Наконец-то это свершилось! Как сообщает GameInformer в стенах Firaxis, студии Сида Мейера, полным ходом идет разработка XCOM: Enemy Unknown - долгожданное возвращение истинного продолжения. Обещают гибрид TBS\RTS, глобальную стратегическую карту, разрушения и алиенов. Выход планируется к осени этого года на всех основных платформах.
Ко всему прочему, сейчас стартовала суточная распродажавсей классики X-com за смешных 84 рубля. Налетай пока горячо!
Крендель, я имел ввиду "нетрушного" экшена от 2K Marin, которого видимо пришибли как инвалида. Что касается качества - вера в добросовестность Сида Мейера, а там поглядим. В конце концов, стратегий сейчас итак очень мало. Лишней не будет.
A little offtopic, but for all x-com fans it might be useful. Some weeks ago Delacroix released/leaked an old forgotten unreleased game, xcom alliance, which was developed on unreal engine back in 97-2002.
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X-COM: ALLIANCE developer build
Being in concept since 1995, in development shortly afterwards, X-COM: Alliance was to revolutionize the X-COM franchise by combining the strategic and tactical elements known from the first X-COM/UFO games with the in-your-face gaming scheme of a first person shooter. Developed on the reknowned Unreal Engine, practically simultaneously with Unreal, it was first announced for release in 1999, then 2000 and finally 2002. Sadly, the release never took place, the game met its demise most likely soon after the closure of Microprose UK and, what's worse, its assets were later re-used for the most horrible atrocity known to X-COM fans... Enforcer, the dumbed down, simplistic, straightforward, non-climatic, arcade-ish shooter. The ambitious Alliance was lost.
Or so it seems. Leo(T.C.K.) and myself tracked down one of the Microprose LDs, whose name we are not in the liberty to give you. This gentleman has provided us everything he had on Alliance, including a beta running on the Unreal build 219 codebase, an initial conversion alpha on the Unreal build 220 codebase and plethora of sources, documents and related materials.
Today I'm going to share the most important piece with you: the 219 beta.
It is here, in a 350 MB archive, self extracting, for your enjoyment (unpacked size is around 1.1gb). Extract to C:\Alliance and run levels through UnrealEd, where you can launch the map to try in game. Otherwise, the game has main menu, from where you can try several missions. The third option is -nofe switch in unreal.exe, which means no frontend, then you can choose maps. Since its a complete dev build (without src), it has many testmaps, and almost all levels for the game which were planned.
Another X-COM build. This has only three maps (unknown at the time whether the ones from previous build will work or not), but is on a more recent Unreal build, 220 as opposed to 219. Consider it an alpha.
Much of the issues with Unreal Engine development is that Epic was, is and will be constantly updating it. Some of these updates are drastic enough to make older resources incompatible, so that they need to be either just reimported, or sometimes recoded or whatever. That's one of the reasons why John Anderson left Unreal dev team (none of his maps survived, save one level for Unreal PSX, probably reused from the alpha and one level in the Unreal95 tech demo).
moderators, please feel free to move this post to proper section if necessary. its good for preservation. thx
После приобретения Bethesda Microsoft объявила о новом
приобретении. На этот раз Microsoft приобретет
Activision. Запланированное приобретение завершится в 2023
финансовом году (э ...
Долгожданный Games Gathering 2021 Kiev приближается вместе с
зимой!Конференция пройдет в гибридном формате! Благодаря этому,
посетителям удастся продуктивно провести время как online, так и вж
...
Геймдев-конференция Games Gathering 2020 будет проводиться в
онлайн и живом формате одновременно. Ивент будет длиться с 3 по 6
декабря. Как и всегда, Games Gathering станет идеальной площадкой
...
И чем этот x-com должен быть "трушнее" остальных семи или восьми?
Ко всему прочему, сейчас стартовала суточная
Крендель, я имел ввиду "нетрушного" экшена от 2K Marin, которого видимо пришибли как инвалида. Что касается качества - вера в добросовестность Сида Мейера, а там поглядим. В конце концов, стратегий сейчас итак очень мало. Лишней не будет.
Я думал он в марте выходит. Жаль, если так. Геймплейные видео помоему были неплохими.
Пойду, погуглю кто это
Пока задвинули подальше к 2013 году. Может и выйдет, как пипл разогреется на Enemy Unknown
X-COM: ALLIANCE developer build
Being in concept since 1995, in development shortly afterwards, X-COM: Alliance was to revolutionize the X-COM franchise by combining the strategic and tactical elements known from the first X-COM/UFO games with the in-your-face gaming scheme of a first person shooter. Developed on the reknowned Unreal Engine, practically simultaneously with Unreal, it was first announced for release in 1999, then 2000 and finally 2002. Sadly, the release never took place, the game met its demise most likely soon after the closure of Microprose UK and, what's worse, its assets were later re-used for the most horrible atrocity known to X-COM fans... Enforcer, the dumbed down, simplistic, straightforward, non-climatic, arcade-ish shooter. The ambitious Alliance was lost.
Or so it seems. Leo(T.C.K.) and myself tracked down one of the Microprose LDs, whose name we are not in the liberty to give you. This gentleman has provided us everything he had on Alliance, including a beta running on the Unreal build 219 codebase, an initial conversion alpha on the Unreal build 220 codebase and plethora of sources, documents and related materials.
Today I'm going to share the most important piece with you: the 219 beta.
Download:
It is here, in a 350 MB archive, self extracting, for your enjoyment (unpacked size is around 1.1gb). Extract to C:\Alliance and run levels through UnrealEd, where you can launch the map to try in game. Otherwise, the game has main menu, from where you can try several missions. The third option is -nofe switch in unreal.exe, which means no frontend, then you can choose maps. Since its a complete dev build (without src), it has many testmaps, and almost all levels for the game which were planned.
edit:
download 2:
Another X-COM build. This has only three maps (unknown at the time whether the ones from previous build will work or not), but is on a more recent Unreal build, 220 as opposed to 219. Consider it an alpha.
Much of the issues with Unreal Engine development is that Epic was, is and will be constantly updating it. Some of these updates are drastic enough to make older resources incompatible, so that they need to be either just reimported, or sometimes recoded or whatever. That's one of the reasons why John Anderson left Unreal dev team (none of his maps survived, save one level for Unreal PSX, probably reused from the alpha and one level in the Unreal95 tech demo).
moderators, please feel free to move this post to proper section if necessary. its good for preservation. thx
Только не говори что ты не играл в Civilization...
И судя по тому, что нагуглил, последние две цивилизации вышли "не очень"
Что это за луняне на первом скрине? Верните сектоидов!
А по визуальному стилю напоминает скорее серию "UFO: After..."