RPGPlayer: One of the greatest changes between UFO: Aftermath and previous X-Com games is the use of a mixed turn based/real time combat system. Don’t you think that this choice can disappoint the original series fans? In you opinion what are the positive and also negative gameplay effects of this choice? Jiri Rydl: "Our combat system features, in our opinion, the best elements of both turn based and real time combat systems. It works like this: You give orders while the game is paused, to avoid the frantic rush of a real time system. While paused, you can give your troops very detailed orders, taking as much time as you like. Once you are finished, you simply tell the game to start. Once the game is underway, you can pause the game at any point to update or change your orders, and the game will automatically pause when important events occur, so that you may modify your plans accordingly. Be sure to note that all of the combat happens at once, combining the finely grained tactics of a turn based game with the realism of a real time system. The main difference from realtime system with pause is that soldier has no voiliton on their own they don’t shoot, move or do anything without your command exatly as in turn-based strategies."