this post was submitted on 02 Jun 2024
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Really an amazing game. Xenonauts captures most of the magic. I wouldn't mind a straight re-make though.

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[–] Awoo@hexbear.net 12 points 1 year ago* (last edited 1 year ago) (3 children)

I genuinely really love XCom: Apocalypse and think it's sad it is rarely talked about.

The vision they had for that game is incredible. A full scifi megacity with a functioning economy. Every single building in the city is owned, every company is its own faction, and the police, and the gangs, and xcom. Relationships between everything. With gang wars and company wars and raids against one another and everything. It was truly in the same intent as the original xcom, to make a simulation.

The thing that bothers me about the newer games compared to the original is that in the newer games the geoscape plays like a boardgame whereas in the old game it feels like the goal is to have it play like a simulation. Apocalypse continued the goal of a fullscale sandbox simulation of a city with capitalist monopoly megacorps capitalising on an alien invasion coming from an alternate dimension all while you're desperately trying to advance your technology and stop this thing. Alien technology proliferates through companies and gangs if you sell it on the market. And they acquire it from raiding each other over time too. Need money? Go steal drugs and VR tech from the gangs and sell it. You might piss off the MegaPolice doing this though but that's fine really they're weak. Don't forget the cult faction actively working to help the aliens too.

It was cool as shit. In some ways it slightly doesn't meet that full vision. And it has to be played on the higher difficulties to get all the features.

Oh and combat is realtime strategy with squads and shit.

Really liked it. I wish it was talked about more it really feels like they were onto something. Battles in the cityscape (equivalent of geoscape) were waaaaaay better than basically every other game including the modern games and xenonauts.

[–] keepcarrot@hexbear.net 8 points 1 year ago (1 children)

That sounds dope, fantastic game-sim-thing that I would enjoy being bad at.

[–] Awoo@hexbear.net 7 points 1 year ago* (last edited 1 year ago)

It's clunky because it's old, has next to no tutorial, but I recommend it.

One of the first things you need to do is ditch road vehicles though. The roads get shot out from under them and they instantly die no matter how strong they are. Hover bikes and hover cars are the early game craft to grab. You put rinky dink lasers on them and swarm the enemy.

The downside of this is that the quantity of city damage you do missing your targets will piss off basically everyone whose buildings get blasted to bits.

If you're familiar with xcom it's not too hard to work out though, it's a cityscape setup like the geoscape, then it's tactical map missions. Soldiers even use and fire from cover in realtime combat it's pretty nifty.

Probably some jerryrigging required to make it run on newer systems. Dosbox if I recall? I think there was a modscene for it too.

There was an Open Source project for it as well but I don't know how successful they've been: https://www.ufopaedia.org/index.php/OpenApoc

[–] Frank@hexbear.net 4 points 1 year ago* (last edited 1 year ago) (1 children)

I never played Apocalypse, i'll have to give it a shot.

Have you played Kenshi? It's nothing like X-com, but reading your scrip of Apocalyose has me thinking it's weirdly like x-com. Huge, complicated world, complex interactions between characters, and your little band of dudes going from losers to kung fo gods the very, very hard way.

[–] Awoo@hexbear.net 3 points 1 year ago

I think gog's version of apoc works on modern machines.

I did play Kenshi. The same madness exists with the obsession to create a simulation. I would also say that Dwarf Fortress shares this madness. These are all games created by people with a like-mind for interconnected systems that produce emergent results. I would say Kenshi creates the least emergent results though, it's quite wide but lacking the depth of overlapping and interacting systems. It's fun in a different kind of way though. What Kenshi really needs is overlapping systems like DF has to truly make decisions and actions in the world by the AI have a wide variety of insane outcomes.