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UFO: Afterlight Review

PC Review by Oliver Clare

5 February, 2007

Here's a daft hypothetical question for you. If, for the rest of the year, you could only play games made in one country, and that country couldn't be one of the big four (America, Japan, Canada, and the UK) which nation would you choose? Being a lover of strategy and simulations, Russia's pretty tempting (1C:Maddox, Eagle Dynamics, Nival...) as is Sweden (home to Simbin, DICE and Paradox). Ultimately though, I think I'd probably have to plump for the Czech Republic. Eleven months of nothing but Operation Flashpoint/Armed Assault, Hidden & Dangerous 2, Mafia, and Altar's UFO series would be rather agreeable I reckon.

Illegal aliens

Afterlight, the third UFO title, would be a particularly useful game to have in your ration pile because it satisfies several different appetites at the same time. Half globe-trotting grand strategy, half tactical wargame, half RPG, and half management sim (Mr Birch, my old maths teacher, would be so proud of me) it blends genres with the same effortless proficiency its inspiration displayed 14 years ago. As in X-COM, the name of the game is battling alien invaders with a band of soldiers, boffins, and mechanics. The twist on this occasion is that you and your outfit are invaders too. Exiled to Mars by a race of grey-skinned, almond-eyed ETs known as the Reticulans (see UFO: Aftershock for the full back-story) you quickly find yourself at odds with the mysterious locals. Later other immigrants arrive and the turf war gets really complicated.

'UFO: Afterlight' Screenshot 1

Early on the 'all stand in a line and fire' tactic is the only one you'll need.

Conflict revolves around the territories that patchwork the Martian surface. The more of these you control, the more resources you have at your disposal to spend on base enhancement and the equipping and training of your band of bold refugees. Initially conquest is dead simple. Just roll a vehicle into an unoccupied region and it's yours to develop. Problems arise when the neutral areas run out and claimed territories start getting infiltrated. When a message comes through that one of your regions has been invaded it's up to you to rustle-up a posse from your base personnel, kit them out, and get them onto an outbound shuttle (the 'UFO'). This vessel then chugs across the spherical strat-map (the 'geoscape') and touches down, triggering the start of delicate combat choreography of the Jagged Alliance variety.

Actually the skirmish choreography doesn't have to be JA-like or particularly delicate. Afterlight can do slow and turny, fast and fluid, or anything in between. Essentially, you choose when you want the action to freeze. Want breaks every time a team member gets hit, a new threat is detected, or a move order is completed? Set the appropriate pause parameters in the options menu and you've got them. After complete fluency? Just deselect all interruptions. The system is great once you've got the hang of it but can be rather alarming at first. By default the game pauses at every possible juncture meaning firefights are horribly fragmented until you've adjusted the settings.

Poor boffins = more coffins

'UFO: Afterlight' Screenshot 2

Droids can be customised in dozens of ways.

So that's the grand strategy and the tac level side of things - what about the RPG and management dimensions? Well, assuming your away team gets home, it will arrive back with pocketfuls of experience and training points. These can be used to inflate a range of core stats (dexterity, strength, intuition, etc) and enrol on courses at the base's educational facility. Over time individuals, including droids and the odd alien recruit, can be moulded into all kinds of specialists. For every stealthy sniper, beefy shotgun thug, or psi-resistant medic you fashion you also need to nurture a similarly capable backroom boy/girl/thing. Scientists and technicians research new blueprints, man the workshops that turn those blueprints into equipment, and crew the vehicles that drive out into the dusty wastes to build the mines and chemical plants that produce the raw materials to supply the workshops that swallow the spiders that catch the flys that... errr... Oh, you got the idea. Boffins and erks are vital to the functioning of a flourishing Mars outpost.

In terms of scope and replayability, Afterlight is up there with the likes of Total War. Decisions made in one area reverberate in countless others. Though a plot does stick its oar in occasionally, you're basically free to expand as you see fit and forge alliances with whomever you choose (oh yes, there's diplomacy too). The unfortunate yet tolerable price of all this freedom and power is a rather sprawling interface and a somewhat uneven difficulty curve. Conducting base business means flitting backwards and forwards between ten screens. A less atomised GUI, a few more automation options, and better tooltips would have made keeping on top of things a lot simpler.

'UFO: Afterlight' Screenshot 3

Every red target is a potential tactical mission.

The difficulty curve issues arise mainly on the battlefield. Much of the early opposition simply isn't tough or clever enough to ensure exciting scraps. When the resistance does eventually stiffen it stiffens frighteningly quickly. One day your squads are turkey-shooting gangs of bovine beastmen and swarms of feeble spiderbots, the next they're legging it from fearsome bulletproof spheres that roll up, leap to chest height and sprout giant heart-skewering spikes. Possibly the scariest difficulty hike comes when you first cross buzzsaws with the Reticulans. Within seconds of encountering this new foe my longest-serving veteran (a chap I'd shepherded through dozens of engagements) had pulled a bomb from his backpack, planted it at the feet of his comrades and blown them all to kingdom-come (he'd been mind-controlled). The team members that survived this tea-spillingly shocking incident were soon cut-down by volleys of lethal rockets. Time for a quickload, a 'mission abort', and a serious rethink.

Even if the quality of the opposition rose a little more uniformly there'd still be some room for improvement within the skirmishes. Compared to the dramatic aggro offered by tactical peers like Silent Storm, Afterlight's rumbles can a feel a tad anaemic. Modders can probably do something about the weedy weapon sounds and the slightly bland AI (enemies seldom seek cover) but the shortage of destructible scenery won't get rectified in a hurry.

'UFO: Afterlight' Screenshot 4

Dome-sweet-dome.

When a game covers this much ground, a few weaknesses here and there are inevitable. Yes, you'll find sleeker interfaces and more engaging gunfights in titles such as Silent Storm, Faces of War, and Jagged Alliance 2, but none of those games come with anything half as involved or absorbing as Afterlight's amazing strategic layer.

So, if lately you've found yourself craving strategy titles that don't revolve around steering drag-selected clusters of friendly units towards enemy bases, then this one is well-worth investigating. Those that have foolishly agreed to play nothing but Latvian games until 2008 should start beating their foreheads against a convenient wall or tabletop round about... now.

8/10

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Comments: 1-32 of 32 in total

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Xerx3s
05/02/07 @ 11:07
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Lol at the "reviewed on alienware" advert on the left. ;)
Edited 1 times, most recently on 05/02/07 @ 11:07
Dizzy
05/02/07 @ 11:09
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o_O

Nice... I am excited now!
mkreku
05/02/07 @ 11:16
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This actually sounds pretty sweet.. I loved Jagged Alliance 2 and Silent Storm!

Just a bit bothered by the strategic parts.. Not that interested in micromanaging bundles of bases.
decibel
05/02/07 @ 11:17
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Nice!

If only the voice acting weren't so bloody tedious. It's almost a deal-breaker for me :( Gah!
CordableTuna
05/02/07 @ 11:18
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This one sounds good! I've been keeping an eye on the UFO series for a while now, waiting it to grow into a proper successor to X-Com. Looks like we now only need the destructable scenery and a bit better AI. And maybe move it back to earth to get that threatening unknown invader wibe back.
itamae
05/02/07 @ 11:23
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What, no destructible scenery again? Bah!
mkreku
05/02/07 @ 11:25
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Actually, I wish they would make a Silent Storm 3. This time without those panzer.. whatever-they-were-called and unbalanced weapons.
SuperBas
05/02/07 @ 11:33
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X-Com is ages old, and had destructible scenery, so why not this game? We need scenery that's running on Havok physics, for the maximum effect.
Zastai
05/02/07 @ 11:52
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I loved the XCom series back in the day, but felt severely underwhelmed by the demo of this game. Very annoying SFX, and a clunky control system made it decidely non-fun for me. YMMV.
UncleLou
05/02/07 @ 11:59
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Played the demo and quite liked it. However, I am starting to get seriously annoyed with 3D strategy (or RPG) games that require you to keep tilting, twisting and turning the camera to get an idea what's going on.

For the 100th time, dear developers: even with 3D, you can, just as in a 2d game, make a default camera perspective that works in 99,9% of all situations. For that 0,1% of situations where it doesn't work, I am more than happy to move the camera. That's how it should be, not the other way round. The Total War series is pretty much the only game I can think of where it's justified.

In other words: Age of Empires III or Titan Quest camera = GOOD, Caesar IV or NWN2 camera = BAD.
Edited 2 times, most recently on 05/02/07 @ 12:00
Metalfish
05/02/07 @ 13:03
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/Goes to find demo
Freki
05/02/07 @ 13:04
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Does anyone know if this one comes with Starforce? After the pain and suffering it caused me I will never buy a game using it again!
steoc4
05/02/07 @ 13:28
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So is this from the same developers as x-com or something?

I'm kind of confused by the language used, I remember Enemy Unknown and Terror from the Deep, but I thought at the time X-Com was the european title and UFO was the american title or something like that, they seemed to be interchangeable.

UFO is a different series entirely then? I'm going to have to do some research, loved X-Com back in the day.
Merefield
05/02/07 @ 13:30
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Even the excellent free 3D TA remake, Spring has a workable default view, despite having a "full" 3D engine (ok, it doesn't support bridges or tunnels)

In fact the Spring community is so good and its mods so well developed, i've hardly any time to buy and play strategy games that cost money!

EG, correct me if i'm wrong, but an article here on Spring is long overdue.
Edited 2 times, most recently on 05/02/07 @ 13:35
glaeken
05/02/07 @ 13:32
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It sounds closer to the original than their last couple of efforts. Still not sure if that is enough for me though.

No destroyable scenery is a bit of a let down. Taking out whole buildings with the blaster launcher in the original game was so much fun.
mkreku
05/02/07 @ 13:44
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Booby trapping a door with a RPG-42 in Silent Storm was also highly satisfying. The damn thing always took down half the building with it whenever a soldier opened the door :) I think it was called a RPG-42.. a huge hand grenade of some sort.
ave
05/02/07 @ 13:45
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Still not all that great unfortunately :(

If you found the previous two as boring and poor as I did, you'll feel about the same for this one.
millerlfc
05/02/07 @ 14:12
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The original UFO/X-Com was brilliant - just reading this review makes me want to play it again.

Lack of destructible scenery is dissapointing though. Once you got alien grenades and blaster launchers I used to decimate half of the map getting the sneaky buggers who tried to hide.
only1buzz
05/02/07 @ 15:12
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Yeah i agree with mkreku, Silent Storm 3, if it was the same engine as Silent Storm 2, would rock. defininately keep it WW2 and authentic weapons and with completely destructable worlds but obviously different missions, Italian, African, Japanese?
thegouldfish
05/02/07 @ 15:15
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Gah All I want is a modern game remake of X-Com.

Nothing added (even though a few extra weapons would be nice) but more importantly nothing removed.
alithebull
05/02/07 @ 15:52
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i really hope this isnt as difficult as the first one (aftermath, not xcom) that got soooooo difficult toward teh end i gave up!

after shock is still sitting there asking to be played..... will have to wait for this one...

just as quick aside: xcom apocalypse (the one in the city) is probably my all time favoutire game but i can never get it to run on xp..... any suggestions?
Gastrian
05/02/07 @ 17:01
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For those that are confused.
The Xcom series of games were owned by Micropose, in America the first title was just called UFO: Enemy Unknown, in Europe it was X-COM - UFO: Enemy Unknown. After that game Micropose stuck with X-Com and all titles, American and European were under the X-Com label. In the late 90's Micropose were going to reinvent X-Com, going back to the start and instead of having faceless squaddies you'd have a squad which the games narrative was based around. Sadly Micropose went bust, Atari bought them out and to this day still own the rights to X-Com, even though they've done nothing with it.

These games are published by a group called Cenega who have no affiliation to Atari. Even though the first X-COM game was called UFO it has nothing what-so-ever to do with this series of games.
Katsumoto
05/02/07 @ 17:17
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almost right - In USA it was XCOM: UFO DEFENSE (sic) I believe and it's there the x com title came from. I think!
Machiavel
05/02/07 @ 18:17
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/pines for hunting aliens through pitchblack cornfields with destructible scenery...
Gastrian
05/02/07 @ 19:36
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Katsumoto, I stand corrected. It was UFO: Enemy Unknown in Europe
James Caldari
05/02/07 @ 20:18
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If memory serves, UFO Aftermath was built on the Dreamland Chronicles engine, which was developed by the Gollop Brothers (the creators of the X:COM series, and Laser Squad before that). Virgin dropped Dreamland Chronicles, so the Gollops went on to make Laser Squar Nemesis, whilst Altar Interactive took the project up... resulting in UFO Aftermath. So, there is a connection between UFO Aftermath et al and the original X-COM series.
mkreku
05/02/07 @ 21:13
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Now that I think about it.. I want Silent Storm 2. I don't think there's no need for Silent Storm 3 yet, as there never was a Silent Storm 2 :P Got it mixed up with System Shock 2 for some reason.. Gaah.
UncleLou
05/02/07 @ 21:33
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There was some kind of pseudo-sequel under a different name - it's said to be pretty horrible, though.

Silent Storm is ace, if only the computer ............. didn't ................. take ............. aaaaaaaaaaaaaaages .................... for ........... his .................................. ..................... ................. t...u...r...n...s.
UncleLou
05/02/07 @ 21:35
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Hammer & Sickle. That's the name of the sequel.
Dragul
05/02/07 @ 23:04
#30
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kudos for unclelou... that's the name... I wish I knew where I had my silent storm dvd...
Collie
05/02/07 @ 23:37
#31
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Looks horribly cheap and tacky with those graphics. It's a million miles away from the eerie and menacing look of earlier titles. X-Com 1 still shits me up when a Chryssalid turns half my team into zombies in the dark. Even Aftermath had a fairly good atmosphere, especially the ambient music. By the way, for all those that found Aftermath got ridiculously hard, just start taking collapsible machineguns and the like around and deploy immediately at the start of base missions and in the doorways of actual UFOs/bases. Once you figure out where best to place them, you'll soon wipe everything out without taking barely a scratch and 50 repetitive missions later you'll have won.

Anyway, Afterlight looks like another game that might be worth a look when its in the bargain bin. Before then, however, I'll ignore it.
uk_john
14/07/07 @ 09:13
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I buy these games as they are some fun, but never enough. I agree there is a connection between this series and the Gallup Bothers Dreamland project, so there is a connection to the original X-Com games from Microrprose.

I think what we are all saying when we say the Altar games are not good enough in this way or that, is that the original game was so damn perfect! My phrase would therefore be :

'In many areas Aftershock hasn't quite reached the levels of perfection of the original UFO Enemy Unknown (UK name))'

I have never had the original X-Com off my PC. I will be playing it again, as I always do, when Altar releases a new UFO game that always ends up not being 'quite there'!

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