The procedurally generated aliens: could you talk about how that concept came about? To find about more about Phoenix Point, we caught up with Gollop on Skype, where we also talked about the making of its forebears, Rebelstar and X-COM, and his thoughts on what makes a believable (and entertaining) computer-controlled opponent. Fans of X-COM (not to mention Firaxis' reboot, XCOM) will recognise the turn-based skirmishes and global-level strategising, though the use of procedural generation to create a changing, unpredictable enemy promises to give players an evolving challenge. Like that 1994 hit, it sees Earth under threat from invaders - this time, an alien virus capable of twisting human and animal DNA into horrific new forms. Now, Gollop's back with Phoenix Point, developer Snapshot Games' new turn-based tactics game in the sci-fi tradition of the classic X-COM. NB: A condensed version of this article appeared in Wireframe #3.īritish game designer Julian Gollop has created some of the best strategy games ever made, from Chaos and Rebelstar in the 1980s to X-COM in the 1990s to the sorely under-played Ghost Recon: Shadow Wars in 2011.
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