Review ailoutwar 4/5 · Jan 2, 2016
Amazingly In-Depth For '97
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 …
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The game has drawbacks, of course - it's out of date by now, and the graphics (and sound effects) leave something to be desired.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.