X-COM: Genesis

Last updated
X-COM: Genesis
Developer(s) MicroProse Chapel Hill Studio
Publisher(s) Hasbro Interactive
Designer(s) Dave Ellis
Series X-COM
Platform(s) Microsoft Windows
ReleaseUnreleased
Genre(s) Strategy
Mode(s) Single player

X-COM: Genesis was a Windows strategy video game in development in the X-COM series. It was being developed by MicroProse' Chapel Hill studio, then working for Hasbro Interactive who had bought out MicroProse. Production took place in the original MicroProse offices, and the game was planned "sometime for 2001". [1] X-COM: Genesis was never completed due to the closure of the Chapel Hill MicroProse studio. [2]

Contents

Development

The development team consisted of MicroProse veterans and new hires to help with the workload. Some of the new hires were video game industry veterans, but some were new to game development. A substantial number of the new hires came from the freshly shutdown EAI game development studio in Salt Lake City, Utah.

The Chapel Hill development team, just after finishing X-COM: Interceptor , had completed converting the original X-COM games from DOS to Windows (using DirectX). Wanting to return to gameplay of the original games, the team began developing a storyline that was conducive to squad-based missions, the highlight of the original games. The creepy atmosphere, frighteningly powerful aliens, base building and research were all allotted for in the new version. Genesis would be a 3D real-time strategy game. The real-time gameplay was tentativeif using it didn't convey the same atmosphere and feel as the original, it would be replaced with a turn-based implementation. As a precaution, the game designer Dave Ellis had provided for a feature where players could easily stop the action and issue commands to their units.

In mid-1999 the team started developing a 3D engine from scratch. The engine used Direct3D to take advantage of hardware acceleration, but also had a software 3D engine for those computers without 3D cards. The team developed a "Geoscape", a view of Earth from orbit, that far surpassed the implementation in previous versions. The original game had a flat-shaded, rather blocky representation of the Earth. Genesis had a smooth globe on a background of stars. With the mouse, the user could turn the Earth and when doing so, could see the Sun and Moon pass by in the background. A translucent covering of clouds swirled above the tranquil blue, green and brown planet surface below. The team built a level editor to allow the artists to build levels for the "Battlescape"the areas where battles against the alien invaders would take place. The artists created an urban environment with a filling station, warehouse, an apartment building, attached parking garage, a park, a burning trashbin and streetlights that cast pools of light. Floating above it all was a blimp with floodlights streaming earthward. Standing in formation outside their aircraft were the X-COM soldiers, shifting on their feet, looking left to right. Zooming in closely, one could even see their chests huff as they breathed. By simply pointing and clicking, the soldiers could be commanded to move from place to place. All action was in real-time.

Once at this point, the programmers busied themselves adding more features to the engine, refining current features and implementing AI. Meanwhile, Dave Ellis was busy developing the game design and the artists were producing concept art. In the studio's main conference room, one entire wall was covered with original sketches and color treatments of illustrations. The facing wall was covered in colored Post-it notes depicting the player's possible paths through the game. Technology trees, base discoveries and pivotal events were all represented.

The studio was notified of the project's cancellation on December 7, 1999, as part of a range of cuts including several other games and an updated version of Atari's Combat . The Chapel Hill Hasbro Interactive studio was closed on January 7, 2000. The remaining Hasbro Interactive studios were closed shortly thereafter and Hasbro sold their remaining assets to Infogrames (Atari). In 2005, Take-Two Interactive acquired the rights to the X-COM series from Atari. [3] Previous employees of the studio later formed a new studio called Vicious Cycle Software, developing a new 3D engine and a technology demo. Dave Ellis, leveraging contacts at Mattel, arranged for a demonstration of the demo to Mattel's management. Vicious Cycle would go on to make a Robotech game for Mattel to be published for the newly released PlayStation 2 and Xbox.

See also

Related Research Articles

<span class="mw-page-title-main">Atari Jaguar</span> Home video game console

The Atari Jaguar is a home video game console developed by Atari Corporation and released in North America in November 1993. Part of the fifth generation of video game consoles, it competed with the 16-bit Sega Genesis, the Super NES and the 32-bit 3DO Interactive Multiplayer that launched the same year. Powered by two custom 32-bit processorsTom and Jerryin addition to a Motorola 68000, Atari marketed it as the world's first 64-bit game system, emphasizing its 64-bit bus used by the blitter. The Jaguar launched with Cybermorph as the pack-in game, which received divisive reviews. The system's library ultimately comprised only 50 licensed games.

<span class="mw-page-title-main">Atari Lynx</span> Handheld game console

The Atari Lynx is a 16-bit fourth-generation hand-held game console released by Atari Corporation in September 1989 in North America and 1990 in Europe and Japan. It was the first handheld game console with a color liquid-crystal display. Powered by a 4 MHz 65C02 8-bit CPU and a custom 16-bit blitter, the Lynx was more advanced than Nintendo's monochrome Game Boy, released two months earlier. It also competed with Sega's Game Gear and NEC's TurboExpress, released the following year.

<i>XCOM</i> Video game series

XCOM, is a science fiction video game franchise featuring an elite international organization tasked with countering alien invasions of Earth. The series began with the strategy video game X-COM: UFO Defense created by Julian Gollop's Mythos Games and MicroProse in 1994. The original lineup by MicroProse included six published and at least two canceled games, as well as two novels. The X-COM series, in particular its original entry, achieved a sizable cult following and has influenced many other video games; including the creation of a number of clones, spiritual successors, and unofficial remakes.

<span class="mw-page-title-main">MicroProse</span> American video game company

MicroProse is an American video game publisher and developer founded by Bill Stealey, Sid Meier, and Andy Hollis in 1982. It developed and published numerous games, including starting the Civilization and X-COM series. Most of their internally developed titles were vehicle simulation and strategy games.

<i>RollerCoaster Tycoon</i> Video game series

RollerCoaster Tycoon is a series of construction and management simulation games about building and managing an amusement park. Each game in the series challenges players with open-ended amusement park management and development, and allowing players to construct and customize their own unique roller coasters and other thrill rides.

<i>X-COM: Terror from the Deep</i> 1995 video game

X-COM: Terror from the Deep is a strategy video game developed and published by MicroProse for the PC in 1995 and for the PlayStation in 1996. It is a sequel to X-COM: UFO Defense and the second game of the X-COM series, this time taking the war against a renewed alien invasion into the Earth's oceans.

<i>Sonic X-treme</i> Canceled video game by Sega

Sonic X-treme was a platform game developed by Sega Technical Institute from 1994 until its cancellation in 1996. It was planned as the first fully 3D Sonic the Hedgehog game, taking Sonic into the 3D era of video games, and the first original Sonic game for the Sega Saturn. The storyline followed Sonic on his journey to stop Dr. Robotnik from stealing six magic rings from Tiara Boobowski and her father. X-treme featured open levels rotating around a fixed center of gravity and, like previous Sonic games, featured collectible rings and fast-paced gameplay.

<i>X-COM: Alliance</i> Cancelled video game

X-COM: Alliance is a cancelled video game in the X-COM series. The game was developed by two different teams of MicroProse developers between 1995 and 2002. It had the player assume the role of commander of the militarized scientific mission lost in space during the aftermath of X-COM: Terror from the Deep.

Dave Ellis is an author, video game writer and video game designer. He is also an avid classic arcade game collector and was a columnist for Gameroom Magazine.

<i>Wheel of Fortune</i> video games Video game series

Wheel of Fortune is an American television game show created by Merv Griffin, premiering in 1975 with a syndicated version airing in 1983. Since 1986, the syndicated version has been adapted into various video games spanning numerous hardware generations. Most versions released in the 20th century were published by GameTek, which filed for Chapter 11 bankruptcy protection in 1998.

<span class="mw-page-title-main">Vicious Cycle Software</span> American video game developer

Vicious Cycle Software was an American video game development company based in Morrisville, North Carolina.

<i>X-COM: Interceptor</i> 1998 video game

X-COM: Interceptor is the fourth main game in the X-COM series, developed by MicroProse's Chapel Hill development studio and released in 1998. The game is a combination of many genres, including space flight simulation, business simulation game and strategy game elements. More specifically, the player's role includes managing a number of X-COM space stations, piloting starfighters during hostile encounters whilst co-ordinating wingmen, and managing resources and research. X-COM Interceptor, although released as the fourth game, is actually set before X-COM: Apocalypse, thus making it the third game in the chronological order. The game was re-released in 2008 for Steam and GamersGate, and again in 2016 on GOG.com.

Freescape is a video game engine, an early 3D game engine used in video games such as 1987's Driller. Graphics were composed mostly of solid geometry rendered without shading.

Incentive Software Ltd. was a British video game developer and publisher founded by Ian Andrew in 1983. Programmers included Sean Ellis, Stephen Northcott and Ian's brother Chris Andrew.

<span class="mw-page-title-main">Monopoly in video games</span> Video game series

There have been numerous Monopoly video games based on the core game mechanics of Parker Brothers and Hasbro's board game Monopoly. They have been developed by numerous teams and released on multiple platforms over 35+ years.

Civilization is a series of turn-based strategy video games, first released in 1991. Sid Meier developed the first game in the series and has had creative input for most of the rest, and his name is usually included in the formal title of these games, such as Sid Meier's Civilization VI. There are six main games in the series, a number of expansion packs and spin-off games, as well as board games inspired by the video game series. The series is considered a formative example of the 4X genre, in which players achieve victory through four routes: "eXplore, eXpand, eXploit, and eXterminate".

<span class="mw-page-title-main">Atari Interactive</span> American video game production and publishing company

Atari Interactive, Inc. is an American subsidiary of Atari SA, formerly known as Infogrames Entertainment SA. The company was originally founded by toy company Hasbro in 1995 as Hasbro Interactive, and was sold to Infogrames at the beginning of 2001.

Atari SA is a French video game holding company headquartered in Paris. Its subsidiaries include Atari Interactive and Atari, Inc. It is the current owner of the Atari brand through Atari Interactive.

<i>MicroProse Golf</i> Golf video game

MicroProse Golf is a golf video game developed by The Thought Train and published by MicroProse. It was released in 1991 for Amiga and Atari ST. In 1992, an enhanced MS-DOS version, featuring golf instructor David Leadbetter, was released in the United States as David Leadbetter's Greens and in the United Kingdom as David Leadbetter's Golf. The game's variety was praised, and some critics considered it the best golf game available.

References

  1. Mullen, Micheal (1999-12-14). "Hasbro Talks MicroProse". GameSpot.com. Retrieved 2013-11-05.
  2. Parker, Sam (2000-06-02). "Vicious Cycle Speaks". GameSpot.com. Retrieved 2013-11-05.
  3. Atari's Trademark Assignment Details from the United States Patent and Trademark Office.