The other day I found an amazing offer on Steam; for the weekend only, you could get the first 5
X-Com Games (UFO Defense, Terror From the Deep, Apocalypse, Interceptor and Enforcer) for only €2. A nice price to pay for four of them. I guess getting Enforcer as well dropped the price of the package.
But I'm not going to write about Enforcer (yet; it deserves a video at least), but the previous games. X-Com, for those who didn't have the luck to play them and only know the most recent titles from the series (Aftermath, Aftershock...) was one of the greatest
turn-based strategy games ever conceived by a human mind. The premise was simple: protect the Earth from the Alien menace. Build a base, train special soldier, research new equipment (including alien gear), instalations, even vehicles, and get rid of the alien scum once for all by killing their hive-mind. Terror From the Deep and Apocalypse follow the same pattern, although the latter confines most of the gameplay to one "Megacity".
Interceptor was a rather interesting space flight simulator (as it still had some of the cool things, like corporations that provided funding, bases, different kinds of ships to pilot...) and Enforcer was a devilish miscarriage. So, I'm going to center on the first three.
What made them so special? Well, first, they were hard as shit, and very unforgiving; you could save the game during the combat sessions, but, if you forgot about it and one of the members of your crew died, you were screwed. And dying was easy: enemies hid, waited for you in rather decent ambushes, and used all shorts of weaponry against you, no mercy. But even if you managed to overcome them, there were certain rules. You needed to capture some of the aliens alive to gather data from them. To do so, you needed to stun them, which usually involved (in the second game) close quarter combat weapons. As if it wasn't hard already. You even needed to get some of their submarines/spaceships in order to be able to advance, and if you didn't make it when you should, you could find yourself unable to finish the game. The same goes for some of the stuff you could research. You could get into the endgame too soon, and only a lucky savegame old enough would mean not having to start from the very beginning.
Frustrating... but it could be worse. You could lose your main base to the aliens, and get them basically conquering the world while you were trying to rebuild your defenses. All the funding gone, the game doesn't tell you you've lost, even if you can see you have. And then, another Alien attack, and you lose all your X-Com. Game Over.
How could people think back then these games were amazing? Nowadays they would hardly get a good review.
Well, it featured some pretty awesome micromanagement, but what made it shine was the freedom. Every action was important, but more than put into place, you were dropped by the game in a quite unpleasant situation. You're given tools to fight the Aliens, but they are surely better than you. Is it better then to take three aquanauts by the rear entrance of the Alien submarine or would that mean your flank will get too exposed? Maybe there's an alien after that mound right next to the ship. Oh, well, a torpedo blowing up one of the walls of the shipcraft could be a better option. Or maybe it's better to save the torpedoes for some of the bigger Alien motherfuckers... Did I mention that ammunition was scarce as well?