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Gallop wrote in 2001: " After completing this game I know how Francis Coppola felt after filming Apocalypse Now.
Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense.
After three years of hard work and five different producers X-Com: Apocalypse finally hit the streets.
The initial game design was definitely too ambitious and too complex.
The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis.
Each corporation had a leader who could be tailed, arrested, interrogated or assassinated.
Organisations could buy and sell buildings as their financial fortunes changed.
X-Com agents could spy on other organisations to gain valuable information.
A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations.
There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed.
The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option.
Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging.

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