X-COM: Alliance (cancelled) MicroProse, Hasbro Interactive, Atari 2000

Being in concept since 1995 and in development shortly afterwards, X-COM: Alliance was to revolutionize the X-COM franchise by combining the strategic and tactical elements known from the first X-COM/UFO games with the in-your-face gaming scheme of a first person shooter. Developed on the reknowned Unreal Engine, practically simultaneously with Unreal, it was first announced for release in 1999, then 2000 and finally 2002. Sadly, the release never took place, the game met its demise most likely soon after the closure of Microprose UK and, what's worse, its assets were later re-used for the most horrible atrocity known to X-COM fans... Enforcer, the dumbed down, simplistic, straightforward, non-climatic, arcade-ish shooter. The game takes place in the year 2062, 12 years after the events of X-COM: Terror from the Deep and five years before those of X-COM: Interceptor, when the Patton, an Earth research ship, travels to Cydonia to locate Elerium-115 on the surface of Mars and establish a mining facility. The Patton goes through a dimensional wormhole gateway and ends up many light years from Earth, finding the alien invaders from UFO: Enemy Unknown (such as Sectoids and Ethereals) engaged in a war with a new alien race, the Ascidians. The crew of the Patton joins forces with the Ascidians and their alliance gives the game its name. There would be also several new alien races introduced as well. Gameplay would emphasize team management and tactics. Through the first-person perspective, the player would assemble and lead the squads of up to four members (from the pool of only 12, mostly scientists and engineers, all of them with not only different skills but also their own unique abilities, voices and lines of speech, personalities, feelings and attitudes, resulting in their display human-like behavior, distinctively different for various characters if they were put in the same situation) through the 13 missions with various objectives. The troopers' speech, movement, and combat effectiveness would be affected by their emotional state which would be infuenced by their individual personal traits and conditions such as the current morale and fatigue levels and their surroundings. Multiplayer co-operative (for the story mode) and deathmatch and capture the flag modes were also being planned.
Screenshots
Beta 219 / Beta 220 (thanks to Delacroix & upped by Scaryfun) 356MB/97MB
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Videos
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Beta 086 / Beta 219 & 220 combined / Miscellaneous Dev Files (thanks to Delacroix & upped by Scaryfun) 10MB/417MB/435MB
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Infos
Beta 219 with bat starters for each level 486MB (uploaded by Old-Games.ru)
Beta 086 / Beta 219 & 220 combined / Miscellaneous Dev Files (mirrors) 10MB/418MB/435MB (uploaded by Delacroix)


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