Master of Orion Series Retrospective (Part One)

By Patrick S. Baker

The early 1990s saw the release of many of the seminal games of what would soon be called the 4X (for eXplore, eXpand, eXploit, and eXterminate) PC game genre. Games like Armada 2525, Civilization, and the subject of this article, Master of Orion (MoO) were published some 30 years ago and still influence the genre today.

In fact, reviewer Alan Emrich named the game type “XXXX” in a 1993 preview of Master of Orion for Computer Gaming World (CGW). A year later Martin E. Cirulis in the same magazine shortened the term to “the four Xs” this later became “4X”. While MoO was not the first 4X game, that honor goes to Reach of the Stars released in 1983.

Still, it was Master of Orion  that “would define 4X gaming for years.”

X-COM Franchise Retrospective (Part Six)

By Patrick S. Baker

 Part Four, 

War of the Chosen

War of the Chosen was a Downloadable Content (DLC) expansion pack for XCOM 2 released August 2017 for Windows, MacOS and Linux. Chosen follows the same narrative as XCOM 2, but introduces a number of new elements to the game.

Chosen introduced three new enemy aliens called The Chosen, which were elite alien-human hybrid warriors: the Assassin, the Hunter and the Warlock. The Chosen had the mission to defeat XCOM and recapture the Commander.

The Chosen gained new abilities over time, and eventually work up to launching a direct attack on the Avenger. The Chosen would sporadically reappear during missions even after being defeated. They were only permanently killed when their base was destroyed.

Reach For the Stars Retrospective

By Patrick S. Baker

The designation “4X” (standing for “eXplore, eXpand, eXploit and eXterminate”) originated in the Computer Gaming World 1993 preview of Master of Orion by Alan Emrich. In a play-on-words, Emrich rated the game as “XXXX”, referencing the “XXX” rating for pornography. Over time the phrase mutated into “4X” and has been adopted and adapted into a game genre description.

A strategy game must have the following gameplay tenets to be a 4X game.

Explore: the player dispatches reconnaissance units to discover surrounding areas.

Expand: the player lays claim to newly reconnoitered areas by colonizing them, or by otherwise extending their influence into the newly discovered territory.

Exploit: the player collects and utilizes various resources in areas they control, and also upgrades the usage and collection methods of those resources.

Exterminate: the player attacks and conquers, or eliminates, their opponents.

Steel Panthers Series Retrospective (Part Three)

By Patrick S. Baker

Steel Panthers World War II

From the first, Steel Panthers had an active fan-base which developed new scenarios and posted them online to share with other fans.  One of these super-fans was David Heath.

After founding The Gamers Network, an online game review site, in 1998, Heath went on to play-test some games for SSI as well. He also made friends with Joel Billings, the founder of SSI, and Gary Grigsby. Wanting to do more in the gaming world and “loving Steal Panthers”. Heath had several conversations with Billings and Grigsby, finally convinced them to give him the source code for Steel Panthers to develop “a fan base edition of the Steel Panthers Series”.

X-COM Franchise Retrospective (Part Five)

By Patrick S. Baker

Part Three

The Bureau: XCOM Declassified

Released on 20 August 2013, The Bureau: XCOM Declassified is technically a prequel and spin-off of Enemy Unknown, not a direct sequel, as it was under development in 2006, before Enemy Unknown was, but the development was both lengthy and fraught with difficulties.

The game started as a collaboration between two of 2K Games development studios, one in Marin County, California and the other in Canberra, Australia. The game was conceived by the 2K Australia team as a combined mystery game and first-person shooter. Tn the game the player was tasked by a secret government agency with photographing mysterious aliens and then researching what they are and what they were doing. However, the Marin team wanted a third-person shooter that focused on teamwork with more tactical elements. 2K Australia was removed from the project because of the disagreements between the two studios. The Marin team renamed the game, The Bureau: XCOM Declassified, and moved forward with their ideas.

Steel Panthers Series Retrospective (Part Two)

By Patrick S. Baker

Steel Panthers II: Modern Battles

Steel Panthers II: Modern Battles (SPII:MB) was released in November 1996, just one year and two months after the release of the original Steel Panthers (now referred to as Steel Panthers I or SPI).  Grigsby had two main goals while developing the new game; one was to improve the animation and the other was to let the players simulate most of the armed conflicts, both major and minor, historical or hypothetical, throughout the world, from 1950 to 1999.

SPII:MB was more than just a reskin of the first game. Grigsby retained the game engine of the original, but the database was completely overhauled with a thousand modern units from 40 different countries, and non-state actors, all modeled in great detail and having characteristics unique to each time period and nationality. For example, helicopters, both scout and attack were added to the weapons inventory and were placed under the players’ direct control.

Airplanes were still in a support mode, but were now equipped with ordinance like precision-guided weapons, napalm, and/or cluster-bombs. Ground forces were kitted out with an assortment of heat-seeking and radar-guided Surface to Air Missiles (SAMs) to counter the air threat, and so on.

Steel Panthers Series Retrospective (Part One)

By Patrick S. Baker

Wars and soldiers are similar across time and space.  So, it is also that war games are similar across time and space. Often the best war games are not the most innovative, but rather present the familiar elements of simulated war in a way which is compelling and engaging. The ones that are both familiar and gripping give us, the players, those rare war games which are both easy to play and understand, but hard to master. The Steel Panthers games fit right in that hard-to-find sweet spot.

Steel Panthers started development in May 1994 and was released in September 1995. The game was designed and programmed by Gray Grigsby and Keith Brors and were produced and marketed by Strategic Simulations, Inc. (SSI).

X-COM Franchise Retrospective (Part Four)

X-COM Franchise Retrospective (Part Four)

By Patrick S. Baker

Intellectual property (IP), licensing and copyright laws are complex and confusing, especially when it comes to properties that were created under contract, or created by one party for a second party, or developed by multiple entities. Further, the video game industry was like the Wild West in the late 1990s and early 2000s, with companies starting up, closing, buying and selling other companies, and also trading, assigning and purchasing IPs at a furious rate. All of which begs the question of how did the IP that was X-COM get from MicroProse in 2001 to Firaxis Games?

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 MicroProse’s X-COM games. Ellis was the company’s 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.

X-COM Franchise Retrospective (Part Two)

By Patrick S. Baker

X-COM: Terror from the Deep

With copies of the first X-COM game flying off the shelves, MicroProse, now merged with Spectrum Holobyte to form MicroProse, Inc., wanted a sequel to the game in just six months. The Gollop brothers hesitated at this proposal, declaring that all could be done in this timeframe was changing sprites and re-using the original code.

So, instead of developing the sequel the Gollops licensed the game code to MicroProse, that would produce the sequel, named X-COM: Terror from the Deep, in-house. Meanwhile, the Gollops went to work on what would become the third game in the series.

Terror was released on 1 June 1995 for DOS PCs and then ported to the PlayStation the next year. The game tells the story of the Second Alien War, some forty years after the First Alien War. Following the destruction of the Alien Brain on Mars, extraterrestrials under the Earth’s seas awaken after millions of years. These new aliens begin to terrorize ships and ports, and abducting humans. The X-COM organization is revived to fight this new alien menace from the deep.