This was ideally suited to an add on, but was released as a standalone product. I produced a Playstation version of TFTD at this time as well, but the end of Apocalypse signaled the end of the Microprose relationship with Mythos, and immediately prior to that I had decided to explore outside Microprose and went to work for Hothouse Creations. I was given an blank page at Hothouse to begin a new game, and I decided to work within this genre, one defined by the likes of X-COM and Syndicate. But unlike games like Syndicate it offers a strategic element, one where research, resource management, team management and a full level of strategic play unfolds. Personally I play it in full real-time mode, but I have realized recently that many players crave the ability to plan and study, strategize and analyze as well as ream, blast and obliterate their enemy and the environment.
Abomination offers the player the duality of strategic and tactical play.
As the Enemy unfolds their plans in the strategic level, so the events in the tactical environments reflect this, what you do on the ground alters the ebb and flow of the war. The success you achieve in the combat environment is directly reflected by changes in the enemies strategy, tactics and actions. The strategic level is not just about resource management, but about the ability to chose your missions and actions, decide where you want to take the escalating scale of events, and discovering the possibilities of your actions. Abomination is also very multiplayer in design, but I'll deal with those elements later. The game constantly changes, one minute you are initiating assaults, the next retrenching and fighting an onslaught at the mercy of a new enemy strategy.