Main game
3.56 average rating based on 63 ratings
X-Com Apocalypse is a classic. More than that - for 1997, this game has as much depth as some of the finest sims, while incorporating so much - managing an organization, hiring/firing, human/hybrid/android unit types, skills and improvement, political relations, expansion well beyond your needs, gang warfare, research, manufacturing, base defense and setup...it goes on and on. And this is before you even get into combat and experience the thrill of real-time.
So many games like this are turn-based, which - although satisfying to some - aren't everyone's cup of tea (the first two X-Coms are just unplayable to me - but the 2012 remake is golden). The game is actually short - it can be completed in just 2-3 months game time, which can be just 40 hours or so of actual effort. The real-time option lets you speed through a battle, and really experience squad-based tactical command. Move your guys in teams - groups of 6, or simply two partners checking a room at a time. Run at full speed, or crawl slowly and cautiously. So much variety, and the ability to learn from your mistakes (at the cost of lives, unfortunately). Real-time is a more realistic model, …
X-Com Apocalypse is a classic. More than that - for 1997, this game has as much depth as some of the finest sims, while incorporating so much - managing an organization, hiring/firing, human/hybrid/android unit types, skills and improvement, political relations, expansion well beyond your needs, gang warfare, research, manufacturing, base defense and setup...it goes on and on. And this is before you even get into combat and experience the thrill of real-time.
So many games like this are turn-based, which - although satisfying to some - aren't everyone's cup of tea (the first two X-Coms are just unplayable to me - but the 2012 remake is golden). The game is actually short - it can be completed in just 2-3 months game time, which can be just 40 hours or so of actual effort. The real-time option lets you speed through a battle, and really experience squad-based tactical command. Move your guys in teams - groups of 6, or simply two partners checking a room at a time. Run at full speed, or crawl slowly and cautiously. So much variety, and the ability to learn from your mistakes (at the cost of lives, unfortunately). Real-time is a more realistic model, and helps Apoc survive the test of time much better (in my opinion).
The game has drawbacks, of course - it's out of date by now, and the graphics (and sound effects) leave something to be desired. There are minor bugs and glitches - from Widgets filling up inventory, to bases suddenly getting an extra lab superimposed on other structures, to brainsuckers not being able to attack units that are prone. There's the ground combat, where your ultra-protected tank blows up with the road it was traveling on with 1 hit. There are all kinds of questions left unanswered - why are the aliens invading, if they can't survive in our dimension? Why do they slowly build up forces, tech and ships over time to match you, instead of coming all at once? How do you have a meter of alien infiltration level - who the heck is providing that?? Why do Disruptor Shields survive when you shoot down their craft, but they destruct if exhausted on your ships? Why don't Marsec - or other organizations - give you things, or discounts, or help? How can you destroy a Cult of Sirius building, kill everyone inside, and then come back 1 minute later and have it be full of people again?
Surviving this game is really just a question of getting through the UFO incursions successfully - shooting enough down to get what you need, and attacking the aliens right when they drop. Depending on difficulty, aliens may spread to neighboring buildings immediately - and while they can die off in a day or so, that's experience and combat you miss out on.
X-Com Apocalypse does a fantastic job of micro-management, and presenting so many different pieces all in one congruent format. However, many players love the thrill of the early to mid-game. The game does an excellent job of pushing you a bit more, incrementally, but the threat level just drops off in a very unsatisfying way - the end is just cleanup, instead of a climax. The true climax of Apoc is somewhere between your first Battleship visit and when you wipe out UFOs in the alien dimension. Having 9 or 10 missions after that, with no UFOs or serious threats, is just too much.
It's a solid investment for anyone into micromanagement and sims combined with unforgiving alien combat.
I can't say I dislike X-COM: Apocalypse, but I can't honestly say I'd ever want to play it again, even after nearly a decade of forgetfulness added a thick, creamy layer of nostalgia on top. The third game in the much-loved, often-abused X-COM series, Apocalypse begins with humanity victorious over the Martians and the Lovecraftian horrors alike, enjoying their awesome future technology in a not-quite-big-enough arcology on the last unpolluted patch of dirt left on planet Earth. A new alien menace, this one significantly buggier than the last, is invading, and while you no longer have to worry about the various nations of the world turning against your cause ('cuz they're all dead at this point lulz), the arcology is divided between multiple factions, all of which must be kept happy unless you want The Enemy to establish a foothold within your borders.
Gameplay is totally revamped from the first X-COMs. While there's still a turn-based combat mode, you can now play in real-time, shouting orders to your troops and having them rain hot plasma upon their enemies as a combined force. Meanwhile, shooting down enemy ships is no longer just a tiny minigame; now, you get to …
I can't say I dislike X-COM: Apocalypse, but I can't honestly say I'd ever want to play it again, even after nearly a decade of forgetfulness added a thick, creamy layer of nostalgia on top. The third game in the much-loved, often-abused X-COM series, Apocalypse begins with humanity victorious over the Martians and the Lovecraftian horrors alike, enjoying their awesome future technology in a not-quite-big-enough arcology on the last unpolluted patch of dirt left on planet Earth. A new alien menace, this one significantly buggier than the last, is invading, and while you no longer have to worry about the various nations of the world turning against your cause ('cuz they're all dead at this point lulz), the arcology is divided between multiple factions, all of which must be kept happy unless you want The Enemy to establish a foothold within your borders.
Gameplay is totally revamped from the first X-COMs. While there's still a turn-based combat mode, you can now play in real-time, shouting orders to your troops and having them rain hot plasma upon their enemies as a combined force. Meanwhile, shooting down enemy ships is no longer just a tiny minigame; now, you get to send out tanks, choppers, jets, hoverbikes, and all sorts of junk in-between to shoot down bogies. Scientists and engineers have unique stats rather than just being faceless commodities, and because your missions take place in faction-held terrain, missions tend to be a lot more personalized. In short, some really cool ideas were introduced to the series here, and I love the game for it.
Unfortunately, the actual implementation of these cool ideas is universally terrible. The turn-based combat feels weird and unnatural, while the real-time is much harder than it'd otherwise be as you wind up wasting a lot of rounds shooting soon-to-be corpses. The anti-UFO combat is nearly game-breakingly buggy, as your tanks and planes often clip into the ground and die whenever terrain around them gets shot. I wound up clearing the game by relying entirely on a massive fleet of hoverbikes with plasma cannons attached, which is totally awesome but probably not an intended strategy.
If you're a fan of the series, it is possible to muddle through X-COM: Apocalypse, and you'll wind up with some good moments, but expect a lot of pain along the way. Also, Sid Meier, if you're reading this, PLEASE keep your X-COM remakes coming until you hit this point in the canon. Just put those Civilization games on the back-burner for a while; you've got to prioritize here, y'know?
Amazing how much time I have into this game and find myself never getting that far into it. It had a little bit of everything. ++Retofuturist 1980's aesthetic and freaky monster modelling. +Dystopian themes +Raids/robbing corporations of Mega City One... because you are the Law :) +Tactical elements, combat, stats. +Deep bond you have with your team as you grow them up. -----Really easy to find difficulty suddenly overwhelming due to a vehicle shortage, bad research progression o.O
Not sure I've quite played a game like this. (X-Piratez mod for Xcom was close in the manner of simply being sheerly overwhelming) It's a strange blend of hardcore TBT like XCOM and SIM city rolled together
Usually games that weave lots of elements will sufffer for it. This one has many angles and some are simply not as fun, and its overwhelming and slow but it's not bad design.