Concepts
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
Tracker Gun Clip
ForceWeb
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
Psi-Grenade
Hand-Held Concept Equipment
Multi-Tracker
Mind Shield
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
Advanced Alien Containment
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
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. |