When gamers say they want more X-COM, they should specifically state they want more of UFO: Enemy Unknown, the terrific first game of the series. What they do not want is X-COM: Terror from the Deep, a textbook example of how not to go about making a sequel. While the game is technically “more X-COM,” it’s more in all the wrong ways.
Notably, the original designers, Julian and Nick Gollop, had no involvement with TFTD. They wisely declined Microprose’s request for a quick and dirty follow-up to UFO: Enemy Unknown and chose instead to work on a more ambitious sequel. Rebuffed but undaunted, the publisher licensed the game engine and quickly pumped out TFTD in 1995.
That Microprose needed the money seems indisputable. The company lost 8 million dollars after an ill-advised foray into arcade gaming with F-15 Strike Eagle (1990) and B.O.T.S.S.: Battle of the Solar System (1992) and, deep in debt, had been sold to Spectrum Holobyte in 1993. By 1995, Spectrum Holobyte, itself in the red after the Microprose purchase, would have been desperate to see some return on its investment and there was no easier and faster way of going about this than fulfilling gamer demand for more of Microprose’s 1994 hit.
The emphasis with the sequel really was on “more.” There are more mission types. There’s more to the missions. There’s more ground to cover. All this seemed precisely what gamers would have wanted from a sequel.
But more isn’t always better especially when you fail to grasp why the original worked. It’s worth remembering Microprose’s new owners didn’t quite get the appeal of UFO: Enemy Unknown during its development and had actually considered cancelling the game on several occasions.
Continued…