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Video games - X-COM: Apocalypse |
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| X-COM: Apocalypse is the third game in the X-COM series of computer games. Developed by Mythos Games and published by Microprose it was released in 1997 for PC. Similar to the first two games, Apocalypse features a map-like "management" mode and an isometric "combat" mode. The management mode takes place in a single city, called Mega Primus, rather than being spread out over the entire planet Earth as in the previous games. In addition, Apocalypse was the first game in the X-COM series to include a real-time combat option as well as the traditional turn-based mode. Apocalypse features a redone interface with new graphics. It is more complex, and the task of keeping and increasing the funding of the X-COM organisation now extends to not only intercepting UFOs, but also to minimizing collateral damage, preventing alien hostile takeovers and even raiding the buildings of other organisations, of which there are several in Mega Primus. A new feature is the choice of playing the tactical missions in either the familiar turn-based mode or real-time. In the turn-based mode, the aliens and humans switch turns to perform actions while in real-time, everything happens simultaneously, though the game can be paused at any time to issue orders to agents. The alien threat in the game is presented by a new race of organic, extradimensional aliens that have no relation to the Sectoid/Aquatoids of the previous two games. Due in part to its differences, Apocalypse received much less critical and fan acclaim, and is generally considered a step below its predecessors. These new aliens attack the city through tetrahedron shaped teleport gates. The player must determine how to send his or her own aircraft, along with X-COM agents, through these gates without the aircraft being destroyed by the protective shields around them. Until this is done, there will be no way to bring the war to the aliens. The storyHalf a century after the end of the second X-COM campaign, the last battle of T'leth has destroyed Earth's biosphere. Although mankind is richer and more technologically advanced, thanks to the spoils of the Alien Wars, its habitat has shrunk to one huge, technocratic, corporate-run, "Metropolis-like" city: Mega-Primus.The city is run by thirteen elected senators, and its insignia is reminiscent of the Illuminati Order. Massive corporations modified the environmental, social and economical structure of the city, creating a society similar to the one in the book Brave New World: A large, obedient, luxuriously-living populace is controlled by a massive corporate chain. Their lives and property secure, while the off-world colony of Mars, and its working class are exploited mercilessly by the elerium mining corporation, Sol-Mine, and oppressed by MarSec (MARs SECurity). Mega-Primus has its own oppressed minorities, consisting of Sectoid-human hybrids and androids, both by-products of the previous wars. These minorities have set up their own political pressure groups. When the aliens invade, the city government reestablishes X-COM. This time there is no absolute support by world/city governments. Mega-Priums has its own governing body who supply nearly all of X-Com's income (the rest comes through sale of researched alien artefacts, newly developed vehicles etc). Sometimes the corporate soldiers and police will warn, demand compensation or even engage X-COM forces themselves if X-COM angers them, or fails to contain the alien incursion. Certain organisations will withdraw their support (if any) for the X-Com project by preventing Agents and science personnel from travelling around the city, or refusing to sell certain items to X-Com. The corporations and political organizations will make profits, perform research, manufacture items, and even fight covert battles with one another independently of the player. Megapol are the city police. If they are making lots of money, they will be able to maintain a strong presence in the city, attacking alien ships and other hostile aircraft. The more damage to the city, and the greater Megapol's financial trouble, the less they will be able to respond to enemy attacks across the city. If Megapol is hostile towards X-Com then police cruisers may attempt to intercept X-Com aircraft heading out on missions. One of these organizations, the Cult of Sirius, is a group of religious fanatics who worship the aliens, and is inherently hostile to X-COM. Also the aliens, rather than simply signing non-aggression treaties with the various corporations, will attempt to infest their CEOs and take control of the organizations themselves. If the Government becomes hostile towards X-Com for any reason, such as alien interference or excessive damage to Government property and personnel, then the X-Com project will receive no further funding. This is a potential disaster for the player, and can lead to X-Com scrounging out a miserable existence, stealing weapons and elerium from other organisations in order to survive! [ Visit the complete Wikipedia entry for X-COM: Apocalypse ] Some related entries: Risky Woods | Golf | AFL Premiership 2005 | Cubivore | Terranigma | Metroid Prime 2: Echoes | Grand Prix 3 | Operation Flashpoint 2 | Voyage: Inspired by Jules Verne | Suikoden II | Naruto: Gekitou Ninja Taisen This page is based on the copyrighted Wikipedia article X-COM: Apocalypse; it is used under the GNU Free Documentation License. You may redistribute it, verbatim or modified, providing that you comply with the terms of the GFDL. | Searches on eBay |
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