Title UFO: Enemy Unknown (aka XCOM: Enemy Unknown) (Third Review) Publisher Microprose (1994) (Rereleased by Acid Software/Guildhall) Game Type Combat Sim Players 1 HD Installable Yes Compatibility All Amigas (separate AGA and ECS versions) Demo Screenshots - aminet: game/misc/ufoeupics.lha Game data/utils Numerous cheats/savegame editors - search aminet for UFO Submission Dennis Smith Profiled Reviewer Review Julian and Nick Gollop are responsible for some of the best turn-based strategy games that appeared on the Spectrum and then the other 8-bit computers, most famously Laser Squad and Lords Of Chaos. When they came to write a new game on modern PC's they created perhaps the best of all such games - UFO. The multi-player aspect of previous turn-based games (which was something of a weakness, being slow and subject to cheating) was dropped in favour of a sinister computer opponent in the form of an invading fleet of aliens of many different kinds. There are two aspects to the strategy. On the global scale you must build UFO detection stations with space for interceptor aircraft, stores of weapons, somewhere to keep your ground troops, space for scientific research and so on. At the same time you must manage financial resources and deal with the alien threat when it is spotted, sending planes to shoot down the UFO's and to deploy ground troops to clear up afterwards. The clearing up operations form the second part of the game, the isometric turn-based section in which you move your troops around and take action against the surviving aliens - who are armed and dangerous. As the game progresses, you encounter bigger and stronger UFO's, with bigger, more dangerous, more heavily armed aliens; in turn you must research the alien technology and develop your own weapons to match. The two sides to the strategy are perfectly balanced and the game really draws you in. As you progress there are more challenges - you may find alien bases or they may invade your bases, and ultimately you must discover the source of the alien fleets and deal with it. Written originally for the PC, the game relies on the heavy computing power of the Pentium processors to make the game playable despite less-than-optimised code for the alien AI routines and the screen drawing. The Amiga coders have done a very good job, against tight deadlines, to bring us a playable version of the game. It is lacking some things though, such as the night-time missions, and it can be very slow at times, patience-tryingly, especially when dealing with large UFO's, but it has the polished presentation and all the playability of the PC version. The sheer addictivity of the game overrides your frustrations and you'll find it exceptional and enthralling to play. Some would say that it is perhaps too easy but there is sufficient range of difficulty levels to offer a fine challenge to players of any ability. An all-time classic.