Slaughter said:
Aftermath surely wasn't a fantastic game. That being said, a game inspired by X-COM doesn't have to be turn-based to be enjoyed by X-COM fans. Most would prefer it, but many still like or stomach S.A.S.
So, then, why would they tell the X-COM fans that have been wanting another game like it, that this is a sequel or even try to imply the same title?
Well, they didn't manage to copyright UFO for some reason. X-COM is the name of the franchise, and that's the end of it. There is little doubt that ALTAR wanted to appeal to the X-COM fans with the name they gave the game, and even though I agree with you that Aftermath wasn't too good a tribute, the game WAS a spiritual successor to X-COM.
Just like Daikatana was a spiritual successor to Quake and Fallout: POS was the spiritual successor to Fallout.
Cheap rip-offs are NOT spiritual successors.
Whether you liked Aftermath or not, it does offer quite a few of the elements that X-COM had. There is global scale strategy, including research and manufacture, and small squad tactical combat. There are interceptions, base attacks, a global scale alien invasion and so on. Aftermath was the closest things to the X-COM games that has come since Apocalypse.
These are the same excuses that were made for FOT and many other games. Just because a game feebly tries to copy a theme, that doesn't make it a spiritual successor, that makes it a CLONE. There is a reason why Fallout is considered to be the spiritual successor of Wasteland.
It isn't because of the general theme. That is like calling Baldur's Gate the spiritual successor of Gold Box.
That being said, ALTAR "dumbed down" Aftermath in many areas, and not going with turn-based was a bad idea in most X-COM fans opinion. But even if it wasn't turn-based, quite a few X-COM fans came to like the S.A.S. system, or at least stomach it.
So? That excuses the fact that most X-COM fans couldn't give a shit about the new incarnation, nor those who do understand and enjoy the real mechanics of squad-based tactical gameplay.
In Aftershock, ALTAR has listened to the feedback from the fans. They refused to change back to turn-based, as they think S.A.S. is a better system, but in most other areas they have done what the fans wanted.
Yeah, they listened to the fans when they called bullshit on calling the earlier wad of shit a spiritual successor to X-COM and offered nothing of the gameplay, then they add a bit more of the gameplay and completely miss why TB was used in the first place.
So, no, they did NOT listen to the fans aside from see how else to cheaply pass this game off onto them.
Aftershock includes base management, the ability to enter buildings, partially destructible buildings (Silent Storm is pretty much the only 3d strategy game that has done "fully" destructible, and creating something like that engine is a development in itself), customisable weapons, diplomacy (quite simple though), prone, better AI (still not fantastic I guess, but neither was X-COM's), resource management and so on. Even though you can't start the time in the strategic part of the demo, surely you can see the improvements over Aftermath?
I don't see any improvement over X-COM: Apocalypse, the piece of shit the developers have been basing this garbage on. I have to call bullshit at listening to the fans, because they essentially just went along X-COM:A's design but just in different widgets. If they want to claim listening to the fans and also claim this game to be a sequel, then they pretty well can bother to do so.
It's quite sad to read what the media post about Aftermath / Aftershock, that's for sure. Only a very few of them get all the facts straight, and the CNet site you link to is a good example.
Quite a few things have changed in the tactical part in Aftershock however. You can now enter buildings, and cover and crouch / prone matters now. There are new fire modes (snap and aimed), in addition to single and burst of course. You can shoot through walls now, or blow them to pieces, and you can snipe from the roof of buildings. Because of the rag doll effect you can shoot enemies down from roofs or bridges, and people get up again after being stunned if you do not finish them.
Oh...wow... *golfclaps* Let me know when they manage to get the
rest of the combat aspects of X-COM right and fully in before they try to call it a sequel. Until then, I will still consider this to be a shitty rip-off.
Anyway, my point is that there are quite a few changes to the tactical part, even though the strategic one has the majority of changes. You may not notice the tactical changes all that much in the demo, as they are small maps where you mostly meet one enemy at the time, but they are there.
I think you said it best yourself; they still don't have it fully on and to the point of X-COM, because they are morons that don't understand how to properly develop a game and put their personal preference over the game's design. Maybe they might get a clue and learn that the combat might be a little easier to develop and manage if it were in a time base that lends best to such type of gameplay. TB is really a no-brainer in this genre, folks. Trying to call something from ANOTHER genre (Action/RTS with strategs-style overworld management), classified due to its combat methods (RT+P combat), a tactical/strategy game, is just silly. It is even more silly to call it a spiritual successor when it isn't anywhere close. In fact, 1011's project, UFO 2007, I believe it is called, despite being on hiatus, sounds a lot more interesting than this rip-off clone. So do a lot of other efforts started by people who were OFFENDED so much by the dishonesty of this development team with the claims, that they went off to make games that actually WERE like X-COM.
One of those will qualify to be a spiritual sucessor to X-COM before these twin turds ever will. They can't be because they are NOT like X-COM except by superficial comparison.
In the end you'll not like this game regardless of the improvements over Aftermath, simply because it isn't turn-based. Fair enough, but that isn't so for all X-COM fans. Many might prefer turn-based, but they still think S.A.S. is fun, and care deeply for many other elements of X-COM besides the combat system.
Well, if 90% of the game is going to suck ass as it is slowly brought up to a point and kludged into some bastardization of X-COM's combat aspects, there really isn't any reason to like it, right? S.A.S., or whatever the morons want to flower up RT+P to claim it "innovative!", might be
fun for some cattle. I DON'T CARE. I don't care about pleasing the lowest common denominator, even though the lowest common denominator would probably tire of the other aspects of the game. Thus the combat system is fucked and there is a double conflict of interest in the game's design, and therefore the fanbase is considerably more limited from that. I don't give a shit what someone "likes", that has no place in game design coherency. "Likes" only have place in shallow media hype.
Speaking of the combat system, remember the shitty AI from Aftermath? Still shitty, and it might behoove the developers to understand why, resource-wise, TB is FAR superior to RT in any form.
We'll see, but doing things better than X-COM (or Fallout) is no easy feet, and personally I prefer that someone try. But then again, I do not REQUIRE turn-based to enjoy it.
Funny that you would miss the point of the game style and genre, to the point of ignoring the point that the combat system designed as such still misses the point of said game style and genre. It is more action than strategy at this point, more like FOT than X-COM, and that is precisely why this is not a spiritual successor to X-COM. It is more like FOT's spiritual successor. Or, rather, if FOT and Baldur's Gate had an illegitimate child that aliens took up into their spaceship (with "UFO" spray-painted upon the side) for an anal probe.
I also don't care about a British newspaper with less clue of the game industry than Maxim, or something from the German gaming media.
I do have to give the developers one thing...at least they can code in pathfinding, unlike BioWare's work