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| designer = Lukáš Veselý Vojtěch Vild | engine = | released = | genre = real-time strategy, Real-time tactics | modes = Single-player | platforms = Windows, Xbox }} ''UFO: Aftershock'' is a computer real-time tactical strategy game created by Altar and released in 2005. It is a squad combat game at its core with overlying strategic elements and a clear debt to the lauded classic ''X-COM: UFO Defense'' (1994), though a smaller one than that of its predecessor, ''UFO: Aftermath''. ==Gameplay== The combat section of the game uses a real-time system with adjustable speed along with a pause option, and it has been improved from the previous game, with added features such as multilevel battlefields and accessible buildings, but also lacks some previous features, such as destructible terrain. The strategic section holds resource and squad management, research, development, some limited diplomacy and planning of attacks. As a departure from both the X-COM series and the prequel, there is no air-to-air interception. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「UFO: Aftershock」の詳細全文を読む スポンサード リンク
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