Below is a little background on how Apocalypse came to be and the stuff that almost
made it into the game, which would have been cool, but were cut out due
to various reasons. After years of development by Mythos Games, this
title still turned out to be incomplete in some respects. The original
ideas called for a more detailed game which, due to various
constraints, just wasn't feasible. Below is an excerpt from the
official Mythos Games website, stating how the game could have turned out very different!!
Mythos Games said
After completing this game I know how Francis Coppola felt after filming 'Apocalypse Now'.
Just about everything that could go wrong did go wrong, and the amount
of effort required to pull it into shape was immense. After three years
of hard work and five different producers 'X-Com: Apocalypse'
finally hit the streets. The initial game design was definitely too
ambitious and too complex. The aim was to recreate in some detail the
events, organisations and personalities within a futuristic
megalopolis. Each corporation had a leader who could be tailed,
arrested, interrogated or assassinated. Organisations could buy and
sell buildings as their financial fortunes changed. X-COM agents could
spy on other organisations to gain valuable information. A
sophisticated diplomacy display allowed the player to instigate
aggressive or defensive alliances with other organisations.
There
were multiple alien dimensions, generated pseudo-randomly, and the
aliens gradually expanded their empire as the game progressed. The game
also featured a scenario generator and multiplayer options using a
hotseat turn based system or a real time LAN option. Most of these
features were implemented to some degree, but were finally stripped out
due to the horrendous amount of work involved in QA and debugging.
We
decided right at the start of the project to include an option for real
time tactical combat or turn based. This decision alone caused many of
the headaches for the programmers, but the final implementation of the
real time combat stands up as a truly innovative system.
Truly the plans for a great game. Shame it didn't turn out quite that
way, but click on the links below to see some of the things the program
designers left in the package that were never used!!
Weapons | Equipment | Vehicle Equipment | Facilities | UFOpaedia
Hand-Held Concept Weapons and Equipment
Tracker Gun
|
Weight: 4
Size: 1x3
Manufacturer: Megapol
Power: 0
Damage Type: Smoke
Range: 25m
Fire Rate: 1.00 r/s
Max Rounds: 20 |
UFOpaedia: NOT USED!
Notes: Designed to tag organisational leaders, criminal gang
members and other suspicious people around Mega-Primus. Not used as
this game aspect was never finally incorporated. |
Tracker Gun Clip
|
Weight: 1
Size: 1x1
Manufacturer: Megapol
Rounds: 20 |
UFOpaedia: NOT USED!
Notes: Ammo for the Tracker Gun. Consensus seems to be some sort
of microchip tagging system or the like. Once tagged, a unit could be
followed using one of the tracking devices. |
ForceWeb
|
Weight: 6
Size: 1x3
Manufacturer: X-COM
Power: 80
Damage Type: Stun
Range: 6m
Fire Rate: 0.75 r/s |
UFOpaedia: An energy beam device which can render a target
immobile for a short period of time. The target remains conscious but
is unable to move or use equipment.
Notes: Now HOW useful would this have been? VERY methinks.
Freeze Aliens!! You're under arrest!! Would have been good on Poppers,
Megaspawn and Psimorphs alike. Maybe this would have introduced an
unfair advantage to X-COM. |
Energy Pod
|
Weight: 3
Size: 1x3
Manufacturer: X-COM
Power: 70
Damage Type:
Disruptor Beam
Range: 62m
Fire Rate: 0.90 r/s
Rounds: 1 |
UFOpaedia: N/A
Notes: Ammo for the ForceWeb. |
Dimension Destabilizer
|
Weight: 3
Size: 2x3
Manufacturer: X-COM
Power: 55
Damage Type:
Disruptor Beam
Range: 62m
Fire Rate: 2.57 r/s
Rounds: 28 |
UFOpaedia: An X-COM developed Disruptor Beam weapon based on
Alien technology. It is a faster firing and more effective weapon than
the Devastator Cannon.
Notes: Oh how I could have done with this to deter would-be
humanoid base invaders!! Die Cultist mothers, DIE!! Never mind eh. It
would have been useful on Superhuman setting though... |
Psi-Grenade
|
Weight: 1
Size: 1x1
Manufacturer: Marsec
Power: 80
Damage Type:
Psionic Blast |
UFOpaedia: A device which causes a Psionic disruption blast.
Any target with high Psionic capability is particularly vulnerable to
Psi-grenades. The blast will drain Psi-energy and possibly render the
target unconscious.
Notes: A particularly nasty device, but it would have helped
considerably when trying to capture a live Psimorph. Still, never mind
eh. No sleep lost over that one. |
Hand-Held Concept Equipment
Multi-Tracker
|
Weight: 2
Size: 2x2
Manufacturer: Megapol |
UFOpaedia: NOT USED!
Notes: A device used to track multiple tagged units at the same
time. Most likely used in conjunction with the Tracker Gun to keep tabs
on VIP's. |
Mind Shield
|
Weight: 3
Size: 2x2
Manufacturer: Marsec |
UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
Notes: Players of X-COM who managed to REALLY annoy MarSec may
have seen a few of these late on in the game. Whilst X-COM could never
use them, I suspect MarSec could. This would have also been one of my
all-time favourite items. Still, never mind eh? Teleporters still
ROCK!!! |
Alien Detector
|
Weight: 2
Size: 1x2
Manufacturer: X-COM |
UFOpaedia: N/A
Notes: Another type of tracking system, perhaps this one for aliens. |
Dimension Force Field
|
Weight: 4
Size: 2x3
Manufacturer: X-COM |
UFOpaedia: N/A
Notes: Most likely a shield or a way to partially block Disruptor technology. |
Concept Vehicle Equipment
Dimension Shifter
|
Weight: 110
Size: 3x3
Manufacturer: X-COM
Dimension Shifts |
UFOpaedia: NOT USED!
Notes: Just like the name implies, this allows vehicles to dimensionally jump without the need for a Dimensional Gate. |
Concept Facilities
(Prison) Cells
|
Const. Cost: $1,200
Days To Build: 2
Weekly Cost: $100
Capacity: 10 |
UFOpaedia: NOT USED!
Notes: Advanced containment for Mega-Primus' more colourful
citizens! Never needed as this part of the game was never incorporated,
but it just goes to show that a lot of plans had been drawn up for
these more complex game aspects. Oh how I would have loved to
interrogate prisoners and access advanced diplomacy functions and so on
and so forth... |
Advanced Alien Containment
|
Const. Cost: $14,000
Days To Build: 7
Weekly Cost: $700
Capacity: 20 |
UFOpaedia: NOT USED IN GAME ANYMORE!
Notes: Designed to hold twice the number of aliens, as well as
larger Alien life-forms. Never incorporated into the game, as a small
facility was sufficient to house everything (with the possible
exception of an Overspawn, which would have been bigger than your base
anyway!!). Would have been nice though, as the Psimorph and the
Megaspawn do take up a lot of space... but when weighed against the
amount of space it would have taken up in your base, it was best left
out really. |
UFOpaedia Concepts
Walls
|
UFOpaedia: N/A
Notes: This is an unused picture which apparently is part of a UFOpaedia article about the walls in the city. |
To-Win
|
UFOpaedia: NOT USED!
Notes: Rumor has it that this is another way of winning the game. Ever visit the Main Pod Site
in the Megapod Chamber in the next to last mission? If so, this looks
very familiar. Maybe this was a way to bypass the mission and/or
destroy the pods? No one knows. |
VIP's
|
UFOpaedia: N/A
Notes: As mentioned above, there was supposed to be a way to
tag, capture and interrogate organizational leaders in the game. This
image (title: Vipttl.pcx) is a rarely seen file artifact and hints at (at least) a UFOpaedia article and (at most) a UFOpaedia category for the different types of taggable units. |
Soldiers
|
UFOpaedia: N/A
Notes: This image (title: S-title.pcx) is another rarely seen artifact pertaining to soldiers. It evidently is background or possibly soldier information. |