4/19/2021 0 Comments Ufo Afterlight Guide
The game elements that seemed overly complicated will be simplified, and in return, others will be given a more desirable complexity.IGN is among the federally registered trademarks of IGN Entertainment, Inc.
Search UFO: Afterlight Interview We learn about the third title in ALTAR Interactives genre-bending series, including its emphasis on RPG elements By Richard Aihoshi - Jonric Updated: 17 Jun 2012 7:13 am Posted: 18 Feb 2006 2:50 am In ALTAR Interactives UFO: Aftermath, life on Earth was almost eliminated. Released into the atmosphere by an attacking alien spacecraft, mysterious spores multiplied so quickly that they smothered virtually everything on the surface. When the scattered survivors emerged some weeks later, a slimy, tangled biomass was creeping across the face of the planet. They had little time in which to learn about and defeat the extraterrestrial enemy. The remnants of humanity had crafted a huge floating island, but corrupt leadership and factional conflicts led to the erstwhile sanctuarys destruction. Ironically, a new generation was left with no alternative other than to reclaim the very world their forebears had chosen to abandon. Announced last year, UFO: Afterlight is described as offering an entirely different perspective on the events of the sequel, which are seen this time through the eyes of humans living on Mars. In progress at ALTAR Games, seemingly an offshoot of the original developer, the new title will once again blend global strategy and squad-based tactical missions. The former will incorporate mechanisms like resource management and terraforming, while the latter will entail advanced possibilities like entering buildings, destructible environments, thermal vision and more. The RPG elements will reportedly be much more prominent, a statement that definitely caught our attention. To this end, we recently put a set of questions to Project Manager Lukas Izmi Vesely, Story Designer Karel Makovsky and Lead Designer Radim Rumun Krivanek. Includes eight exclusive concept images and renders Jonric: As an introduction to UFO: Afterlight, what type of game is it, and what kind of play experience will it provide Lukas Izmi Vesely: UFO: Afterlight belongs to our UFO series - UFO: Aftermath and UFO: Aftershock, released in 2003 and 2005 respectively, and originally inspired by the X-COM series. As well as X-COM and our previous UFO editions it consists of two related approaches - global strategy and small-squad tactics are merged together with an interesting story. Research, manufacturing, building and character development are all contained in the strategic part of the game. However, they strongly influence the tactical - or combat - part. The global strategy element contains scientific research, engineering development, resource and base management, development of the characters abilities, and diplomacy with other parties. The tactical aspect is controlled with SAS (simultaneous action system); this is a middle ground between a real-time approach and a turn-based one. Jonric: What core strengths of the previous UFO titles form the foundation youre building on this time What are you adding or substantially modifying Lukas Izmi Vesely: The strongest aspect is a polished tactical controlling system that every player can customize to their advantage. UFO: Afterlight will contain much stronger RPG elements than before; the player is going to know all the soldiers and other characters by name, not just because they are the most precious resource in the game. This may remind players of the feeling from Original War, one of our previous projects that some devout RTS fans might remember. In UFO: Aftershock, we greatly benefited from feedback and comments from fans, and we wont be neglecting them in Afterlight.
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