14
апр
14
апр
It may be an upgrade on its predecessors, but UFO: Afterlight still comes with some significant problems. Newcomers will be totally bewildered by Afterlight’s mix of turn-based strategy and micro-management. If you’ve never tested the waters of the series before, it can be a bit like trying to.
Scholars of political philosophy, political science, history, and Holocaust studies will find this an original and compelling book. Michal Aharony is the Deputy Editor of Dapim Journal: Studies on the Holocaust in the Strochlitz Institute of Holocaust Studies at the University of Haifa. She was a Postdoctoral Fellow at the Hebrew University, the International Institute for Holocaust Research at Yad Vashem, and the Open University, Israel. She currently teaches at Ben-Gurion University of the Negev, Israel and at the Open University, Israel.
UFO: Afterlight is a 2007 strategy computer game and the third in Altar's UFO series. Like its predecessors UFO: Aftermath and UFO: Aftershock, it combines squad-level tactical combat with overlying strategic elements in a manner that's deliberately very much like the major 1994 classic X-COM: UFO Defense.
Setting
In Aftermath, the few human survivors of an alien attack are forced to abandon the Earth's surface to the invaders. In return for doing so, some of humanity are moved off-planet to orbital colonies and to a small Mars colony. Aftershock features the subsequent events on Earth a half-century later while Afterlight focuses on the hitherto ignored inhabitants of Mars concurrently with Aftershock.
Time passes largely uneventfully in the high-tech yet rudimentary Mars base. Over 10,000 colonists remain in cryonic suspension, waiting for a time when the desert planet can support them. Among the fewer than thirty people awake, two new generations have risen and only the oldest now remember Earth. Contact with the increasingly authoritarian Council of Earth has become strained and recently cut altogether. Automation is very advanced and researchers are nearing the point where they can start terraforming Mars. However, an archaeological excavation disturbs something that should have been left alone.clarification needed
Gameplay
UFO: Afterlight is played in two parts. The first part is the strategy game consisting of claiming territory, building structures on the planet, managing research and production, managing personnel training, base management, and diplomacy where items and resources may be traded with other parties. The second part of Afterlight is the tactical game where, much like the previous UFO titles, up to seven soldiers may be equipped and deployed to accomplish a goal in missions. Some mission goals are to capture or kill a specific enemy, destroy or retrieve a particular item, and the ubiquitous kill everything that moves.
It may be an upgrade on its predecessors, but UFO: Afterlight still comes with some significant problems. Newcomers will be totally bewildered by Afterlight’s mix of turn-based strategy and micro-management. If you’ve never tested the waters of the series before, it can be a bit like trying to.
Scholars of political philosophy, political science, history, and Holocaust studies will find this an original and compelling book. Michal Aharony is the Deputy Editor of Dapim Journal: Studies on the Holocaust in the Strochlitz Institute of Holocaust Studies at the University of Haifa. She was a Postdoctoral Fellow at the Hebrew University, the International Institute for Holocaust Research at Yad Vashem, and the Open University, Israel. She currently teaches at Ben-Gurion University of the Negev, Israel and at the Open University, Israel.
UFO: Afterlight is a 2007 strategy computer game and the third in Altar\'s UFO series. Like its predecessors UFO: Aftermath and UFO: Aftershock, it combines squad-level tactical combat with overlying strategic elements in a manner that\'s deliberately very much like the major 1994 classic X-COM: UFO Defense.
Setting
In Aftermath, the few human survivors of an alien attack are forced to abandon the Earth\'s surface to the invaders. In return for doing so, some of humanity are moved off-planet to orbital colonies and to a small Mars colony. Aftershock features the subsequent events on Earth a half-century later while Afterlight focuses on the hitherto ignored inhabitants of Mars concurrently with Aftershock.
Time passes largely uneventfully in the high-tech yet rudimentary Mars base. Over 10,000 colonists remain in cryonic suspension, waiting for a time when the desert planet can support them. Among the fewer than thirty people awake, two new generations have risen and only the oldest now remember Earth. Contact with the increasingly authoritarian Council of Earth has become strained and recently cut altogether. Automation is very advanced and researchers are nearing the point where they can start terraforming Mars. However, an archaeological excavation disturbs something that should have been left alone.clarification needed
Gameplay
UFO: Afterlight is played in two parts. The first part is the strategy game consisting of claiming territory, building structures on the planet, managing research and production, managing personnel training, base management, and diplomacy where items and resources may be traded with other parties. The second part of Afterlight is the tactical game where, much like the previous UFO titles, up to seven soldiers may be equipped and deployed to accomplish a goal in missions. Some mission goals are to capture or kill a specific enemy, destroy or retrieve a particular item, and the ubiquitous kill everything that moves.
It may be an upgrade on its predecessors, but UFO: Afterlight still comes with some significant problems. Newcomers will be totally bewildered by Afterlight’s mix of turn-based strategy and micro-management. If you’ve never tested the waters of the series before, it can be a bit like trying to.
Scholars of political philosophy, political science, history, and Holocaust studies will find this an original and compelling book. Michal Aharony is the Deputy Editor of Dapim Journal: Studies on the Holocaust in the Strochlitz Institute of Holocaust Studies at the University of Haifa. She was a Postdoctoral Fellow at the Hebrew University, the International Institute for Holocaust Research at Yad Vashem, and the Open University, Israel. She currently teaches at Ben-Gurion University of the Negev, Israel and at the Open University, Israel.
UFO: Afterlight is a 2007 strategy computer game and the third in Altar\'s UFO series. Like its predecessors UFO: Aftermath and UFO: Aftershock, it combines squad-level tactical combat with overlying strategic elements in a manner that\'s deliberately very much like the major 1994 classic X-COM: UFO Defense.
Setting
In Aftermath, the few human survivors of an alien attack are forced to abandon the Earth\'s surface to the invaders. In return for doing so, some of humanity are moved off-planet to orbital colonies and to a small Mars colony. Aftershock features the subsequent events on Earth a half-century later while Afterlight focuses on the hitherto ignored inhabitants of Mars concurrently with Aftershock.
Time passes largely uneventfully in the high-tech yet rudimentary Mars base. Over 10,000 colonists remain in cryonic suspension, waiting for a time when the desert planet can support them. Among the fewer than thirty people awake, two new generations have risen and only the oldest now remember Earth. Contact with the increasingly authoritarian Council of Earth has become strained and recently cut altogether. Automation is very advanced and researchers are nearing the point where they can start terraforming Mars. However, an archaeological excavation disturbs something that should have been left alone.clarification needed
Gameplay
UFO: Afterlight is played in two parts. The first part is the strategy game consisting of claiming territory, building structures on the planet, managing research and production, managing personnel training, base management, and diplomacy where items and resources may be traded with other parties. The second part of Afterlight is the tactical game where, much like the previous UFO titles, up to seven soldiers may be equipped and deployed to accomplish a goal in missions. Some mission goals are to capture or kill a specific enemy, destroy or retrieve a particular item, and the ubiquitous kill everything that moves.