range) as well as major cities and your base(s). You order movements from here, such as sending out fighters to intercept UFOs, transports with soldiers to assault/recover UFOs, and perhaps assaults on alien bases (if you find any). You also control your research, as you must invent better weapons (the Terran weapons are just no match against the alien weapons) quickly, not to mention all the other cool tech you can recover from the aliens. You also need to control your budget, as you can't afford to overextend your reach. Researchers need to be paid, engineers (who build the new toys) need to be paid, base(s) need to be be built/expanded, planes need to be bought/maintained, supplies need to be replenished, and so on.

You can earn money by selling unneeded stuff, and you receive funding from the nations of the world; however, a nation can decrease its funding if it decides you aren't operating efficiently enough within its region. It's even possible that a nation gets so fed up with you that it signs a pact with the aliens and ceases funding altogether.

Once you join a ground battle, the game switches to Battlescape, which is an isometric view of the battlefield with realistic line-of-sight calculations and turn-based combat. Your mission is usually extermination of all aliens on the battlefield, though if you can capture a few it would surely help your research efforts. If you win, you also recover any alien artifacts left on the field, which can then be researched.

In combat, each of your soldiers has a specific number of Time Units. Doing anything (moving, shooting, turning around, rearranging objects in the inventory etc.) costs a number of TUs. Once a soldier is out of TUs, he cannot act any more this turn (he gets all his TUs back on the next turn, though).

Spellings

  • X-COM æœȘ矄ăȘă‚‹äŸ”ç•„è€… - Japanese spelling

Groups +

Screenshots

Promos

Credits (DOS version)

24 People (22 developers, 2 thanks) · View all

Reviews

Critics

Average score: 86% (based on 45 ratings)

Players

Average score: 4.0 out of 5 (based on 380 ratings with 26 reviews)

Back to Roswell

The Good
X-COM: UFO Defense is a unique game that stands out among others. The interface is easy to jump into and handles well.

The Bad
This game is just mean, plain and simple. Even at the easiest level, you'll be soaking up massive casualties. And the turn-based combat system makes the entire thing even harder.

The Bottom Line
All in all, a good game that rarely gets boring.

DOS · by Patrick McCarron (6) · 2000

The definitive classic of multi-genre gaming. Master chef Gollop mixes all the ingredients perfectly, and simply.

The Good
X-COM: UFO Defense starts the player out in an immediately evocative scenario: you are the sole line of defense against alien invasion of Earth. Cliched? Trite? Already-done and done well since Space Invaders? Not so fast. This time our tired alien invasion plot isn't a stand-in "meaning" for abstract gaming cliches that could just as well be tied to any old concept, but rather an integral justification for a streamlined and brilliant game experience.

The game has two modes—strategic, and tactical. In the former the player can build facilities, buy new bases and equipment, hire soldiers and scientists, research technologies, build weapons, track and intercept UFOs. In the tactical mode, the scope changes to a small isometric slice of terrain, wherein the player equips and leads a squad of soldiers to wipe out any aliens that infest the surface. Seems like standard fare for a turn based strategy with an added action element, but there's a crucial difference--the strategic decisions are made in chaotic real-time (albeit with the option to slow things down), and all the action occurs in the traditionally staid format of turn-based gameplay.

It's easy to miss the impact of this, but the way Julian Gollop has reversed the cliched modes of play for action and strategy is extremely important to the game's style and feel. Contrast this with Archon or Lords of the Realm, other excellent genre-blenders which make the opposite and more traditional choices for action and strategy gameplay style. With the strategic view occurring in real-time, urgency -and- a sense of complete control are both carefully maintained, reimagining the normally staid, relaxed gameplay that is provided to the player of traditional turn-based strategy. As UFOs flit around the globe in real time, you don’t respond to static, finalized enemy decisions, but rather to –ongoing- actions that require precise timing and resource management for a successful response. Aliens (either flying, landed, or terrorizing civilians) aren't waiting around for you—if you take too long to respond or lack the resources to do so, you can only helplessly watch them go about their nefarious business.

And how is that business described? Simply but brilliantly. No cinematics, no flashy graphics, simply red dots flying around and turning into green x’s as they land. In the beginning game it seems almost random, since the player lacks the knowledge to divine alien intent, but –every- UFO mission has a deadly purpose. After interrogating some live aliens, you’ll learn about the –alien- missions, and what’s at stake if that red dot becomes a grounded green x and escapes unmolested—a new alien base can be created, a terror attack can be unleashed, your bases can be discovered and destroyed. They may engage in abduction, government infiltration, harvesting of Earth-based life (including humans!) for food—all evocative and frightening purposes behind those little red dots. And they require no graphics whatsoever for the player to understand and believe. Just a bit of imagination. Once you learn what those little buggers are up to, new strategic decisions are necessary beyond any “stop all dots, kill all baddies” clichĂ©. Aliens attempting to infiltrate governments or discover your base suddenly receive priority for destruction, and if a terrorist ship isn’t stopped, it will cause a massive terror attack on an urban center, requiring a dangerous and costly tactical response. You may want to let supply ships for alien bases land before assaulting them rather than shooting them down, as this provides maximum resources from a tactical engagement. In addition to the added atmosphere and strategic considerations, any and all of their missions can impact your relations with various countries, your funding, the safety of your bases, and the scale of future alien attacks. All this added atmosphere and strategy results from little red dots and green x's? Brilliant!

The story unfolds primarily through research. As alien weapons and lifeforms are researched, gradually their dark purpose and origins become apparent. Live aliens of a higher intellectual order provide insights into alien strategy and society, dependent on the alien’s rank. You’ll learn far more useful information about their strategy from leaders and commanders, medics will provide you with research concerning other alien lifeforms, and navigators will provide you with the ability to decode a UFO’s purpose directly from radar. All are useful, all advance either the plot, atmosphere or strategic scope of the game.

The tactical mode is what really shines, however. Terrain is destructible, and the weapons are overpowered, balanced, and extremely fun to use. Soldiers build skills with use, and may be given custom names and equipment. Aliens are unique and terrifying, and their AI is brilliant but entirely fair as they are given the same abilities and limitations as the player’s units. As with the strategic mode, a perfect balance is struck between urgency and control, and again it’s due to an unusual choice: turn-based action gameplay. The chaos, fear and anticipation of combat are well simulated—opening a door or turning a corner and seeing an alien is a terrifying experience. This is largely because due to the action not being entirely divided by turn: units are not altogether static during an opponent’s turn—they may fire back if enough time units are available to do so, and their reaction skill is high enough. So all real-time questions remain: Do I have enough time to kill it before it reacts? Do I have backup to cover me in case I fail to eliminate the threat? Do I have time to run to relative safety? If I move, will it react and shoot me down? All these tactical problems are there and well-executed in a turn-based format. Since these benefits are maintained, the added control of turn-based gameplay perfects the system in a way that the often out-of-control mess of real-time tactics could never duplicate.

Lots of reviews here already mention the details and window dressing of X-COM gameplay that greatly enhance the experience (RPG elements, attachment to individual soldiers, etc.), so I thought the innovative, counter-intuitive choices the designers made to realize strategy and action deserved most of my review's attention. The balance achieved between player control and excitement is the big victory, and this makes X-COM a remarkable and unique experience.

The Bad
As far as gameplay goes, there is nothing wrong with this game. The dated graphics are the only real complaint.

The Bottom Line
A tour-de-force of innovative, unexpected design that broke barriers, transcended gaming cliches, and remains unmatched to this day.

DOS · by J. P. Gray (115) · 2007

Go get 'em Martians, Huck.

The Good
Easy to learn, and fun to play. I agree with Tomer. Play this one in the dark with volume turned up. The sound may be simple, but it will draw you in, especially when one of them "indestructible" alien bruts walk up to your men (dispite 3 point blank range shots into its exoskeleton) and convert your favorite point man into a reincarnation of itself.

The game is hard to beat at first (which I see as a plus). But it is also hard to lose. If you hang in there long enough and manage your resources, you'll eventually get to fry the buns off these irascible alien creatures.

The Bad
I didn't appreciate having to spend 1 hour plus scourging the game screen looking for some fatally wounded alien hiding in a corner.

The Bottom Line
If you like Jagged Alliance, you will probably like this one. Your team members will have a lot less personality, but the superior graphics and sound will make up for it.

DOS · by Yeah Right (50) · 2000

[ View all 26 player reviews ]

Discussion

Subject By Date
in between ranks MerlynKing Jan 25, 2019
The original X-COM was cancelled, but development continued in secret Freeman (65090) Apr 27, 2017
Uh, shouldn't the title be UFO: Enemy Unknown...? Simoneer (29) Oct 8, 2010

Trivia

1001 Video Games

UFO: Enemy Unknown appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Difficulty Level Bug

DOS version of the game has a bug in the difficulty settings. Regardless of which difficulty level you choose, you always start at the easiest level. Surprisingly, the official patch of the game does not correct this problem. However, there is an unofficial patch available for solving this issue. Problem is also solved in The Collectors Edition Windows port (also commonly known as UFO Gold or CE).

The game contains many different other bugs. All of them are gathered on UFOPaedia.

Cancelled successor

A new version of the X-COM series dubbed X-COM: Genesis, focusing on some of the gameplay features found in the original, was in production at Hasbro/Microprose in 1999. The project was cut during mass-layoffs for the company.

CD-ROM version

The CD version may include a partial install version and a full install version, depending on which CD you got. The partial install version leaves some datafiles on the CD to save disk space. However, the "full install" version is also on the CD in the HARDDISK directory.

The CD version of the game for DOS was not different from the original floppy one. However it contained animated introduction (the very same which was later used in Amiga CD32 version and (from the Playstation version) and the executable file was patched and some bugs were eliminated.

Creation

Jullian Gollop, designer of X-COM: UFO Defence tells how X-COM was created (taken from the Mythos Games web site):

We showed a demo of ‘Laser Squad 2’ on the Atari ST to Microprose in 1991. The idea was to produce a sequel to ‘Laser Squad’ but with much neater graphics using an isometric style very similar to Populous. They liked what we had done so far, but they explained that they wanted a ‘big’ game. I said "what do you mean by ‘big’" and they said "well, you know – BIG". They also said that it had to be set on earth, like Civilisation or Railroad Tycoon, because people could relate to it much more. So we went away, scratched our heads and thought about it. Then we came up with the idea of adding on a grand strategic element to the game, very firmly set on earth, in which the player managed an organisation that defended the planet against UFO incursions. I bought quite a few books on UFOs for research purposes so that we could give the game an even more ‘authentic’ basis.

The project started reasonably well with myself and Nick designing and programming, while the art was to be done by John Reitze and martin Smillie at MicroProse. Soon we had some problems because Microprose did not understand our game design and they asked for clarification. Several documents later we were not much better off and I had wasted a lot of time. Certain creature types were removed, including the ‘Men In Black’ and others added. Then the whole project was nearly axed when MicroProse made some cutbacks due to financial difficulties. Everything proceeded reasonably smoothly for a while until Spectrum Holobyte acquired Bill Stealey’s shares in the company. Our producer was made redundant and the game was nearly axed again. Finally we had to spend a couple of months working very long hours at MicroProse in Chipping Sodbury to get the game finished by the end of March in 1994.

Element 115

Ten years after the game was released, a real element 115 was discovered. Unfortunately, it wasn't named elerium like in the game, but ununpentium.

GeForce problems

GeForce owners have probably encountered display problems that render the game unplayable. This can be fixed though; go to the Windows Control Panel and the DirectX settings. Switch off DirectDraw hardware acceleration and the game should work fine.

Don't forget to switch acceleration back on afterwards, though.

Geoscape

The game is actually Geoscape, the rotating globe and resource management, generating the battlefield conditions for BattleScape, where you conduct tactical combat against the aliens. If you press Ctrl-C (as suggested by the hint "level skip") while in BattleScape, you interrupt the BattleScape program, preventing it from writing the "results" file. Thus you will get the same result as your previous battle. This is a result of the developement history (see the other trivia entries), whereas MicroProse decided that the tactical combat is not enough to be a game in itself, and asked Mythos to write a strategy game around it.

Influence

The game is heavy influenced from the TV series UFO . It's about a secret UFO defense base which sends out military aircrafts to shoot down UFOs, sending out squads to seek the wreckage and kill or catch aliens to analyze them.

Multiplayer Workaround

You can actually play "multiplayer" X-COM long before e-mail X-COM... By using sort of a "hack". As the game actually plays through turn by turn on both sides, it is actually possible to take the saved file right at the end of a turn, edit a pointer, and play the "other side" using the engine. And if you exchange files back and forth, you can have a multiplayer game.

http://www.tacticalplanet.com/dl/dl.asp?xcom/multip.zip

Novel

A novelization of the game was published through the Proteus imprint of Prima Publishing. It written by Diane Duane and first published in December of 1995.

Patches

The last offical patch changed the sound effects of the game. Many people didn't like the new sounds.

V1.4 patch removed the document check copy protection.

Releases

A complete version of X-COM is available on Classic Games Collection CD featured with the July 2000 issue of PC Gamer Magazine. - There was a "Limited Edition" of UFO: Enemy Unknown for the Amiga CD32 that included a Microprose travel alarm clock.

Technology

X-COM: UFO Defense is one of the few 256-color DOS games to implement dynamic lightning. By using 16 shades of 16 different hues (16 x 16 = 256) as the palette, artists could create isometric tiles whose colors can be gradually changed simply by incrementing each tile's palette entries by 1, 2 and so on. In this way, the same tiles can be shown darker and darker simultaneously on the screen.

Awards

  • Amiga Joker
    • Issue 02/1995 – #2 Best Strategical in 1994 (Readers' Vote)
    • Issue 02/1996 – Readers' Special Award for 1995
  • Computer Gaming World
    • May 1995 (Issue #130) – Game of the Year
    • May 1995 (Issue #130) – Strategy Game of the Year
    • July 1996 (Issue #144) – Introduced into the Hall of Fame
    • November 1996 (15th anniversary Issue) - #22 on the "150 Best Games of All Time" list
    • November 1996 (15th anniversary issue) –#1 Top Sleeper Of All Time
    • March 2001 (Issue #200) - #3 Best Game of All Time (Editors' Choice)
    • March 2001 (Issue #200) - #10 Best Game of All Time (Readers' Choice)
  • Electronic Gaming Monthly
    • January 1996 (Issue 78) – Game of the Month (Playstation version)
  • GameSpy
    • 2001 – #35 Top Game of All Time
  • GameStar (Germany)
    • Issue 12/1999 - #73 in the "100 Most Important PC Games of the Nineties" ranking
  • IGN
    • March 2007 - #1 PC Game of All Time
  • PC Gamer
    • April 2000 - #15 on the "All-Time Top 50 Games" poll
    • October 2001 - #3 on the "Top 50 of All Time" list
    • April 2005 - #8 on the "50 Best Games of All Time" list
  • Power Play
    • Issue 02/1995 – Best Genre Mix in 1994

Information also contributed by Adam Baratz, Andrew Grasmeder, Der.Archivar, Entorphane, Kasey Chang, Lord FlatHead, Heikki Sairanen, Martin Smith, PCGamer77, Pseudo_Intellectual, robotriot, Rola, rstevenson, ZuljinRaynor

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Related Sites +

  • OpenXcom
    An open-source clone requiring resources from the original game.
  • UFOpeadia
    A whole wiki-based Database containing nearly everything one wanted to know about the game and beyond...
  • X-COM Tactical Command
    X-COM Tactical Command has an excellent range of content, now including information on hexediting UFO's files, as well as strategy guides and more.
  • XCOMUTIL Homepage
    The homepage for Scott T. Jones' fantastic XCOMUTIL utility: Re-vitalise and expand your X-COM game! :)
  • XCommand
    One of the most popular fan-sites for the X-COM series.
  • XCommand
    XCommand features various files for editing UFO, as well as strategic aids and the full contents of the UFOPedia.
  • devisraad.com - X-COM Page
    Download complete sets of new alien spacecraft, for X-COM: UFO Defense and X-COM: Terror From The Deep.

Identifiers +

  • MobyGames ID: 521
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Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by IJan.

Windows added by Shoddyan. Amiga added by Rebound Boy. Amiga CD32 added by Martin Smith. PlayStation added by Adam Baratz.

Additional contributors: xroox, Kate Jones, Kasey Chang, Josh Day, //dbz:, Alaka, ИггО Đ”Ń€ŃƒĐłĐ”, 88 49, BostonGeorge, Patrick Bregger, mailmanppa, Rwolf, FatherJack, Evolyzer.

Game added December 4, 1999. Last modified April 1, 2024.