| UFO:
Aftermath
Review by Steerpike
November 2003
"Klaatu Verata Nickto, Gort"
My original plan was to review this game as a standalone product,
making no mention of any previous titles it may resemble. Sadly,
however, that is impossible. Like it or not, fans of X-Com: UFO
Defense have been looking to this game to rekindle the glory
of that old classic. Even more than a sequel, the conscientious
reviewer must assess UFO: Aftermath in the context of what it does
and does not bring to the table in the wake of X-Com.
People who read my stuff know that most reviews and columns I write
are longer than the Bible; if you lack the kind of patience necessary
to read it all, I happily lay it out for you here: Aftermath
is no X-Com. That doesn't make it a bad game by any means,
but to equate it with that towering giant of interactive glory is
a disservice to its memory. X-Com may well be the greatest
game ever created, and no one will apply that kind of praise to
UFO: Aftermath.
There's no doubt that the Czechoslovakian designers of Aftermath
knew full well that they were creating a game nearly identical
to X-Com. In fact, I think they counted on itfans have
been clamoring for a worthwhile sequel (all subsequent X-Com
products have been painfully awful) or a flat-out remake. The
folks at Altar would have been wiser to do exactly that: remake
X-Com, balls to bones, with a modern engine and graphics.
Instead, they created a game that bears an enormous resemblance
to the general theme and style of X-Com, but removes or changes
some major aspects. I assume they did this to duck accusations of
copycatting. It's ironic that most gamers wanted a copycat in this
case and are likely to be at least slightly disappointed with what
they get instead.
Bill Harris of Gone
Gold stated the facts as well as I could; rather than say the
same thing using different words, I'll just quote him here: "It
seems that what I like about this game is everything that was copied
exactly from X-Com: UFO Defense, and everything I don't like
is anything that's been changed."
Mars Attacks!
One sunny day in May, a huge alien spaceship appears without warning
in geosynchronous orbit over the Earth. All attempts to contact
it are rebuffed. Shortly thereafter, the immense craft releases
millions of tiny spores into the atmosphere, blocking out the sun
and eradicating nearly all life on the planet. Those who survive
this assault are those already locked in the safety of underground
bunkers, breathing recycled air. Shortly after all macro-scale life
on the surface croaks, the spores fall to the ground and apparently
become harmless. The handful of survivors venture to the surface,
only to find it overrun by a hostile alien empire of unknown size
and intent.
While the humans are just getting back on their feet, a new menace
emerges from the supposedly harmless spores on the ground. The Biomass
is a titanic living entity slowly engulfing the planet, destroying
everything (including bases and buildings) as it inexorably grows.
The Biomass is insanely dangerous, and "Biomass management"
is a fun new aspect of Aftermath, constantly reminding you
that the planet is no longer yours and that you are far from safe
here.
In UFO: Aftermath, you divide your time between two main
environments. The "geoscape" screen shows a 3D map of
the Earth, the position of your military installations, possible
assault points, and any activity in the skies. The other half of
the game takes place in a small-squad tactical environment, when
you drop members of your elite Phoenix Force to combat the alien
menace and improve humanity's chances. While in the Geoscape environment,
you oversee research of alien technologies and manufacture of better
weapons and equipment for your soldiers. Later, you can deploy fighters
to shoot down alien craft and attack alien-occupied installations.
If this game sounds a lot like X-Com, you're right on the
money.
However, in Aftermath most folk on the planet are already
dead. As such, you don't answer to an authority overseeing your
activities, you have no money-management responsibilities, and you
cannot manufacture technologies to sell. Additionally, you do not
"hire" soldiers, scientists, or engineers: the former
just show up at your base now and then (but never often enough to
cover your death toll), while the latter two do their work in bases
specifically assigned to perform research and manufacturing. Since
the story of Aftermath unfolds through your research, the
designers should have created a more graceful implementation of
this game aspect. Also, the aliens control the lion's share of the
planet, so rather than having free rein to build bases anywhere
as in X-Com, it's your job to slowly push the enemy back,
collecting bases as you do.
Aftermath is not precisely a turn-based game, nor is it
precisely real-time. Instead, it employs a clever new system called
timeshifting. With this interface, the game is paused until you
"start" timeand during the pauses, you can issue
orders and perform general housekeeping tasks in the geoscape and
management screens. When you're ready, you start time, and the action
begins. You can run things at various speeds and, naturally, stop
time again whenever you like. For comparison, imagine a much more
full-featured version of the combat system in Baldur's Gate.
This system is especially ideal in the tactical sections, because
it allows you to see the action/reaction relationship of things
going on simultaneously, without turning control into the clickfest
of real-time. Also, it grants you the power to issue extremely
complicated commands to your soldiers, which they will carry
out in order until you either cancel the orders or they finish.
Various events will cause time to stop for yousighting an
alien, losing a soldier, et ceteraso you can regroup and plan
your next move. The timeshifting control scheme is pretty much the
only thing about Aftermath that is better than X-Com.
Grok This
Aftermath takes a long time to install and already has a
patch out; in fact, a patch was available the day the game shipped.
This does not promote confidence in its overall stability, and rightly
so: it crashes constantly. It also sometimes insists on running
in a window rather than full-screen, and I have a devil of a time
changing it back. The sound often returns static or skippy beats.
Another patch is desperately needed to combat the game's general
lack of polish, but I will say that despite these issues, it is
a pretty fun game with manybut nowhere near allof the
addictive qualities of X-Com.
Graphics are good and in 3D; they're not the best I've ever seen,
not even for a strategy game, but they do the job. Tactical screens
are nicely rendered and show exceptional attention to detailunique
billboards, logical urban layout, and so forth. Animations, too,
especially of your soldiers executing their orders, are very smooth
and attractive. The menuscritical in a strategy gameare
well-designed and smooth to operate, though occasionally your troops
will swap the items in their hands for items in their kits without
consulting you first. It's hard to shoot an alien with a first aid
kit, and I've found a soldier holding one instead of his rifle more
times than I care to count.
The malleable concept of time in Aftermath is something
the player must learn to use to his or her advantage. For example,
it takes less time to pull a grenade off your belt than it does
to fish through your backpack for one. As you equip your soldiers
with any of the several dozen Earthly and alien weapons available,
the "kits" you give each of your people must be thought
through with attention to their individual carrying capacity, role
in the squad, and the speed at which you want them to accomplish
tasks.
Nanu, Nanu
Soldiers have stats, as in X-Com, and these stats increase
as the soldier gains experience and levels. Additionally, you can
train your soldiers in any of seven career paths, thereby further
improving their stats. As you play, you'll get to know your troop
by name and assign specific roles to them. You can even rename them
if you like (mine are named after the Detroit Red Wings).
You may only take seven soldiers with you into any tactical mission,
and you don't have to do every mission available: the Phoenix Force
is your elite squad; you can (and should) delegate many tasks to
the rank and file. The seven-soldier limit is a critical deficiency
in the game, especially considering that the aliens usually outnumber
your people by two to one or more, and that the tactical events
are very, very difficult. Aftermath would have been better
if you could take a larger troop into the field or, as in X-Com,
if the number of soldiers available was dependent on the sort
of craft you used to transport them to a mission.
Tactical missions in general are divided more or less equally between
urban and rural settings, and they normally only take twenty minutes
or so to complete. A clumsy facet of Aftermath is the inability
to enter buildings in urban settings; it would have been nice to
be able to put a sniper in a third-story window to cover my squad.
Aftermath does sport several mission parameters, whereas
in X-Com it was always just "kill everything that ain't
human." You'll rescue downed pilots, perform smash-and-grab
ops, reconnaissance, base assaults, and more. It helps keep the
tactical missions from becoming too ho-hum.
Oddly enough, most of the aliens seem to have gotten their arms
from Heckler & Koch. For the first half of the game at least,
you'll find yourself fighting aliens and engineered super soldiers
armed with common Earth weapons. This, combined with the fact that
most weapons are on the same level (at least ten assault rifles
are available, but all do essentially the same damage and have the
same range and magazine capacity), make the game seem clumsy and
poorly tested.
Later in the game you'll be able to take or manufacture alien weapons,
though you can only manufacture one item at a time. The designers
would have done better to include a manufacturing queue system,
or at least the ability to build several of one thingas it
is, you tell your engineers to build one laser gun. When it's done,
you tell them to build another. Even X-Com, released in 1994,
grants you the opportunity to dictate how many parts you want produced.
I'm Sorry I Called You "Stupid Alien"
Overall, UFO: Aftermath has removed or changed most of the
great stuff about X-Com and added very little new material
to offset its shortcomings. That said, it arrived the same day as
Max
Payne 2, and, for the first few days at least, I found myself
playing more Aftermath than Max Payne. I also glanced
up in the middle of a session to realize that it was four in the
morningI'd been playing for seven hours and not even realized
it. That's the sign of a good strategy game.
So much of what was good about X-Com has been eliminated
or altered in this title that the two represent a peculiar oxymoron
of design: they are both remarkably similar and shockingly different.
Aftermath has no money management, no base construction,
no purchasing, and weaker R&D controls. There is no reason to
make decisions based on the political climate, because there is
no political climate in Aftermath, whereas in X-Com it
was a factor in every move you made. Meanwhile, the tactical missions
are better and more varied, the timeshifting a huge improvement
over a purely turn-based paradigm, and the gameplay in general has
a lot going for it.
It lacks polish, it's unbalanced, unstable, and contains many peculiar
or even nonsensical design decisions. Documentation and in-play
text make it clear that English is the second language of the designers.
But it's good fun and nowhere near so flawed as to make me shy away
from a recommendation. I will say this: those who love X-Com
will like this game. Those who love strategy will like this
game. But no one will ever love this game. UFO: Aftermath will
be forgotten in a matter of months, while the game that inspired
it continues to burn as brightly as ever in the memories of PC gamers. 
Please visit our
forum to discuss this game
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The Verdict
The Lowdown
Developer: Altar
Interactive
Publisher: Cenega
Release Date: October 2003
Available for: 
Four Fat Chicks Links
Player
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System Requirements
Windows 98/2000/XP
Pentium III 500
128 MB RAM
8X CD-ROM drive
32 MB nVidia GeForce2 MX or faster video card
DirectX certified sound card
750 MB free hard drive space
Keyboard, mouse
Where to Find It
GoGamer
34.90

Prices/links current as of 11/02/03
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