UFO: Aftermath First Impressions

Since nobody else has mentioned it, it looks like I’ll be the first to offer some impressions of UFO: Aftermath. Got it on Thursday, been playing it all weekend and I’m ready to offer an opinion now: Get this game. It’s at least 80% of the “XCOM 1 with updated graphics” people have been screaming for. I’ll keep it as spoiler free as possible. There’s also a fair bit to cover, so apologies if I don’t mention your favourite features, but feel free to ask and I’ll try to answer.

The premise is very similar to XCOM - aliens have invaded, and you need to lead an elite group of soldiers on a bunch of tactical ground missions to kick them off your planet, whilst co-ordinating a greater strategic effort over the globe. So, how does it all work? Well, the first thing you’ll notice is that the Strategic game has changed, despite looking almost identical to the original (the Geoscape). No more base micromanagement - each base can be Military, Research or Engineering. Mil bases increase your control over an area and can be used to launch interceptor jets and the trusty troop transports, in this case a chopper. Additional Research and Engineering bases will reduce the time needed to perform those tasks. Also, you can’t build bases: they must be captured in a two part tactical mission. The tech tree is much larger than in any of the XCOM games, and most of the story in UFO is told through research reports (the rest being told via hardcoded missions, more on those later).

The game automatically generates most missions available to you with some special internal voodoo. According to the designers, it will create “flashpoints” where human forces are coming into contact with the aliens and generate a mission there. Missions can be of various types: recon an area, see one alien of each type, capture a live alien, eliminate all aliens, capture a base, raid an alien base, destroy an alien installation, etc. The exceptions to this are the missions you generate by shooting down a UFO and sending a team to clean up the area. These are also two- part missions (1 - reach the entrance to the UFO, 2 - kill or capture all occupants). Other exceptions are the aforementioned story missions that will pop up when you’ve met certain hidden criteria, the first of which takes you to Area 51 to grab some documents. An important point to note here is that you cannot and should not attempt every mission that appears on the strategic map. You only control the elite soldiers of Earth’s forces, while there are actually many more human units all over the globe. So, you can delegate a mission to these AI forces if you don’t feel like dealing with it yourself. This adds a great deal of strategy to the Geoscape game, having to choose which missions you’ll do yourself and which to leave to the vanilla soldiers.

The tactical game is the meat of UFO as it was in XCOM. The graphics look dark and post apocalyptic, very reminiscent of Fallout Tactics, and the terrains are randomised, as expected, with a healthy variety of location types. The pausable/realtime Simultaneous Action System (SAS) implemented here is very slick. You can queue up a bunch of actions for each of your soldiers, un-pause and watch what happens or pause to tweak your plans at any time. Soldiers can use cover and fire round corners. Some of the static objects can be destroyed while buildings can’t and also can’t be entered, and while I don’t really miss this too much, I realise that some will be disappointed. There’s a shockingly large number of real world weapons (no melee), before you even get to use any alien tech. All loot is auto collected at the end of a mission, but you can take the weapons off alien corpses if you need to use them straight away. A basic RPG style experience/levelup system is implemented, making your troops valuable rather than cannon fodder. Soldiers have main attributes and derived skills. When you level up, you get to apply a point to an attribute which in turn increases several skills. There are many different types of aliens, apparently about 25 in total, and they range from utterly harmless to completely fucking deadly. Make no mistake - the tactical game is hard as all hell. You need to really use squad level tactics well to survive here.

So what’s the verdict? I like it a lot. It’s unquestionably reminiscent of XCOM, thematically and in game design. The graphics aren’t the best I’ve ever seen, but they’re not horrible either. Music is fair to good but the sound is sparse and soldier voices are horrible. The most important thing I need to make clear is that this game equals XCOM in addictiveness. It truly has the “one more tactical mission before bed” qualities of it’s predecessor and has kept me awake at night thinking about how I’m going to resolve a FUBAR’d UFO recovery where I’ve been surrounded by Reticulans with plasma launchers. Just as in XCOM, the strategic layer combined with the story/research provide a strong motivation to plough into the next tactical mission. Who knows, you may find a new alien to kill or gun to use.

The floor is open for questions.

Thanks for the first impressions, Sam. Where did you buy it? I went into the local GAME at the weekend, but didn’t notice it. That could of course be because the place was packed with the sort of people who think standing in front of the displays staring gormlessly into space is a fine way to spend a Sunday.

Think its available in the UK only.

www.gameplay.co.uk

A word of warning: Lots of people on the official forums have been complaining that there are install errors, so it looks like the pressing plant made a load of bad discs. Mine are okay, so maybe Gamplay got a good batch :)

Thanks, it looks like they’re cheaper than the high street too, although it’s easier returning stuff to GAME, in the event of problems, as they’re only 10 minutes walk away :) .

Amazon.co.uk have it for £22.49 UKP

So when is this coming to the USA?

The 16th of October, according to EB.

£24.48 including postage :) . Just ordered it, after all it is my birhtday next week.

Go on, you deserve it.

BTW, there is a patch out already for the UK version only, which corrects a couple of text problems, a slowdown and an infinite alien energy cell exploit that I was getting quite used to!

ftp://www.cenega.com/UFO/eng_10_11a.zip

16th, eh? Good. I was in GameStop the other day and the manager was holding an empty promo box. He was pissed because his computer still said September 22 (hah!) and had no updated info…

Hmm, sounds good. I like the idea of hardcoded missions — sometimes the original got too repetitive and I’d have to lay off it for a while, but special missions should vary things nicely if they’re well-placed.

I was playing X-COM:TFTD recently (until the emu version of Final Fantasy Tactics Advance stole me right away from it). I was so strong on Molecular Control that I was wiping out bases with hardly a human casualty…But it seemed like there was no hope of my finishing, because I was bottlenecked in that crazy tech tree. I needed a live Deep One to advance at all, but I hadn’t seen a Deep One since almost the beginning of the game.

So the Aftermath tech tree is a lot bigger…Does it seem like there are similar bottlenecks, or techs you absolutely have to have? Or is there room for players to have very different technical achievements?

OK, I’ll toss you some gameplay-related questions:

Could you give us more detail about the base management? For example, establishing new bases: do you raid alien bases and then decide what to use it as once the site’s secure? Do you still have to divide your roster and inventory among your military bases, or is there a central pool? Do base attacks happen, and if so, what happens if a research station is targetted?

What happens if you leave a mission to the locals and they get overwhelmed? Is there an opportunity to send in backup, or do you just get a “mission failed” message?

Is psi still a factor? I never did much with it in the original, to be honest, besides keep low-psi squaddies away from combat and mind-control the occasional grunt to open doors for me.

Is the “large number of real-world weapons” significant, or is a case of there being a dozen assault rifles with slightly different specs? And is there anything as ass-kickingly destructive as the blaster launcher? (Digression: the first time I brought a blaster launcher to a fight in the original XCOM one of my squaddies saw a snakeman slither through the living room of a farmhouse. I sent a blaster bomb through the window and had it impact the back wall of the room, figuring the blast would at least blow out the front wall of the house and let some of my squaddies target the snakeman. Instead, it flattened the farmhouse…all that was left standing was the back door. :shock: Next turn, the door opens up and a stunned snakeman slithers out, only to be cut down by my squaddies who had been approaching the building from the rear. End digression.)

What are the system requirements, and can it be tweaked to let it run acceptably on low-end hardware? (P3-700/384MB/GF2 in my case–yeah, I’m obsolete, but we need a new car, so…)

I played a little bit this weekend - was really disappointed you could only blow up cars and stuff and couldn’t knock holes in buildings. I mean, the great thing about building entry in X-COM was that you didn’t have to use doors at all if you didn’t want to.

One annoying this is that the default to the real-time system is that every single event is set to pause - there are like 30 of these - so teh game pauses and shifts to the action every five seconds or so. You have to turn off most of the stuff in order to get in a decent session that doesn’t require you hitting the space bar a jazillion times (this is in tactical mode).

The game could use a bit of polishing… I went on a recon mission to go find out about some aliens… I did that and had the option of leaving or killing them off. Well I killed them off… I think… and nothing happened. I ran around for a bit, but couldn’t find a command to End the mission. Finally I clicked on Abort and that finally ended the mission in a success - technically the button should say Cancel/Abort of change when you’re done but oh well.

— Alan

A “base mission” will appear on the geoscape when you have accumulated enough influence in a sector to take it. You send your troops to it like a normal mission. First stage is “get to the base entrance”, second stage is usually elimination of a certain number of aliens/mutants within the base. When that’s done, you will own the base on the geoscape, and it will be a military base by default. You can then click on it and reassign it as an Eng or Res base, with a 24hr reconfiguration penalty during which time it will operate in its new function, but at a reduced rate. As a bonus, when you take a base, you will usually also get a free little cache of equipment/guns.

There are separate human and alien base missions. Human bases are abandoned military installations that have been occupied by hostiles. Alien bases are gigantic landed UFOs, apparently v rare to see them flying, although I spotted one last night and sent my interceptors after it, only to have them chewed up by the alien fighter escort :)

There is no base management as such, you just have a squad screen from which your overall inventory is available. Early in the game, your soldiers will be located at one specific base, but you can relocate their chopper to any of your other mil bases. Later on, you can research a tech that lets your troops take the chopper from the nearest mil base to the mission.

Your bases can get attacked, but I haven’t had that happen yet.

What happens if you leave a mission to the locals and they get overwhelmed? Is there an opportunity to send in backup, or do you just get a “mission failed” message?

For most missions (story and some random types), when you click on the mission icon on the geoscape, you will have options to “Accept”, which dispatches your troops, “Delegate”, which will assign it to the AI troops or “Reject” which will lose you the mission (the aliens win). If you delegate it, the mission disappears. After a while you’ll receive a message telling you whether the delegated mission was successful or not. There is no way to recover a delegated mission that’s been botched by the AI. You can research “tech” improvements that will increase the chances of success in delegated missions. Also, AI forces look to your own elite forces for inspiration - if you are doing badly, it will affect the “morale” (hidden from the player) of the AI forces and they will be less likely to succeed. Obviously, the opposite is also true.

Is psi still a factor? I never did much with it in the original, to be honest, besides keep low-psi squaddies away from combat and mind-control the occasional grunt to open doors for me.

Yes, PSI is in the game. Soldiers have a PSI stat. I’m not far enough along to have seen it in action, though.

Is the “large number of real-world weapons” significant, or is a case of there being a dozen assault rifles with slightly different specs? And is there anything as ass-kickingly destructive as the blaster launcher?

You start off with access to a basic set of equipment and weapons, which is always free and freely available. Additional earthly weapons can be salvaged from tactical missions and taking bases (some of the early “aliens” use human guns for story related reasons). I’m not sure how to answer your question on significance, really. Given that it’s just a game, the guns are only going to be different graphics and stats! Your access to specific weapons is somewhat random. You may get lucky and get a sniper rifle, FN-FAL or Neostad shotgun early on, or you might not!

As for blaster launchers, I’m not sure, but I hope so! Alien weapons are very powerful, especially when they’re used on your troops!

What are the system requirements, and can it be tweaked to let it run acceptably on low-end hardware? (P3-700/384MB/GF2 in my case–yeah, I’m obsolete, but we need a new car, so…)

I’m running it on an AMD T-bird 750, 512mb RAM, GF3Ti200 and there’s no slowdowns that I’ve noticed. There’s not much in the way of graphical tweaking available, but I have everything switched “on”. Res is locked at 1024. One type of mission (UFO recovery stage 1 - outside the UFO) takes much longer to load in than any other, but apart from that it’s fine and stable.

Oh, and a question from John Many Jars:

So the Aftermath tech tree is a lot bigger…Does it seem like there are similar bottlenecks, or techs you absolutely have to have? Or is there room for players to have very different technical achievements?

Not sure about the flexibility of the tech tree as I’m not too far along it, but it seems to be similarly constructed to XCOM, with dependencies. However, requirements are split into “mandatory” and “optional”, so for example you can research a Cudgel autopsy with just a Cudgel corpse (mandatory) but it will go quicker if you also have a live Cudgel in captivity too (optional). Most research options are like this, though some only have mandatory requirements.

Hey, what’s the origin of the term “high street?” I know what it means, but I’m curious where it came from – why “high”?

Your bases can get attacked, but I haven’t had that happen yet.

I remember the first time this happened to me in X-COM… didn’t pay attention to base construction, just thought it was one of those things where you just filled up space. Then the attack happened and I went WHAT THE HELL and nearly lost the base. Intense stuff, I had to fanagle my way out of that one with everyone I had.

— Alan

I lost a base defense mission when I got bit by the inventory bug–the aliens were coming in with heavy plasma and blaster bombs, but the only stuff that came up in the base inventory was worthless stuff like medpacks and light sticks. I had to reload a save and toss all my interceptors at the incoming alien battleship so I wouldn’t lose the base. :?

Sam: let me re-phrase my question about significant choices. In some games (like JA2 with “more guns” selected, for example) you’d get a choice between half a dozen assault rifles with very little difference in performance–one might have a couple more hexes of range or do a couple more points of damage, but you could just as well have had a generic “assault rifle” or give everybody M-16s and not lose a lot of playability.

I see what you mean. Well, since your access to the guns is drip fed depending on what you salvage from tactical missions, you will have to make some choices over what to give your various troops. However, there are a lot of models that are very similar to each other in performance. Guns have quite a few different stats, including range for aimed and burst, clip size, ammo types (hard/soft/universal), rate of fire in aimed/burst modes and weight. Some models do dominate, but you’re not guaranteed access to them at any specific time during the game, and ammo is of course limited to what can be salvaged. The free caches of equipment upon taking a base seem to add a bunch of ammo of various types too, so you can replenish that way as well.

They could have just had Generic Assault Rifle Type 1, Type 2 etc, but it’s more fun finding out what cool new weapons you’re going to find next. I was surprised and impressed by the variety that they’ve included.

Okay, I want this game. How long until it’s released over here?