X-COM Franchise Retrospective (Part One)

By Patrick S. Baker

The mid-1990s was the Axial Age for personal computer games. Titles like Civilization, Steel Panthers, Panzer General and X-COM: UFO Defense (known outside North America, as UFO: Enemy Unknown) were released with staggering success. These seminal games essential created a whole entertainment genre of PC strategy games.

Perhaps the most important of all these was the first X-COM game. X-COM: UFO Defense is still considered to be one of the most influential games ever made. Further, some have argued that X-COM is not just a franchise, but is actually its own genre. In short, to say “X-COM game” is to define a game type, like “first person shooter” or “real-time strategy game”.

The first X-COM game was created by the Gollop brothers, Julian and Nick, under the auspices of the game design studio they founded, Mythos Games, in partnership with game publisher, MircoProse.  Julian had been developing games since the early 1980s, two of his earlier games are direct precursors to X-COM

25 Year Retrospective of the Close Combat Series (part three)

By Patrick S. Baker

The first phase of the Close Combat game franchise came to an end in 2000 with the fifth game in the series, Close Combat V: Invasion: Normandy. Business and management issues left the franchise’s future in doubt, with only three developers still at Atomic still working on it.

Then came the United States Marine Corps (USMC) to the rescue. Militaries worldwide have used “serious games” as training tools ever since the early 19th Century when Kriegsspiel (wargame in German) was created for the Prussian Army. The American Military was impressed by the Close Combat games, especially the realistic physiological modeling. So, in 2003 the USMC reached out to Atomic to see about building a Close Combat game as a training aid.

In 2004 the USMC and Atomic partnership produced Close Combat: Marines: “A tactical decision-making simulation of modern warfare”, the game was released in the September 2004 issue of the Marine Corps Gazette. It was used as a tactical instructional tool for junior leaders. A civilian version of the game was released in 2004 as Road to Baghdad. This was the first post-World War Two entry in the franchise and the only one without Close Combat in the title.

In Memoriam: John Tiller

By Mitch Reed

Last week the wargame community was saddened by the news that John Tiller passed away after his fight with cancer. I started to realize how much of an impact he had on our community and how much his games meant to me over the last 26 years. I want to go over the many titles John has brought us and how he really transformed PC wargaming.

25 Year Retrospective of the Close Combat Series (part two)

By Patrick S. Baker

1996’s Close Combat was a roaring commercial and critical success. Based on that accomplishment, in 1997, Atomic and Microsoft released a direct sequel: Close Combat II: A Bridge Too Far. This follow-on game was set during 1944’s Operation: Market Garden. Close Combat II (CC II) featured not just American and German army units, but also British, Polish and Waffen-SS units.

The game had the same mechanics and modeling as the first Close Combat game, but with better graphics. CC II was as well received as the original game. The two Close Combat titles outsold Atomic Games previous releases by a factor of ten and CC II was Atomic’s most successful game by far, to date.

The game was also favorably reviewed with one reviewer saying that A Bridge Too Far was “improved in every way over Atomic’s original Close Combat.” The game was voted seventh in GameSpy’s “Top Ten Real-Time Strategy Games of All Time”. It was an Editor’s Choice and runner-up as the Best Wargame of the Year from PC Gamer Magazine. It was also a runner-up for Computer Gaming World’s 1997 “Wargame Game of the Year” award. The Computer Game Developers Conference nominated CC II for its “Best Strategy/Wargame Spotlight Award.”

25 Year Retrospective of the Close Combat Series (part one)

by Patrick S. Baker

Take command of men who act like real soldiers” was the tag line on the Close Combat box.

When first released in 1996 Close Combat took the war game world by storm. It was not just one of the first real-time tactics/real-time strategy (RTT/RTS) war games, but also boldly claimed to be an accurate simulation of modern war. The game was developed by Atomic Games and published by Microsoft, and was one of the few games published by the software giant at that time.

It was originally announced as Beyond Squad Leader and was to be a digital sequel of Avalon Hill’s million-selling Advanced Squad Leader (ASL) board war game franchise.  However, the companies’ affiliation was fraught and, eventually, Atomic and Avalon Hill parted ways. Atomic renamed the project Close Combat, and continued the development, with Microsoft coming in as publisher.

Blood Red Skies Goes Digital

By Mitch Reed

Porting tabletop games to digital is a hit or miss endeavor. Sometimes the developers get it right and sometimes we end up getting a game that just fails. Recently acquired the rights from Warlord Games to bring the aerial combat game Blood Red Skies to the small screen. How well this will turn out remains to be seen, but my talks with some insiders make me feel confident that this port will not crash and burn.