The original XCom: Enemy Unknown is still my favourite game of all time. An atmospheric combination of nail-bitingly tense tactical combat and deep strategic planning, it has spawned numerous sequels, of which UFO: Afterlight is the latest, as well as one of the best. Each of these sequels has tended to represent a falling-off from the original’s achievements, whether in depth, atmosphere or quality. Afterlight does much to restore the series to its former glory, and even adds some inventive new ideas to the already intricate gameplay. A word of caution, however: this is not a title for unseasoned gamers. The interface is appalling, and the tutorial hints actually make things worse. If you are easily put off by flocks of windows filled with numbers, then Afterlight is not for you.
In the near-ish future, an alien race, the Reticulans, has deposed humanity and claimed the Earth as its own. Thoughtfully, however, they’ve constructed a self-sufficient base for a few colonists on Mars, where, should they survive, they can make a new home and unfreeze Earth’s population, who are currently in cryogenic storage. This is a difficult and lengthy process. Each newly explored area of the Martian surface requires the construction of scientific research stations before mining or archæological stations can be built. Research inevitably leads to more research, as well as tools, weapons and story revelations.
Soon, your exploration meets with resistance: initially from the automated systems of an ancient civilisation, and then from other alien races who appear also to have taken a liking to Mars. This triggers the other half of the familiar UFO gameplay – the tactical combat. In Afterlight this can be done entirely in real time, but it is recommended that you take advantage of the pause functions to carefully plan your attacks – as well as to micro-manage your troops’ positions, since here the interface is often unwieldy.
Afterlight’s innovations shine through in the management of your colonists. You start with very few, each with their own specialisations. These can be extended with training, but colonists cannot work and train at the same time, and the balance of training, research, manufacture, exploration and tactical missions requires a lot of careful planning.
Despite the poor interface, the game feels polished, and it is evident that a lot of love and attention has been poured into this title by the developers.
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