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Thread View: alt.games.x-com
23 messages
23 total messages Started by Christopher Dudley Mon, 17 Aug 1998 00:00
New X-COM Beta Test
#96
Author: Christopher Dudley
Date: Mon, 17 Aug 1998 00:00
5 lines
872 bytes
Thank you everyone for your enthusiastic responses.  I have taken all of
your names.  I am going to turn in a project proposal to Microprose in the
next couple of days.

Now I ask you, the players, what would you like to see in a redo?
Re: New X-COM Beta Test
#98
Author: mr.b... Mr Burns
Date: Tue, 18 Aug 1998 00:00
19 lines
1048 bytes
On Mon, 17 Aug 1998 14:13:42 -0500,  a hairless ape-descendant,
"Christopher Dudley" <cdu...@mail.inspired-designs.net>, uttered:
>Thank you everyone for your enthusiastic responses.  I have taken all of
>your names.  I am going to turn in a project proposal to Microprose in the
>next couple of days.

Please add my name to beta test list.

>Now I ask you, the players, what would you like to see in a redo?

SVGA graphics and A3D sound... That's all I want.

-- 
Mr Burns

"How can I tell," said the man, "that the past
isn't a fiction designed to account for the
discrepancy between my immediate sensations and
my state of mind?"
Re: New X-COM Beta Test
#99
Author: Malaclypse
Date: Tue, 18 Aug 1998 00:00
3 lines
597 bytes
3DFX and/or Multiplayer

Malacypse
Re: New X-COM Beta Test
#102
Author: mack... Mack-Jack
Date: Fri, 21 Aug 1998 00:00
18 lines
982 bytes
On Mon, 17 Aug 1998 14:13:42 -0500, "Christopher Dudley"
<cdu...@mail.inspired-designs.net> wrote:

>Thank you everyone for your enthusiastic responses.  I have taken all of
>your names.  I am going to turn in a project proposal to Microprose in the
>next couple of days.
>
>Now I ask you, the players, what would you like to see in a redo?
>

A multiplayer option, SVGA and perhaps multiple resolution choice,
like AoE has.

Mack-Jack
-- 
ICQ: 10719495
I was "Peter C." earlier, but now I'm Mack-Jack again :)
"Who's been taking bites of my Agent.ini file ?"
Re: New X-COM Beta Test
#100
Author: ShadSek
Date: Sat, 22 Aug 1998 00:00
13 lines
881 bytes
Add my name aswell.

>>Now I ask you, the players, what would you like to see in a redo?
  Multiplayer, and a lot of multiplayer options like coop and deathmatch. Or
team mode. Capture the flag type games would also rule in an x-com
environment.

  Larger maps and more intelligent alien behaviour. Xcom 1 aliens were not
very high in the IQ dept.

  More toys(guns) to play with?

ShadSek
Re: New X-COM Beta Test
#103
Author: David Potter
Date: Sat, 22 Aug 1998 00:00
51 lines
1954 bytes
Could you please add me to your beta player list??

I would like to see:

*An inventory that is easier and less time consuming to use,

*Higher screen resolutions and SVGA graphics + maybe zoomable tactical
screen

*A prone position for my poor troops!!

*Audio Speech along the lines of "Arrrrgghh! I`m hit!!!" when a soldier get
shot by a gut
 splattering Plasma gun blast! Instead of "Xavier Harrison has died from
fatal injuries"

*A really cool ending FMV movie!

*Multiplay support would be nice, maybe a possible Strategy game + Tactical
Games

ie: you can choose some soldiers and equipment and just duke it out in a
tactical map of your choice or A full blown Strategy. Aliens vs X-Com
Geoscape kinda game.

* Variation in MAPS!!! Maybe some kinda terrain improvement. I would really
like to see transparent water effects, and maybe when you select troops you
get a little pic of their faces. These could change when injuries/
experience have been received.


Alot of ideas, and i know you will probably not be able to incorporate all
of them in your product but if you include just one of 'em, I am gonna buy
it!!!!!

---
David-James Potter

pott...@globalnet.co.uk



Christopher Dudley wrote in message
<7f%B1.1023$wN.3...@news.giganews.com>...
>Thank you everyone for your enthusiastic responses.  I have taken all of
>your names.  I am going to turn in a project proposal to Microprose in the
>next couple of days.
>
>Now I ask you, the players, what would you like to see in a redo?
>
>
Re: New X-COM Beta Test
#112
Author: Thalic
Date: Sat, 22 Aug 1998 00:00
7 lines
707 bytes
-multiplayer support

-different resolutions (i still love the old 320*200*256, but most  others
will prefere svga resolutions [i think])

-more "realistic" ground missions (perhaps bigger areas, rivers and bridges
would be nice [just an idea], more intelligent civilists...)
Re: New X-COM Beta Test
#113
Author: Thalic
Date: Sat, 22 Aug 1998 00:00
15 lines
856 bytes
>-multiplayer support
>
>-different resolutions (i still love the old 320*200*256, but most  others
>will prefere svga resolutions [i think])
>
>-more "realistic" ground missions (perhaps bigger areas, rivers and bridges
>would be nice [just an idea], more intelligent civilists...)
>
oops i forgot:

Thalic
PostEx...@gmx.net

"s gaffa h�t �berall"
                           d.f.
Re: New X-COM Beta Test
#114
Author: m... kEvin
Date: Sat, 22 Aug 1998 00:00
31 lines
1797 bytes
In article <7f%B1.1023$wN.3...@news.giganews.com>,
Christopher Dudley <cdu...@mail.inspired-designs.net> wrote:
>Thank you everyone for your enthusiastic responses.  I have taken all of
>your names.  I am going to turn in a project proposal to Microprose in the
>next couple of days.

>Now I ask you, the players, what would you like to see in a redo?

Correct the bugs in the "go to" routines. I hated having soldiers run way
out of the way (invariably into a prox grenade or enemy fire) when there
was a simple and obvious path. (And the continual hover in X-Com III when
you select an area they can't get to is irritating as well.

Correct the axial tilt of the Earth. (6 months of sunlight above the
arctic/antarctic circle followed by 6 of night.)

Make it easier to set up and save a squad configuration. I came to despise
the need to move weapons around before every battle in X-Com I, and while
X-Com III did it better, you still had to go back and add grenades and clips.

Keep the battles small. I thought X-Com II was much worse than X-Com I
because of the size and length of the battles. You might want to reduce the
carrying capacity of the skyranger or do something similar.

More variety in the tiles.

Use the X-Com I interface or make the X-Com III interface much simpler.


kEvin
m...@primenet.com
Re: New X-COM Beta Test
#115
Author: Lars Malmgren
Date: Sun, 23 Aug 1998 00:00
37 lines
1487 bytes

Christopher Dudley <cdu...@mail.inspired-designs.net> skrev i artiklen
<7f%B1.1023$wN.3...@news.giganews.com>...
> Thank you everyone for your enthusiastic responses.  I have taken all of
> your names.  I am going to turn in a project proposal to Microprose in
the
> next couple of days.
> 
> Now I ask you, the players, what would you like to see in a redo?
> 
> 
> 
Hello !!

Please add my name...

better air combat..  	-shooting down the UFOs
better gfx...		-faces of the soldiers in stat-screens ect.
			very high res.. (fx 1024x768)
better sound..		-3D sound -yes please !!
			lots of Arrgh's and different voices..
multiplayer		-yes please !!
better MAPS		-more variation... improvement of
			levels/stories
quick move mode	-usefull when moving a lot of units.. 
			something like -i what this unit to go there 
			without having to wait for the slow gfx.
			to finish..
			-the abillty to choose and select/program 
			the movement of a new unit without 			having to wait until the former
unit
			completes its movement....

regards
Lars Malmgren
sun...@get2net.dk
Re: New X-COM Beta Test
#116
Author: S. Laurijssen
Date: Wed, 26 Aug 1998 00:00
7 lines
1038 bytes
I only have one thing to add. It is strange that noone else has mentioned
it. I would like a "next unit" button in tactical combat. Then I won't have
to look for my soldiers anymore and I cannot "click miss" anymore. I hate
that, you wanna select another soldier, you click in the tile next to it (by
accident) and the selected soldier starts moving to that spot.

also, please include me as a beta tester. I would really love it!!
Re: New X-COM Beta Test
#101
Author: bla
Date: Thu, 27 Aug 1998 00:00
23 lines
1364 bytes
Please include me in the beta test.


Mr Burns wrote in message <35db9ff1...@news1.c2i.net>...
>On Mon, 17 Aug 1998 14:13:42 -0500,  a hairless ape-descendant,
>"Christopher Dudley" <cdu...@mail.inspired-designs.net>, uttered:
>>Thank you everyone for your enthusiastic responses.  I have taken all of
>>your names.  I am going to turn in a project proposal to Microprose in the
>>next couple of days.
>
>Please add my name to beta test list.
>
>>Now I ask you, the players, what would you like to see in a redo?
>
>SVGA graphics and A3D sound... That's all I want.
>
>--
>Mr Burns
>
>"How can I tell," said the man, "that the past
>isn't a fiction designed to account for the
>discrepancy between my immediate sensations and
>my state of mind?"
Re: New X-COM Beta Test
#117
Author: Jori F Airamo
Date: Thu, 27 Aug 1998 00:00
9 lines
825 bytes
S. Laurijssen <se...@laurijssen.demon.nl> wrote:
> I would like a "next unit" button in tactical combat. Then I won't have
> to look for my soldiers anymore and I cannot "click miss" anymore. I hate

So you haven't found this button yet??? You may use 'next and forget' or
just 'next'.
--
     < "And then we wonder how machines >
     <  can steal each others' dreams"  >   Jori
Re: New X-COM Beta Test
#118
Author: Detonate
Date: Thu, 27 Aug 1998 00:00
8 lines
880 bytes
I've caught this thread late, but is this for real - beta players required
for a remake!?

If so, whom do I contact to be included and find out more info?

Thanks

Detonate
Re: New X-COM Beta Test
#120
Author: alac...
Date: Sun, 30 Aug 1998 00:00
13 lines
1027 bytes
In article <7f%B1.1023$wN.3...@news.giganews.com>,
  "Christopher Dudley" <cdu...@mail.inspired-designs.net> wrote:
> Thank you everyone for your enthusiastic responses.  I have taken all of
> your names.  I am going to turn in a project proposal to Microprose in the
> next couple of days.


I'd love to Beta test this new game..count me in too!!

Thanks..Mike

-----== Posted via Deja News, The Leader in Internet Discussion ==-----
http://www.dejanews.com/rg_mkgrp.xp   Create Your Own Free Member Forum
Re: New X-COM Beta Test
#104
Author: ki... Joe Schulte
Date: Fri, 25 Sep 1998 00:00
77 lines
3663 bytes
David Potter (pott...@globalnet.co.uk) wrote:
: Could you please add me to your beta player list??

: I would like to see:

Are we talking something based on the first X-com, or the (IMO) terrible
Apocalypse. Assuming we're talking about the classic, here....

: *An inventory that is easier and less time consuming to use,

Defaults. Don't arm guys based on what is loaded into the transport first.
I want to be able to assign Bob to a skyranger and equip him with X, Y,
and Z. 

Unless I change that, I *always* want him to be equipped with X, Y, and Z.

: *Higher screen resolutions and SVGA graphics + maybe zoomable tactical
: screen

And on that, spooky environments. Hunting aliens in a farmstead was
nothing special - doing it at night with spooky music, crickets, and the
like was sometimes almost frightening. 

Meanwhile, running around a mall with neon everywhere and bright red suits
was just, well, bad.

: *A prone position for my poor troops!!

Crawling and the like would be good, too. Maybe make them able to hide?
Base their chance of detection by an alien on cover, range, lighting, etc.

: *Audio Speech along the lines of "Arrrrgghh! I`m hit!!!" when a soldier get
: shot by a gut
:  splattering Plasma gun blast! Instead of "Xavier Harrison has died from
: fatal injuries"

And when someone just plain dies (instead of bleeding to death), TELL ME
that "Xavier Harrison has died", don't just have him drop and have him
replaced by "corpse". Sometimes I'm not sure who just got bagged, and I'd
like to know.

: *A really cool ending FMV movie!

I'd happily miss out on this for a good game. 

: *Multiplay support would be nice, maybe a possible Strategy game + Tactical
: Games

: ie: you can choose some soldiers and equipment and just duke it out in a
: tactical map of your choice or A full blown Strategy. Aliens vs X-Com
: Geoscape kinda game.

Sounds good to me, but this'd take the game in whole new directions (the
stratgic play, not the deathmatch kinda thing). It'd be incredibly hard
for X-Com to win a game like this, IMO. The aliens wouldn't have too much
trouble discovering the general location of the X-Com base. Once that
happens, they can either avoid it or swamp it.

: * Variation in MAPS!!! Maybe some kinda terrain improvement. I would really
: like to see transparent water effects, and maybe when you select troops you
: get a little pic of their faces. These could change when injuries/
: experience have been received.

More stuff that is a good idea, but isn't really necessary. Making the
terrain less blocky would be nice, but besides that, I loved how the
modular terrain worked in X-Com. A lot of "the same" without becoming "the
same old same old".

Also, PLEASE make sure terrain features are fully destructible. There have
been times when it would have been too costly to take a bunch of aliens in
a barn out. 

So instead I just set the thing on fire, or started systematically taking
out the walls.

Making it so that a building could collapse after losing enough of its'
bottom structure would be nice, too.
Re: New X-COM Beta Test
#105
Author: Detonate
Date: Sat, 26 Sep 1998 00:00
64 lines
4044 bytes
Joe Schulte wrote...

>Are we talking something based on the first X-com, or the (IMO) terrible
Apocalypse. Assuming we're talking about the classic, here....


We are indeed talking of the original two titles UFO & TFTD.  As you may be
aware, there is some debate as to whether this rumour has any foundation to
it.  MPS Europe has denied such a project, while contacting
sup...@microprose.com leads to some very strange replies from someone
called 'chazz'...  Both are turning up blanks so far.  However, the
following link http://home.sol.no/~stighw/X-COManiac/news.html takes you to
the XCOManiacs website.  As you will see, the author has an alleged response
from Dave Ellis, who makes mention of a next title _after_ Alliance.

If you search through dejanews, you should be able to find previous threads
we embarked upon, covering much of the same thoughts as your own for ideas
in the remake.

There is one word of caution though regarding a remake...

Westwood are getting some criticism for their attempt at Dune 2000.  If MPS
were to go ahead with a 'remake' I for one would like to be involved in the
game project from as early as possible, to avoid the mistakes made by
Westwood.
    Hopefully, involving the gamers at an early stage will weed out
potential problems from the start, instead of going through all the donkey
work, only to find it is not what was intended.
    Essentially, I think the term 'remake' is in danger of being
misinterpreted.  We have been using it in the context of a game which goes
back to XCOM roots, avoiding the bells and whistles of additional products,
but with the benefit of a) 4 years of technology,  b) a hard core of XCOM
fans and a proven track record for the game, and c) Hindsight - getting
gamers involved in the project early - not when an alpha has been thrown
together like a dogs dinner, and reflecting what a programmer alone wants
from the game.

    From what I gather, this is what happens alot in the industry - a game
designer has an idea for something he wants to play, and then offers it to
the public.  Not neccessarily a good way to go selling products, based on a
single individuals wants.  "The needs of the many, outweight the needs of
the few"


    As for idea's, how about if you could assign a medic to the squad, and
set him up in a secure area.  Then, if a trooper gets hit, he makes his own
way to the medic, while the medic tries to get to the injured naut?  Both
would need some serious path coding, to avoid walking through enemy
territory as well as dealing with multiple injured troops.  I think the idea
of injured troops heading back to say the transport would be a pretty cool
idea, as it would mean you have to re-organised and rethink your approach.
You could ultimately override the troopers desire to run back to the
transport.  Sometimes, critical wounds which leave the naut with only single
figures of health would need to get to the nearest buddy.  As for medi kits,
I've been unhappy with both the original and Apoc versions.  It would be
better, IMHO, if two versions were available - a field kit [one use, deals
with a critical wound and stops the loss of further health] as well as the
bloody huge things carted around in TFTD, which could deal with multiple
critical wounds.

Just a thought


Detonate
Re: New X-COM Beta Test
#106
Author: Jakob
Date: Sat, 26 Sep 1998 00:00
88 lines
3407 bytes
This post was funny...

>Are we talking something based on the first X-com, or the (IMO) terrible
>Apocalypse. Assuming we're talking about the classic, here....
>
>: *An inventory that is easier and less time consuming to use,
>
>Defaults. Don't arm guys based on what is loaded into the transport first.
>I want to be able to assign Bob to a skyranger and equip him with X, Y,
>and Z.

You mean like in the "terrible Apocalypse"?

>Unless I change that, I *always* want him to be equipped with X, Y, and Z.
>
>: *Higher screen resolutions and SVGA graphics + maybe zoomable tactical
>: screen
>
>And on that, spooky environments. Hunting aliens in a farmstead was
>nothing special - doing it at night with spooky music, crickets, and the
>like was sometimes almost frightening.
>
>Meanwhile, running around a mall with neon everywhere and bright red suits
>was just, well, bad.
>
>: *A prone position for my poor troops!!
>
>Crawling and the like would be good, too.

You mean like in the "terrible Apocalypse"?

>Maybe make them able to hide?
>Base their chance of detection by an alien on cover, range, lighting, etc.
>
>: *Audio Speech along the lines of "Arrrrgghh! I`m hit!!!" when a soldier
get
>: shot by a gut
>:  splattering Plasma gun blast! Instead of "Xavier Harrison has died from
>: fatal injuries"
>
>And when someone just plain dies (instead of bleeding to death), TELL ME
>that "Xavier Harrison has died", don't just have him drop and have him
>replaced by "corpse". Sometimes I'm not sure who just got bagged, and I'd
>like to know.


You mean like in the "terrible Apocalypse"?

>: *A really cool ending FMV movie!
>
>I'd happily miss out on this for a good game.


<snip>

>Sounds good to me, but this'd take the game in whole new directions (the
>stratgic play, not the deathmatch kinda thing). It'd be incredibly hard
>for X-Com to win a game like this, IMO. The aliens wouldn't have too much
>trouble discovering the general location of the X-Com base. Once that
>happens, they can either avoid it or swamp it.


<snip>

>More stuff that is a good idea, but isn't really necessary. Making the
>terrain less blocky would be nice, but besides that, I loved how the
>modular terrain worked in X-Com. A lot of "the same" without becoming "the
>same old same old".
>
>Also, PLEASE make sure terrain features are fully destructible. There have
>been times when it would have been too costly to take a bunch of aliens in
>a barn out.


You mean like in "terrible Apocalypse"?

>So instead I just set the thing on fire, or started systematically taking
>out the walls.
>
>Making it so that a building could collapse after losing enough of its'
>bottom structure would be nice, too.

Ah, and that would be similar to the gravity in "terrible Apocalypse"?

Personally, I liked the game...

-Jakob
Re: New X-COM Beta Test
#107
Author: Detonate
Date: Sat, 26 Sep 1998 00:00
19 lines
997 bytes
ROFL!!!


Now, _that_ was funny!


Detonate

Jakob wrote

>You mean like in the "terrible Apocalypse"?
>
>You mean like in the "terrible Apocalypse"?
>
>Ah, and that would be similar to the gravity in "terrible Apocalypse"?
>
>Personally, I liked the game...
>
>-Jakob
Re: New X-COM Beta Test
#108
Author: Shaun Green Greenish9
Date: Sun, 27 Sep 1998 00:00
11 lines
974 bytes
I assume you all have previously read the message I am replying to.  I
just want to say: I agree with you completely, Jakob!  He says
Apocalypse was "terrible" (which it definitely WASN'T!), and then the
guy lists loads of stuff that he would like in a game - all of which was
in said "terrible" game!  Maybe he should think out his posts a little
more.

Greenish_9

PS. I don't intend any offence - just request that you (Joe) consider
exactly what you are saying.
Re: New X-COM Beta Test
#109
Author: ki... Joe Schulte
Date: Mon, 28 Sep 1998 00:00
32 lines
1870 bytes
Shaun Green (Greenish9) (gree...@greenshb.globalnet.co.uk) wrote:
: I assume you all have previously read the message I am replying to.  I
: just want to say: I agree with you completely, Jakob!  He says
: Apocalypse was "terrible" (which it definitely WASN'T!), and then the
: guy lists loads of stuff that he would like in a game - all of which was
: in said "terrible" game!  Maybe he should think out his posts a little
: more.

: Greenish_9

: PS. I don't intend any offence - just request that you (Joe) consider
: exactly what you are saying.

Let's add more "great" things about Apocalypse.

1. They totally fucked up the world. Megacorporations warring. In the
middle of a city. Vehicles randomly getting shot down. 

2. Aliens invading one big city. Why? Where's the rest of the planet? It's
not like they have to invent one. They know what the Earth looks like. I'd
bet most of the audience does, too.

3. Neon everything. Thrilling. 

4. People dress well. Even in the slums. Neat.

5. Nothing spooky about it whatsoever. 

The engine was fine, everything else was terrible. 

Now, what was being discussed? A grafting of the graphics from UFO to the
Apocalypse engine, or an update of the original?
Re: New X-COM Beta Test
#111
Author: ki... Joe Schulte
Date: Mon, 28 Sep 1998 00:00
95 lines
3846 bytes
Jakob (imma...@pacifier.com) wrote:

: This post was funny...

: >Are we talking something based on the first X-com, or the (IMO) terrible
: >Apocalypse. Assuming we're talking about the classic, here....
: >
: >: *An inventory that is easier and less time consuming to use,
: >
: >Defaults. Don't arm guys based on what is loaded into the transport first.
: >I want to be able to assign Bob to a skyranger and equip him with X, Y,
: >and Z.

: You mean like in the "terrible Apocalypse"?

Yes, like in the Terrible Apocalypse. I didn't say that the game didn't
have any redeeming features, did I?

: >Unless I change that, I *always* want him to be equipped with X, Y, and Z.
: >
: >: *Higher screen resolutions and SVGA graphics + maybe zoomable tactical
: >: screen
: >
: >And on that, spooky environments. Hunting aliens in a farmstead was
: >nothing special - doing it at night with spooky music, crickets, and the
: >like was sometimes almost frightening.
: >
: >Meanwhile, running around a mall with neon everywhere and bright red suits
: >was just, well, bad.
: >
: >: *A prone position for my poor troops!!
: >
: >Crawling and the like would be good, too.

: You mean like in the "terrible Apocalypse"?

See above, smart ass.

: >Maybe make them able to hide?
: >Base their chance of detection by an alien on cover, range, lighting, etc.
: >
: >: *Audio Speech along the lines of "Arrrrgghh! I`m hit!!!" when a soldier
: get
: >: shot by a gut
: >:  splattering Plasma gun blast! Instead of "Xavier Harrison has died from
: >: fatal injuries"
: >
: >And when someone just plain dies (instead of bleeding to death), TELL ME
: >that "Xavier Harrison has died", don't just have him drop and have him
: >replaced by "corpse". Sometimes I'm not sure who just got bagged, and I'd
: >like to know.

: You mean like in the "terrible Apocalypse"?

See above.

: >: *A really cool ending FMV movie!
: >
: >I'd happily miss out on this for a good game.


: <snip>

Nothing witty to say here?

: >Sounds good to me, but this'd take the game in whole new directions (the
: >stratgic play, not the deathmatch kinda thing). It'd be incredibly hard
: >for X-Com to win a game like this, IMO. The aliens wouldn't have too much
: >trouble discovering the general location of the X-Com base. Once that
: >happens, they can either avoid it or swamp it.

: <snip>

: >More stuff that is a good idea, but isn't really necessary. Making the
: >terrain less blocky would be nice, but besides that, I loved how the
: >modular terrain worked in X-Com. A lot of "the same" without becoming "the
: >same old same old".
: >
: >Also, PLEASE make sure terrain features are fully destructible. There have
: >been times when it would have been too costly to take a bunch of aliens in
: >a barn out.

: You mean like in "terrible Apocalypse"?

: >So instead I just set the thing on fire, or started systematically taking
: >out the walls.
: >
: >Making it so that a building could collapse after losing enough of its'
: >bottom structure would be nice, too.

: Ah, and that would be similar to the gravity in "terrible Apocalypse"?

: Personally, I liked the game...

Good for you. Your point?
Re: New X-COM Beta Test
#110
Author: a.gi... Andrew R. Gillett
Date: Wed, 30 Sep 1998 00:00
45 lines
2191 bytes
In alt.games.x-com, article <6uoigm$i...@newsops.execpc.com>, Joe Schulte 
(ki...@earth.execpc.com) wrote:
> Shaun Green (Greenish9) (gree...@greenshb.globalnet.co.uk) wrote:
> : I assume you all have previously read the message I am replying to.  I
> : just want to say: I agree with you completely, Jakob!  He says
> : Apocalypse was "terrible" (which it definitely WASN'T!), and then the
> : guy lists loads of stuff that he would like in a game - all of which was
> : in said "terrible" game!  Maybe he should think out his posts a little
> : more.
> 
> : Greenish_9
> 
> : PS. I don't intend any offence - just request that you (Joe) consider
> : exactly what you are saying.
> 
> Let's add more "great" things about Apocalypse.
> 
> 1. They totally fucked up the world. Megacorporations warring. In the
> middle of a city. Vehicles randomly getting shot down. 

What's wrong with that? And, btw, the vehicles don't get randomly shot 
down, there is usually a reason (i.e. the corporations are at war).

> 2. Aliens invading one big city. Why? Where's the rest of the planet? It's
> not like they have to invent one. They know what the Earth looks like. I'd
> bet most of the audience does, too.

RTFM.

> 4. People dress well. Even in the slums. Neat.

Who cares? Just shoot the aliens, don't worry about fashion.

> 5. Nothing spooky about it whatsoever. 

Its one failing, but the gameplay makes up for it.

> The engine was fine, everything else was terrible. 

IMO one of the best games of all time.

-- 
Andrew Gillett
http://argnet.fatal-design.com/
ICQ: 12142937
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