X-COM Franchise Retrospective (Part Three)
By Patrick S. Baker
X-COM: Interceptor
MicroProse and Mythos stopped working together, but MicroProse ended up with the X-COM license. Dave Ellis was assigned as chief game developer for MicroProses X-COM games. Ellis was the companys in-house guru on the franchise, having worked in quality assurance and also, he had written strategy guides for the first two games. Inspired to expand the X-COM Universe by LucasArts Star Wars games, Ellis determined to create a game using a flight simulator engine and set the new sequel during one of the previous X-COM games. The idea was to let the player experience the events of an earlier game from a different viewpoint. This concept would become X-COM: Interceptor.
Throughout the development process Ellis and his team received fan input from what they referred to (perhaps not so politely) as the Cult of X-COM through an open online form and public e-mail. When fans learned that the game was going to be a flight simulator and not a turn-based squad-level combat game, accusations flew that MircoProse was just slapping the X-COM name on something as a marketing gimmick. MicroProse strongly denied this.

By Patrick S. Baker
By Howard West