Next was X-COM: First Alien Invasion, an e-mail game. The last days of MicroProse (and its acquisition by Hasbro Interactive) saw three Genre Shifted offerings: X-COM: Interceptor (1998), an interquel which kept the base management elements while swapping out the strategy missions for a space-bound flight sim. Apocalypse took place another 40 years later in an isolated city, and included the option to play in real-time. Despite its modest origins, the X-COM legacy was not a solo act: While Gollop's team set to work on a sequel called X-COM: Apocalypse, an in-house crew at MicroProse beat him to the punch in 1995 with a Mission-Pack Sequel: X-COM: Terror from the Deep, set 40 years after the First Alien War. The first title, UFO: Enemy Unknown (marketed as X-COM: UFO Defense in North America) was a watershed title for the genre. Although the games have a fair amount of randomness, the better player will tend to win. What follows is a mix of Turn-Based Tactics and resource management. Players are put in charge of X-COM, a planetary defense agency, and tasked with maintaining X-COM's budget and catching flying saucers (either by storming their landing sites or shooting them down). The brainchild of Julian Gollop and assorted MicroProse personnel, X-COM is a British series of games created in 1993.
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