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Finnish book about the X-COM series - ENG translation

Oct 2nd, 2016
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  1. Pages 220-221
  2.  
  3. With the lead of Jake Solomon, Firaxis went to a wholly different direction whereas
  4. Xenonauts offers an updated version that pulls all the right strings, differing
  5. from Solomon's vision by being delightfully merciless albeit graphically inferior.
  6.  
  7. In 2010s the legacy of X-COM is in good hands with the amount of variety available.
  8. New games also take into consideration the amateur developers. Goldhawk picked
  9. prominent members of the community to develop the Community Edition, built on
  10. the source code of Xenonauts. This was a clear countermove to Firaxis' idea
  11. to make XCOM 2 a freely modifiable playground.
  12.  
  13. XCOM renewed, UFO: Extraterrestrials and Xenonauts modernised but there is a
  14. neoclassical take on the alien wars whose roots are deeply seated in 1994.
  15.  
  16. OpenXcom
  17.  
  18. Released: Still being developed
  19. Developers: SupSuper, Warboy, NineX, Daiky and countless others
  20. Platform: PC, Mac, Android, Linux
  21. ________________________________________________________________
  22.  
  23. If Xenonauts or UFO: Extraterrestrials don't quite hit the mark and you don't
  24. care for the streamlined XCOM by Firaxis, there exists a new version of X-COM which
  25. could be compared to a carbon copy of the original. The unofficial main rule of
  26. UFO: Enemy Unknown states that a clone will probably be more succesful the closer it
  27. is to the original. This rule is made true by OpenXcom which provides for free
  28. what many have dreamt about since the last millennium.
  29.  
  30. Sometimes new things can be created straight from the old and there's no point in
  31. modifying the original. OpenXcom returns straight to the source of UFO by constructing
  32. a new technological core hidden under the graphics of the original breakthrough game of
  33. Mythos Games. The OpenXcom project was born in the early 2010s, started by programming student
  34. Daniel "SupSuper" Albano's will for experimenting different things because after creating a Tetris
  35. clone he wanted to jump straight into the deep end of the pool.
  36.  
  37. The end result was OpenXcom. This clone utilizes the original UFO: EU data files while fixing
  38. a slew of the original games problems and offering tools to modify the game. The goal of Albano
  39. and the active community is to restore the original's atmosphere without it's problems. The
  40. codebase is self written from scratch, distributed free of charge to everybody. Where
  41. Scott T. Jones' and others XcomUtil attempted to fix the original UFO by updating it
  42. through utility programs, Albano and his companions decided to build the game up from scratch.
  43. On top of that OpenXcom enables the original UFO to be compiled to practically any platform.
  44.  
  45. FIRST TETRIS, THEN X-COM
  46.  
  47. Living in Portugal, Albano began his university studies in the year of 2009 and to balance the load
  48. of schoolwork he had to think of something to do. The answer was the computer lab of the campus
  49. but the computers there only had some development tools. "Since I didn't have my own computer, I had to think
  50. of something to do on my free time. The computer lab only had software development tools so I began doing
  51. small projects to pass the time", Albano says.
  52.  
  53. He took the modernizing of UFO: EU's program code as his modest goal. The re-coding of the Gollop brothers'
  54. brainchild was quite an unusual idea, considering Albano only had one Tetris-clone on his list of merits.
  55. He wanted something to do and was looking for a challenge so in this case X-COM was a perfect choice.
  56. "I can't say why I chose X-COM in the end. It was often in the headlines and a lot of fan projects
  57. were being made at the time. I began searhing information about the inner workings of the game from
  58. the UFOpaedia website and applied those on my own programming experiments."
  59.  
  60. Albano scoured the web, familiarized himself with the basics of programming and got to work.
  61. The task was made easier by the UFOpaedia website - maintained by active X-COM enthusiasts -
  62. which holds detailed information about the inner workings of UFO: EU. At the same time he
  63. came up with the approach to his project: UFO programmed from the ground up with a codebase
  64. that everybody could use for their own projects. In the sea of new versions made by fans, Albano's
  65. solution was quite original. "I was really surprised that others hadn't thought of it. I had followed the
  66. progress of many fan projects and had taken part in a few of them. None of them felt like the original game so
  67. I decided to return to that. Even though MicroProse and the fans had done some things to upgrade and fix
  68. the game, there were a lot of things that I wanted to tune up. I also wanted to stand out from the crowd and
  69. offer the codebase for other people to work with."
  70.  
  71. Albano didn't have access to the original game's source code and on the other hand no interest
  72. to examine it. He started from ground zero and began programming. Though the workload was massive
  73. he kept at it working piece by piece towards his final goal of an updated X-COM. "I simply started by writing
  74. code and solving problems as they appeared. As the project grew, I could see the big picture more clearly
  75. enabling me to arrange my work to functions and classes. I knew nothing about the inside mechanics of UFO
  76. but the UFOpaedia site had much details about everything. From there I got accurate descriptions of the game
  77. mechanics and the game's way of reading data files, which I used as the basis for my project."
  78.  
  79. //Image1 Text Start
  80. For example, OpenXcom offers better resolutions enabling a larger view of the game area.
  81. //Image1 Text End
  82.  
  83. Pages 222-223
  84.  
  85. The beginning was all about research as Albano thought of ways to build the game's functionality by loading
  86. information from the data files and how to draw graphics on the screen. The project advanced but at a
  87. snail's pace. During the year 2010 Albano uploaded his work to SourceForge so he could access the code from
  88. anywhere. His fear of hitting a brick wall and the project sinking kept him silent.
  89.  
  90. However a user with the handle of Michal found the project and contacted Albano. Michal was working on the
  91. multiplayer focused UFO: Two Sides fan project at the time. A user operating by the name of NineX joined the
  92. crew and the three of them unveiled the OpenXcom project on May 2010.
  93.  
  94. The year 2010 was a busy time for fan projects of X-COM. Multiple projects rose and fell in the blink of
  95. an eye. Meanwhile, official X-COM was exhibiting signs of life with 2K Games announcing their infamous
  96. action game which was later refined to The Bureau: XCOM Declassified. OpenXcom progressed but in a tense mood.
  97.  
  98. Albano and his team hit their first major problem when trying to add the strategic Geoscape view to OpenXcom.
  99. The globe was a mystery as only a few people were familiar with the code running behind it. Finally the team
  100. prevailed even though the first few attempts bore no fruit. According to Albano the Geoscape is one of the oldest
  101. and most complex pieces of OpenXcom. When it was in working order they released the first version. They still only
  102. had a half a game on their hands.
  103.  
  104. //Image2 Text Start
  105. OpenXcom supports UFO: Enemy Unkown and also X-COM: Terror from the Deep.
  106. //Image2 Text End
  107.  
  108. SUBCONTRACTING TACTICS
  109.  
  110. Albano had purposefully hesitated with the Battlescape as he was not sure how to get it to function or even where
  111. to begin the development for it. Then came a stroke of luck as Tom Van Dyck known by the handle Daiky offered
  112. Albano his version of the Battlescape. It was added to OpenXcom and the two separate projects were merged and
  113. began development as a whole. Albano would keep improving the Geoscape whilst Van Dyck was in charge of the
  114. evolution of the Battlescape.
  115.  
  116. By the year 2012 Van Dyck and Albano, with the help of other voluntary workers, had the basic blocks of OpenXcom
  117. assembled and the project was nearing completion. At this stage student life was taking it's toll and Albano
  118. teetered on the brink of a burnout. By 2013 Van Dyck left the project for personal reasons and the future of
  119. OpenXcom was looking rather bleak.
  120.  
  121. Edward "Warboy" Zanon who had modded his own version of OpenXcom came along. He instructed Albano on many of
  122. the missing features and became a part of the team. Zanon built the basis for the modding community and thanks
  123. to him many tools enabling user created content were added to OpenXcom. Albano and Zanon pushed OpenXcom over the
  124. finish line and a version containing all the important features was released in 2014.
  125.  
  126. During spring 2016 the leading people of OpenXcom were working to fix up X-COM: Terror from the Deep.
  127. Since these two original games share a lot of the same code it has made working on TFTD a tad easier.
  128. "The first two games' program code is practically identical so it made sense to make both games part
  129. of OpenXcom. All the user has to do is choose which one of the campaigns they want to play", comments Albano.
  130.  
  131. A remodeling of X-COM: Apocalypse is also underway but this third installment of the franchise differs heavily
  132. from the previous two so proper research is needed before any work can begin. By spring 2016 OpenApocalypse is
  133. still a work in progress with Albano and his team taking part in the project. "Since this game is not built on
  134. the same codebase as UFO and TFTD we cannot make it compatible with OpenXcom. We thought about it but it made
  135. more sense to create a new implementation for the third X-COM."
  136.  
  137. Apocalypse's excessive complexity also causes difficulties and only a few have scoured it's source code with
  138. the same kind of zeal as was the case with the first two games. When even the creator of the series Julian Gollop
  139. has no idea of how the AI of the game works the fans are sure to have a load of work on their hands.
  140.  
  141. //Image3 Text Start
  142. I can't make out this part of the text fully. Something about
  143. modding enabling the player to field the Enforcer robot on the Battlescape.
  144. //Image3 Text End
  145.  
  146. OLD CHASSIS, NEW ENGINE
  147.  
  148. UFO: EU benefits from a load of enhancements when the code running in the background is brand spanking new.
  149. Part of the upgrades are purely cosmetic as other ethnic groups can now be seen on the battlefield besides the
  150. original blonde haired soldiers. "The biggest individual factors are compatibility and stability. The game
  151. runs on modern setups and you don't have to worry about technical limitations or crashes", Albano states.
  152.  
  153. The graphics support higher resolutions and you can get a larger view of the Battlescape. "As far as game
  154. mechanics are concerned OpenXcom is tit-for-tat with the original game but the functionality
  155.  
  156. Pages 224-225
  157.  
  158. has been obtained through self programmed code. I never had a peek of the original source code so each line
  159. of code is self written."
  160.  
  161. Usability of the game has also been improved. Radar coverage is now displayed on the world map and the player can
  162. build his own starting base. Item limitations have been removed and the pathfinding is more sensible. Albano and
  163. his team deserve a tip of the hat because this classic X-COM with a new game engine has shed it's skin absolutely
  164. magnificently. Moderate enhancements keep the feel of the original while cleaning up some of the nuisances.
  165. Along with graphics the controls are also improved. At last X-COM supports the mousewheel.
  166.  
  167. It's easier to copy the success of UFO: EU the closer you keep to the original. On this relation OpenXcom truly
  168. is the successor of this legendary game as Albano and co. understand the things from which this Gollop brothers
  169. game's cult renown stems from. Botox and scalpel have been applied to just the right places. OpenXcom refines
  170. the original game even above Gollops own vision. "The original UFOs game mechanic just simply works: rookies
  171. are bad at hitting things, the aliens are ruthless and the mix of the two gamesystems is balanced just right.
  172. Basic level stuff is easy to screw up because balancing is precise work. Randomization and the mechanics
  173. derived from that are at the very core of the original game", states Albano.
  174.  
  175. On top of that OpenXcom includes comprehensive modding tools which enable the magnificent core game to be
  176. used in totally different ways. While being a great fix for the original game, OpenXcom is also a valid
  177. game engine built solely for the needs of the best known game of it's genre. On this backbone it's easy for
  178. others to build their own castles in the air. "The users have made loads of content for OpenXcom. In addition
  179. to weapon and enemy updates they have made complete games which take place for example in the Caribbean and
  180. focus on piracy", Albano states.
  181.  
  182. One of the most ambitious fan projects sails under the Jolly Roger and is known as X-Piratez. It takes X-COM
  183. to the far future where humanity who lost the alien war has regressed back to the era of eyepatches and peg legs.
  184. X-Pirates is a superb testament to the moddability of Albano's code as it feels like a whole new game.
  185.  
  186. Even though OpenXcom fixes lots of UFO's problems an user interface reform has not been done. This open source
  187. fix is still as ruthless as the original so players who want to be treated with silk gloves should look to
  188. Firaxis' XCOM.
  189.  
  190. Albano believes that some of OpenXcom's reputation and success can be attributed to the rebirth of XCOM.
  191. "The sequel made by Firaxis brought XCOM to the surface again and many want to see how the series began.
  192. Fans want to play X-COM as it's supposed to be played. Nostalgia and the ongoing retro gaming craze also bring
  193. new players to OpenXcom."
  194.  
  195. //Image4 Text Start
  196. The european versions box art cover alien can be added to the enemy pool in OpenXcom.
  197. //Image4 Text End
  198.  
  199. This community project is also pleasing to the father of UFO. "Regrettably I haven't acquainted myself with it
  200. very much but it is a fantastic project. It's great how volunteer work can give birth to something like this",
  201. Julian Gollop rejoices.
  202.  
  203. Managing this successful amateur project has got Albano occasionally thinking about the wonderland of commercialism.
  204. "The thought of making my own game has crossed my mind but after the success of Firaxis' XCOM there will be
  205. a lot clones flooding the market. At the same time turnbased games are making a second coming. It's hard to
  206. differentiate oneself from such a big crowd."
  207.  
  208. To run OpenXcom you need the data files of UFO: EU or TFTD which you can buy from digital retailers for
  209. a few dollars. The application itself costs nothing. Cheap is never good but in the case of X-COM you get
  210. the best for free.
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