So, after UFO Defense finished, I said I would do Apocalypse next. Well here it is, X-COM: Apocalypse!
X-COM Apocalypse was the much better sequel to UFO Defense, mainly because it was actually made by Mythos, instead of being made in six months by a Microprose team. Anyway, here's the story so far: Apocalypse takes place 44 years after TFTD, in 2084 where the destruction of T'Leth has ravaged Earth's biosphere. The city of Mega-Primus was built as a self-sufficient megalopolis over the ruins of present day Toronto. Instead of taking place over the entire Earth, Apocalypse takes place in Mega-Primus alone (and later in the alien dimension).
So the basic premise is this: aliens are invading, X-COM fights them. You can sign up for this extermination by reserving a soldier as such:
Name:
Race:
Apocalypse has three races: human, android and sectoid-human hybrid. Humans are average, androids are good physically and psionically null but can't improve, hybrids are good psionically but weak physically. One feature of Apocalypse is that there's no "hire recruit" button anymore - you have to hire from talent pools which change daily. Therefore, androids and hybrids will have to wait until one is available to get into the story.
Weapons:
Megapol Lawpistol: It's a pistol. Actually does good damage, but is inaccurate at anything other than short range.
Marsec M4k Machine Gun: A machinegun. Poor damage and accuracy, but high rate of fire makes up for it. Pretty much a general-purpose versatile weapon
Megapol Laser Sniper Gun: Unlike the laser rifles, these ones actually require ammo. Opposite of the machinegun, high damage and accuracy but low rate of fire.
Megapol Auto Cannon: Your standard heavy weapon. Comes in three flavours, armor piercing/high explosive/incendiary rounds.
Megapol Stun Grapple: Finally, a ranged stun weapon. The Stun Grapple is quite good for taking out foes with one or two hits, but they might wake up later.
Megapol AP Grenade: Goes boom, like any other grenade.
Megapol Stun Grenade: Releases a cloud of knockout gas. Less effective than the grapple for stunning aliens, but can be used to great effect at chokepoints.
Megapol Smoke Grenade: I don't really use them, but they can be good for hiding troops when you're setting up an ambush.
I'll explain the rest of the weapons later, when they appear in-game.
Medi-kit: Unlike X-COM 1 & 2, the medikit can only be used on the soldier holding it. This oversight means that unconscious agents are much more likely to bleed to death.
Mind Bender: Apocalypse's version of the Psi Amp. Androids can't use it, humans can use it once in a blue moon, but a powerful hybrid with a Mind Bender is near-invincible in the endgame.
Motion Scanner: No thanks.
In addition, all troops will have 2 AP grenades, 2 stun gas grenades and a medikit.
Bio: Once again, optional.
Unlike in the first two games, new recruits arrive at base nearly instantly, which means you won't have to wait to get your guy in (assuming he can be hired).
Roster-Deadmeat
-Spectre
-Miranda Galena
-Markus
-HK 47
-Ronin
-Jonathon Chrisson
-The Author
-Max III
-Loony
-Tarran Smith
-Dakam
-Akura
-Rho-Mu37
-The_breadbocks (waiting for hybrid)
Waiting List-IT-NET-101-OR
-Tim Newton
-Naomh O'Driscoll
-Sal Devios
-Jack Grey
-Kamina
-H4-SP-3N
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