Reviews for UFO: Aftershock
The best of the threedawe | May 13, 2012 | See all dawe's reviews »
I'll start out by saying that this UFO game is the best of them all. It has a better look than the first and it runs smoother and is less cartoony than its sequel.
The good parts in this game are the detailed squad system where you get to train your squad to different roles and equip them with all different sorts of guns. The extensive research system is solid with quite a bunch of branches to research into.
The less good parts are the same repeatable tactical maps over and over again. Some of which really make you turn the game off after a hundred times. The AI is quite nonexistent. But it has a steep learning curve; you will probably have to restart a couple of times if you are new to the game as it is quite harsh in the beginning. As you progress it gets very easy but very slow, a great deal of patience is required to reach the endgame.
But even with all its cons it has a rough charm for us who are stuck to xcom/ufo series. It is different from the rest and has some very good aspects.
Another point worth noting is that there are some really good modifications for the game still out there that enrich the game to a completely new level. So if you get it be sure to try them out!
UFO - The sequel done rightJahman | April 7, 2011 | See all Jahman's reviews »
“If it isn’t broken, why should I fix it? You shouldn’t, but it definitely wouldn’t hurt to improve it.” With this, UFO Aftershock is an example of a properly-done sequel. Both the tactics/real-time/pause mash-up and the world map/base-capturing/team management are still there, same as they were in the UFO Aftermath. Fortunately, so is the fun and there’s even more of it now.
Also, fortunately, it doesn’t end there. The new installment in the series adds a lot. To begin with: the redesigned (and a bit clearer) interface and graphics, the introduction of cyborgs, psionics and grays, each with their own unique equipment and abilities that boost the team’s effectiveness, the single, mobile mother-base, Lapuda, and the new team deployment mechanics. Add to that loads of new weapons, tools, armors and enemies and you a truly satisfying experience. There are however two downsides of the combat part, first is the same one as in Aftermath – the much too visible recycling of locations. After a couple hours you’re bound to recognize the layout of the map just after it loads. Sure the mission may be different and you can choose another starting location, but it doesn’t really help. The second one is the imbalance of power. After developing a sufficient number of technologies your soldiers will simply blast past dozens of weaker enemies making some of the missions far too easy to be fun. Thankfully, there’s no need to complete them all.
The territory acquisition was also redesigned and is now reliant on diplomacy efforts (doing missions for them, mostly) with the factions currently occupying the area. The concept of resources was also introduced, making the player’s progression highly dependent on efficient acquisition of aforementioned territories. On top of that, acquired bases/cities can by fully customized by selecting a set of buildings to be build, such as weapon-producing armories or research facilities, which adds another layer of micro-management.
The most visible change however occurs in the storyline. Not only does it start with a bang and presents characters you can actually care about, but also with the progression on time offers more and more interesting events even, at one point later in game, drastically changing the challenges the player is faced with. In my opinion, of all the games in the trilogy, it was the Aftershock’s story that I found the most interesting and unpredictable.
The amount of innovation in comparison to Aftermath is truly grand. If you only want to play one part of the trilogy, I would suggest picking this one. You won’t lose much of the story and both the gameplay and the graphics will surely provide a much more complete experience than the first part.