In fact, we did work on a spiritual successor called “The Dreamland Chronicles,” but we were not able to finish it. Julian Gollop: I have wanted to revisit the basic idea of XCOM since I finished X-Com: Apocalypse in 1997. Now, he’s back with “Phoenix Point,” a new strategy game that sets out to bring a spin on the sub-genre and provide a fun, familiar experience.īuzz had the opportunity to speak with Gollop and his team at Snapshot Games about the title, what drove him to pursue such and tips to ease the transition into the game’s high difficulty curve.īuzz: What was the driving force that made you want to make Phoenix Point? It seemingly burnt itself out with the advent of the eighth generation, but with the reboot of the XCOM series in 2012’s “XCOM: Enemy Unknown,” the turn-based strategy formula has seen a boom with tons of original and great titles the likes of “Hard West” and “Rebel Cops.” Even big AAA titles take the sub-genre for a spin with “Gears Tactics.”īut go all the way back to the ’90s and one game stood out, that being the origin of the XCOM series with the 1994 classic PC title “X-COM: UFO Defense.” Designed by Julian Gollop, the series would be expanded and be essentially the catalyst for the signature style of strategy game. It was an era where every game was a brown and grey military FPS, most running on Unreal Engine 3. Pepper and a mountain of 360 game cases little me couldn’t spell. I vividly remember visiting an older cousin of mine and finding his room a holy shrine to Call of Duty with “World at War” posters, discarded bottles of Dr. I remember the mid-Xbox 360 days, a time when I was distracted by the likes of Sonic Generations. The XCOM formula, at least where it stands, is a rare example of a sub-genre that hasn’t run itself into the ground.
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