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UFO: Afterlight - The TCancer Interview

Jason

chasing a bee
Joined
Jun 30, 2005
Messages
10,737
Location
baby arm fantasy island
<strong>[ Interview ]</strong>

<p><a href="http://www.altargames.com/pages/index.html" title="Altar">Altar Games</a>, the team behind UFO: Aftermath and UFO: Aftershock, spent some quality time with <a href="http://www.tacticularcancer.com/" title="It's the magic of children">Tacticular Cancer</a> to let us in on their newest title, <a href="http://www.ufo-afterlight.com/pages/index.html" title="Afterlight">UFO: Afterlight</a>. </p><br/><br/><strong>Read: </strong><a href="http://www.tacticularcancer.com/content.php?id=11">UFO: Afterlight - The TCancer Interview</a>
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,357
Izmi said:
For example, I may plan for my soldier to run fast to the UFO wreck, so he can avoid the enemy shots. Then he crouches, changes his weapon to shotgun (suited for short-range combat) and carefully sneaks round the UFO to its entrance. Nevertheless, the game pauses during the soldier’s run, as I have set in the game options to stop whenever the enemy is spotted. Now I may react to the new situation and change my plan - to lie prone and start shooting at the alien with the rifle in my hands.

Similar system has been used in more games, but we have made it perfect in previous UFO sequels. We believe you are going to agree if you try it.
An X-Com clone that's not turn-based? Hrmmm... Sorry, not interested. Despite how pretty it might look and / or interesting it might sound.
 

Avé

Liturgist
Joined
Dec 31, 2004
Messages
468
"But we have made it perfect in previous UFO sequels."

bwahaha, the previous UFO games were pretty shitty, the second one being especially crap.

Up their own asses any?
 

VasikkA

Liturgist
Joined
Oct 21, 2002
Messages
292
Location
DAC
It seems the UFO series is running in circles.

Why don't they take the next step in tacticular gaming evolution and switch over to turn-based?
 

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