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KickStarter Chaos Reborn - remake of Julian Gollop classic

Azira

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He wants 20 bucks for the full game on kickstarter? :lol:
 

Infinitron

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He wants 20 bucks for the full game on kickstarter? :lol:

I don't know if you've been paying attention but that's standard pricing for Kickstarter games these days. It hasn't been 15 since the first generation of KSes - Double Fine Adventure and Wasteland 2.

In fact, there are plenty of games that have gone even higher than that.
 

LESS T_T

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Collected some interersting answers.

On new XCOM
  • I really enjoyed it. I think Jake Solomon and the team at Firaxis did a really good job. It was tight and focussed with never a dull moment. I like the character progression system a lot. On the downside I was disappointed that there weren't randomly generated maps and the Geoscape was largely irrelevant.
  • I believe [randomly generated maps] could have been done, but it would probably have compromised the graphics somewhat. 3D engines are highly optimised because the environments are highly static. This has always annoyed me about 3D games.
  • If you are still fond of the original X-COM I can understand how it might be a bit difficult to accept the new one. I have seen comments from players who liked both. I think you have to accept the new XCOM for what it is - a finely honed experience with great presentation that can appeal to the console generation. It's very good on its own terms, I think. I didn't know about the mod support issue, though.
  • I think your analysis is pretty good, and I agree with it. If you have a game with significant algorithmically generated content it is very difficult to guarantee an even experience for the player - some times it will be good, sometimes it might be boring. Personally, I would be prepared to accept the occasional dull game if it meant something more interesting in the long run. However, the new XCOM stepped over the line bit with some obvious 'gaminess' that slightly jars with the theme and the role you are supposed to have. The plausibility of the game suffers a bit. So, I think it is probably an inherent limit of the approach.
On The Bureau: XCOM Declassified
  • TBH I haven't played it. I am not particularly attracted to an XCOM game which isn't turn-based strategy - it doesn't seem quite right to me. It may be good game in its own right, though.
On old X-COM
  • There were many things that came together in the birth of XCOM. From a design point of view I was inspired by multi-tier strategy games that had individual characters and grand strategy combined. Some of these were board games from SPI, such as 'Freedom in the Galaxy' and 'Swords & Sorcery'. As for the UFO theme it was actually suggested by Pete Moreland at Microprose. He was a big fan of Gerry Anderson's UFO series. When he suggested it, I jumped at it.
  • I had a fairly simulation minded approach to things. The overwatch system was influenced by a hex and counters game called Sniper by SPI. The idea of snapshots and aimed shots was inspired by a GDW game called Snapshot, although I never actually played the game. I added a morale system, which I think was inspired by some of the tabletop war-games I used to play (not Warhammer, though).
  • One of the strangest problems I had was near the beginning of the project when I produced the first design document. It wasn't long (12 pages) but the final game we made was really very close to that original design in every way. The funny thing is that Micropose just didn't get it. They didn't understand how the game would work. I had to go to a big meeting with them, and all their designers, to try and explain how it worked and why it would be fun. Fortunately they were satisfied after that.
Please make a game like X-COM
  • I have thought about going back to an X-COM style game many times, most recently in 2011, but I stopped thinking about it when Firaxis announced their XCOM game. I would consider a game based on the underlying system though, maybe with a different theme. I am glad you like the original.
but I stopped thinking about it when Firaxis announced their XCOM game.
:rage:

Is old complex X-COM gameplay is obsolete now?
  • That's a toughie. There are some things about the new XCOM which are clearly better - a better tutorial, a better interface. The old complex X-COM had a slightly different approach - the aliens had their agenda which progressed no matter what the player did. Things were more systemic and less scripted. I still prefer this approach, but its just not seen in any AAA game these days, let alone the new XCOM.
On Xenonauts
  • I have followed what they are doing, but I haven't played it yet (it's on my list). It seems like something quite faithful in may ways to the original X-COM, which may be no bad thing, but the proof is in the pudding. I certainly wish them the best of luck with the project because I know they have put a huge amount of effort into it. I hope it succeeds.
There was Lovecraftian X-COM
  • Actually yes, although this is a little known story. After the first X-COM I was so worn out by the development that I wanted to do something in a new direction. I proposed an X-COM style game based on a kind of Lovecraftian Chthulu mythos set in the 1930s with cults, portals into a parallel world and Nazis. Microprose said that horror games don't sell. However, some elements of these ideas did make it into X-COM Apocalypse.
Game dev, then and now
  • AI should be a lot better now, since the amount of processing power is huge, but I am not convinced it really is that better. The original X-Com had an AI programmed in a few Kb and was designed to run on a 80386 PC. I think the new XCOM does a good job, but it seems more behaviour based and relies a lot on the player triggering stuff. At least that is my impression.
  • The main changes are the abundance of powerful tools and engines (e.g. Unity, which we are using on Chaos Reborn), the specialisation of many roles (I used to do everything! art, coding, sound) and the diversity of the market, opening up opportunities for new types of game. It was really very amateurish back in the early 1980s, but there was still some amazon talent and fantastic games made.
  • In the AAA game space it is much more difficult. With huge teams and budgets, publishers are somewhat risk averse when it comes to new IP. This has created a bit of a gap which is being filled by indie developers and mobile game developers. A new indie franchise can be successful because if it is cheap enough to make and has a hook which gets players interested, then there are the distribution channels there which didn't exist in the 90s.
On the state of strategy games
  • I think things are improving. XCOM is a standout success, of course, but there is some really good stuff coming out. I love Unity of Command, for example, with its brilliant presentation and UI. I like the work of Shenandoah studio with its iPad games, Battle of the Bulge and Drive on Moscow. I have been in awe of Europa Universalis and Crusader Kings 2. More stuff seems to be happening on tablets, which is a great platform for turn-based games, for sure. Still, I wish there were more high quality turn-based strategy games.
Why remake Chaos?
  • I wanted to return to indie gaming, and I wanted a project that inspired me. Chaos was one of my favourite projects, and I think it has endured surprisingly well. Many people want me to revisit Laser Squad in some way, so it is something I will consider - but no firm plans yet.
Dream game
  • I would like to create a future universe which is entirely procedurally generated - including characters, story line, technology and worlds. It would be a sort of RPG with strategy, politics, economics, culture, and everything. Undoubtedly there would be some threat to yourself or your world, which you had to overcome, but it would be different each time you played it. Hmm, a bit on the ambitious side.
 
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victim

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ColCol

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Actually yes, although this is a little known story. After the first X-COM I was so worn out by the development that I wanted to do something in a new direction. I proposed an X-COM style game based on a kind of Lovecraftian Chthulu mythos set in the 1930s with cults, portals into a parallel world and Nazis. Microprose said that horror games don't sell. However, some elements of these ideas did make it into X-COM Apocalypse.


This wasn't made! There is no God! There is no hope!
 

Infinitron

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So apparently this just got a backers-only update with a link to a playable pre-alpha prototype version of the game.
 

ColCol

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Yes there is, only multiplayer though. Will give it a try later tonight.
 
In My Safe Space
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There was Lovecraftian X-COM
[*]Actually yes, although this is a little known story. After the first X-COM I was so worn out by the development that I wanted to do something in a new direction. I proposed an X-COM style game based on a kind of Lovecraftian Chthulu mythos set in the 1930s with cults, portals into a parallel world and Nazis. Microprose said that horror games don't sell. However, some elements of these ideas did make it into X-COM Apocalypse.
Fun fact:
In 2012 I was thinking about about making a game similar to X-Com3-s citiscape but set in the 20/30s.
 

Shaewaroz

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Julian said it's OK to distribute the links now so here they are:

The game's browser version .11 can be found here:

http://chaos1.vm.bytemark.co.uk/ChaosReborn/client_web.html\

Here are the download links for the installable versions:

Mac OS X: http://chaos1.vm.bytemark.co.uk/builds/ChaosRebornMac.zip

Windows 32bit: http://chaos1.vm.bytemark.co.uk/builds/ChaosRebornWin32.zip

Windows 64bit: http://chaos1.vm.bytemark.co.uk/builds/ChaosRebornWin64.zip


If you like the game, please consider supporting the project on Kickstarter!
 

7h30n

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What, no Linux version to try? :(

I'm still probably backing this up because it's from none other than J. Gollop.
 

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Julian Gollop interview: http://www.eurogamer.net/articles/2014-04-09-what-xcom-creator-julian-gollop-did-next

Excerpt:

Do you remember Julian Gollop?

Gollop created XCOM - not the recent, superb remake from Civilization developer Firaxis - the original, the game that makes me feel a little tired when I realise it's 20 years old.

It was a game that, for some, perfected turn-based strategy. It influenced so many who played it, and so many who would go on to make games themselves, including Jake Solomon, the lead designer of the remake. The softly-spoken British designer's done well for himself, then. He's left his mark.

But where has he been these past few years? What's he been up to?

Most recently Gollop worked for Ubisoft's Bulgarian studio in Sofia. He led development on Nintendo 3DS launch title Ghost Recon Shadow Wars, a turn-based strategy game that played like a Julian Gollop game despite the branding that helped sell it. "I really enjoyed that one," Gollop tells me. "I think the game was pretty good."

jpg

Ghost Recon Shadow Wars for Nintendo 3DS.

Funnily enough, Shadow Wars spawned from development of a bigger game for multiple platforms that didn't end up seeing the light of day. That unreleased game was in development when Gollop pitched Ghost Recon Shadow Wars as "XCOM meets Ghost Recon for Nintendo 3DS", but because he already had a Ghost Recon game in production, and Ubisoft has a multi-format release principle that still governs much of its output today, the powers that be called for Gollop to add a Nintendo DS version to the slate. The DS version became a 3DS version because the 3DS had been announced, and the big Ghost Recon game Gollop had been working on was canned. And so, Ghost Recon Shadow Wars the 3DS launch title was born. It was "pretty good", as the understated Gollop puts it. Most agree it was one of the best 3DS launch titles.

After wrapping up Shadow Wars Gollop worked as the co-creative director of Assassin's Creed 3 Liberation for the PlayStation Vita - at least for the first year of its development. But it seems Gollop enjoyed working on Assassin's Creed less than Ghost Recon.

"Assassin's Creed, well, it was an interesting project," he says. Gollop spent a lot of time working on the game's character, its setting and story, as well as some of its more unique elements, such as the persona system, which allowed protagonist Aveline to change into one of three outfits that switched up her stealth options. But then real life threw a spanner in the works.

Gollop wanted to take paternity leave to help his wife with their twins. What he ended up doing was taking six months off "to contemplate my future". "I realised my future did not lie with Ubisoft. It lay with doing the games I really wanted to do." Gollop had, after five years working for Ubisoft, gone back to indie game development. Ubisoft continued with the development of Assassin's Creed 3 Liberation and it released on Vita in October 2012.

I guess it's fair to say I'd forgotten about Julian Gollop, however mean that sounds. After leaving Ubisoft and as next generation console madness went ballistic, he slipped from my mind. Every now and then I'd see something online about the new XCOM and I'd think, what's Julian Gollop up to? And then I'd think of something else, probably to do with resolutions or frame-rate.

Gollop might have been out of the public eye, but he was still thinking intently about creating games. He first had the idea to launch a Kickstarter for a remake of his cult classic fantasty turn-based strategy game Chaos in October 2012.

Whisky
 

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Man, I thought it would have made its goal easily.

Because he's a legend who starts a kickstarter with a playable alpha already in place? Are you nuts? The only kickstarters that make it nowadays are hipster approved pipedreams that are just vague enough to make everyone think that it's something for them.

Actually yes, although this is a little known story. After the first X-COM I was so worn out by the development that I wanted to do something in a new direction. I proposed an X-COM style game based on a kind of Lovecraftian Chthulu mythos set in the 1930s with cults, portals into a parallel world and Nazis. Microprose said that horror games don't sell.

:rage:
 

Johannes

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Just checked this now for the first time, the game looks interesting.

But it's not really the sexiest of pitches, it's not a (spiritual) sequel to anything well known, and it's "just" showing you a strategy game with some cool concepts. Nothing too emotionally engaging or grandiose to suck in randoms, in the pitch video or in the ingame graphics. And showing Gollop standing in full front of a bluescreen with the game in the background looked stupid.
 

80Maxwell08

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Not to mention there's still a new XCOM game on the market that was well received so he's not catering to some starving group of fans who've had nothing (or virtually nothing) for the past decade.
 

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