148 Apps on Facebook 148 Apps on Twitter

Tag: XCOM »

7 iOS Games to Make the Wait for XCOM: Enemy Unknown Easier

Posted by Rob Rich on June 7th, 2013


Even with the iOS release of XCom: Enemy Unknown rapidly approaching, some may find the wait unbearable. Playing the original release on Mac, PC, 360, or PS3 is certainly an option but if you're specifically looking to fill the gap on your iOS device (or simply want to play something similar on the go) then today's your lucky day. We've got a list of seven different iOS titles that ought to scratch that itch until Firaxis makes it official. Keep in mind they don't all offer the same exact X-Com experience, but they do all evoke a similar feel for various reasons.

Aliens versus Humans is definitely the list's most faithful to the early X-Com series. Skyrangers and Interceptors are MIA but there's still plenty of that good old back-and-forth between base management and turn-based firefights. New technologies such as advanced weapons and armors can be researched and produced and soldiers can acquire marginal improvements if they survive a number of missions, too. It's the closest thing to playing UFO Defense on your iOS device that you're likely going to find for a good long while.

Hunters 2 shares quite a few key similarities with early X-Com games, but it's not a 1:1 likeness. Many key elements are here; such as hidden enemy movement, soldiers that level up and learn new skills individually, customizable loadouts, and needing to keep an eye on action points (i.e. Time Units). That said it's also its own game with an emphasis on combat over management, daily missions to complete for extra credits in addition to the campaign, and a much smaller (but elite) team to control that prevent the stages from overstaying their welcome.

Tactical Soldier - Undead Rising is another close comparison to the older X-Com series. It’s zombies instead of aliens, and it’s all about the skirmishes with little in the form of resource management, but it’s definitely rocking that tactical vibe. Stylistically it’s very reminiscent of getting a squad of rookies killed before they even step off the Skyranger, and there’s a big focus on each soldier progressing individually with better stats and abilities.

Battle for Wesnoth might use orcs and elves instead of aliens and space marines, but it still manages to capture some of that classic X-Com magic. Mostly it's because your soldiers can be leveled up individually and sport their own names, but it's also just a very rewarding strategy game. One with a ridiculous amount of campaigns to play through and factions to control.

Frozen Synapse doesn't require any base management. It doesn't have named soldiers that can individually tweaked. There aren't any aliens. And yet, most missions in this simultaneous turn-based strategy game feel quite a bit like X-Com. Your soldiers are just as susceptible to bullets are your enemies, and losing even one can have a huge impact on your strategy and chances for success. There's also the added intensity of planning each move, right down to the little details like which direction a soldier will aim. That in itself isn't so nerve-wracking but having to decide what to do without knowing what your opponent is planning (and vice-versa) can be just as harrowing as being down to your last rookie and knowing that final (you hope) Sectoid is close by.

Star Command is a bit similar to Frozen Synapse in that its strategy is more reactionary. Rather than trying to lure enemies to key positions you need to think fast and get your crew out of harms way while simultaneously trying to avoid getting your ship scrapped and trying to blast your opponent's vessel. There's nothing turn-based about it but the combat can be every bit as lethal and death is just as permanent. Of course it's possible to reload an earlier game in order to save a downed crew member, but that sort of goes against the spirit of it all.

Rebuild might appear to be the least X-com-like game at first glance, but it's actually just as valid as every other title on this list. Instead of capturing the feeling of a desperate struggle to keep your squad alive, it captures the feeling of a desperate struggle to plan ahead and manage resources well enough to prevent total annihilation. In essence it's more like the Geoscape than the battlefield. Carefully taking control of various buildings, divvying out salvaged weapons and clothing, and assigning roles that best fit each survivor's skillset are all essential to not ending up like every pocket of humanity always does in a George Romero movie.

Mulling over Mutons: Jake Solomon on XCOM: Enemy Unknown and the Port to iOS

Posted by Rob Rich on May 31st, 2013


For those of you who don’t know, the original X-Com: UFO Defense is one of the most beloved strategy games in existence. It was only fitting for it to receive a modern update of sorts, but XCOM: Enemy Unknown turned out to be a modern update that was treated with the utmost respect by Firaxis (Civilization IV, Civ. V). Now that same re-imagining of a genre cornerstone is coming to iOS. XCOM: Enemy Unknown’s lead designer, Jake Solomon, was kind enough to answer some of our questions regarding the upcoming mobile release.

148Apps: You and the rest of the Firaxis team obviously have a ton of reverence for X-Com and it shines through in Enemy Unknown. Has X-Com had any influence over other projects you've worked on?
Jake Solomon (JS): Since the first time I played X-Com, it has been one of game designs that exemplifies to me a great game, and that means that it’s also been a big part of how I think about game design to some extent. Specific influences are probably harder to point out, but I still crack it out and play the original from time to time.

148Apps: What's your fondest memory from the original X-Com? Mine is making it to the point where I'm invading alien bases without having lost a single soldier on the way.
JS: Wow, that’s really hard to pick one memory. There are always a handful of moments from a game that you remember, and you take them together and you can tell these war stories about the game. For example, I remember this one game where I had this one rookie who was so useless and I was like: “Son, you’re going to Mars. I can make that happen for you.”

148Apps: How about the aliens? Any particular favorite or least favorite? I find I have a sort of love/hate relationship with Cryssalids.
JS: The Chryssalid is iconic for sure. I guess the one I don’t miss is the Silicoid. I mean, it’s a rock, and it spits at you, and it leaves a giant trail showing where it went. It’s such a non-threat.

148Apps: Deciding what to cut, keep, and change when streamlining X-Com’s mechanics for Enemy Unknown must have been pretty tough. Was there anything you all were actually glad to see go?
JS: I don’t think I was necessarily happy or sad about specific changes we made. We felt the mechanics changes were necessary because of the systems we wanted to include in the game, like soldier and alien abilities and the class system. We did want to make sure that all of the decisions you were making were meaningful ones that had real consequences within the game, and keeping that in mind was sort of a guidepost for the mechanics design.

148Apps: The iOS port of Enemy Unknown looks like it's coming along quite well. Was an iOS version always planned or was it a result of the game's PC and console reception?
JS: There was a discussion about whether the iOS version was even feasible at first. Unreal 3 does scale very well, but we still had to go investigate the tech side. And what do you know? It worked really well. After that it was largely a matter of adjusting the interface and making some changes for storage size.

148Apps: Please tell me the option to customize soldiers' names and appearances is still in there!
JS: Yes, you can still fully customize your soldiers. That’s such a huge part of how people play XCOM that it wouldn’t have been the same if that wasn’t in there.

148Apps: Have there been any features for iOS devices that aren't prevalent on consoles/PCs (camera, QR codes, augmented reality) that you've considered incorporating into this version of Enemy Unknown? Not necessarily as major elements but as little extras or something?
JS: We wanted to make sure that the game that we released on console and PC played solidly on the iPad, so getting that experience solid was our highest priority. I’m sure there are cool things we could do with the camera and location tools, but that’s something to think about for the future.

148Apps: I could see Enemy Unknown's multiplayer working quite well on iOS, especially if it was asynchronous. Any chance of that happening or is the focus entirely on the campaign right now?
JS:There will eventually be an update that includes multiplayer, and that’ll be a free update for people who own the game.

148Apps: Will the iOS version of Enemy Unknown include the "secret" characters and/or extra Council DLC missions? Or might the missions be available as add-on content?
JS: We’ve been focusing on creating the best release on iOS as possible – we hope this release like the PC and console will drive a lot of interest and community feedback!

We here at 148Apps would like to extend our appreciation to Mr. Solomon and the entire Enemy Unknown team for answering our questions and for making a remarkably excellent strategy game. No specifics on a release date or pricing are available yet but it’s due out “this summer” and will have a “premium” price tag.

Aliens Versus Humans 2.0 is Coming, and I Helped!

Posted by Rob Rich on September 20th, 2012
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarstarhalfstar :: A HEAVENLY HOMAGE :: Read Review »

When I first reviewed Aliens Versus Humans I found it to be full of promise, but the lack of a Geoscape and base maintenance of any kind sapped some of my enjoyment. What’s already there is great stuff, but in the back of my mind - and most likely in the back of everyone else’s - it just wasn’t the complete experience. However, Leisurerules has been hard at work since the initial release and are preparing to hit the App Store with their 2.0 update early next month. Just in time for XCOM: Enemy Unknown if all goes to plan. I’ve had the fortune of being able to check it out early, and I can honestly say it’s not going to disappoint.

So why is Aliens Versus Humans 2.0 special enough to warrant such attention? Because it’s essentially a totally different game. The original AvH missions are being sectioned off as “Training Missions,” while the real meat of the game has been designated “Onslaught.” In Onslaught players can expect the kind of portable X-COM experience they’ve always wanted. The Geoscape, ‘pedia, recruitment, research, staffing, manufacturing, and base construction (with multiple bases) is all present and accounted for. It’s practically perfect X-COM in all its immaculate and frustrating glory, only now you can play it whenever and wherever you want. And I helped.

Jim Coughley (coding, artwork, sound, music, testing), contacted me after my review of AvH had gone live, we had a brief back-and-forth regarding our mutual love of the original series and thoughts about what AvH could use in terms of various improvements, then before I knew it I was asked to help out as an advisor for future versions. In other words I take a look at various builds and offer feedback. According to Jim, this was largely due to my love of the series as well as the way I “…didn't hold back in [my] comments and criticisms and [my] feedback came with sound reasoning…” And now I take a moment to blush (seriously). The lack of a Geoscape was a major (and fairly obvious) issue but we’ve also discussed smaller things like interface tweaks and menu layouts. As someone who loves video games, and especially X-COM, this has been an awesome and surreal experience all-around.

I’m obviously proud (and possibly a little biased) about how Aliens Versus Humans is turning out, but that shouldn’t keep you X-COM fans from checking it out. It really is fantastic and once the 2.0 update goes live it should fill that strategic alien-fighting gap quite nicely. But if you’re still not sure there’s always the free version, limited to early missions only and no Onslaught mode, to try out which is slated for the same release window as 2.0 (early October).