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XCOM: Enemy Unknown Review

5
  • PC
  • X360
  • PS3

Firaxis honors the XCOM name with turn-based strategy that shepherds players as expertly as it punishes, confidently balancing the micro and the macro all the while.

Forget a single civilization--all of mankind is at stake in XCOM: Enemy Unknown.
Forget a single civilization--all of mankind is at stake in XCOM: Enemy Unknown.

For players of a certain age, MicroProse’s original X-COM: UFO Defense is second in lore only to Sid Meier’s Civilization in its uncanny capacity to devour all of one’s time, one turn at a time. So there’s a weird sense of cosmic balance that Firaxis, developer of all those Civilization games, should be at the helm of XCOM: Enemy Unknown, the first new game to bear that name in more than a decade--and the first one to deserve it in much more than that. The beloved, long-neglected franchise, placed in the assured hands of the veteran developer who’s about as synonymous with turn-based strategy as, say, chess? This is how the universe is supposed to work, right?

Despite the addictive, turn-based parallels, below the surface, Civ and XCOM are very different beasts. There’s a slow-building amiability to Civ, where time is measured in millennia and victory need not necessarily involve guns and ammo. I think it’s important for me to be crystal clear in saying that this is not the case with XCOM: Enemy Unknown. There’s still a “one more turn” seductiveness to the experience, albeit a far more grueling one.

Weight is given to what seems to be a deliberately by-the-numbers alien invasion routine in Enemy Unknown by the fact that your grunts-with-guns military might is so sorely outmatched even by the first wave of invaders, that your only chance for survival--nevermind victory--is to muster up all the help you can. Even--nay, especially--if it means turning the invaders’ own fantastical technology against them. Though the action’s all turn-based, this is a pressure-cooker of a game, where resources are constantly stretched thin, you’re hopelessly outmatched by invading alien forces, and every choice is a tough one, with hard consequences to follow.

Who will you save?
Who will you save?

While Firaxis has instilled Enemy Unknown with a blistering kind of difficulty as an homage to UFO Defense, the key difference is that, unlike UFO Defense’s babe-to-the-wolves approach, Enemy Unknown spends generous hours peppering lessons about new mechanics into missions, holding back that next wrinkle until that due diligence is done. This isn’t to say Enemy Unknown holds the player’s hand, but that the challenge you face feels fair. Still, there are a lot of moving parts in this game--so many that it can be easy to overlook the importance of any one of them--though to do so is at your own potential detriment. The importance of vigilance cannot be overstated.

Enemy Unknown is a game of two distinctly separate, yet intrinsically connected parts which could, with little embellishment, stand as games on their own. There’s the big picture, presented in diorama at XCOM HQ, your subterranean base. Fighting a losing-odds intergalactic battle takes more than grizzled dudes, though it takes those, too (more on that later). It takes money, resources, engineers, and researchers, with a built-in interdependency between all of them. You need researchers to come up with new and inventive ways to kill aliens; you need engineers to actually build the stuff the boffins in research think up; and you need money and resources collected on the battlefield to put it all together.

Money largely comes in the form of a monthly stipend from individual countries protected by the XCOM program, which can be bolstered by launching satellites over specific countries to provide more vigilant protection. Satellites are rich targets for the alien invaders, which means you need to also invest in airborne protection, which comes with its own expense. Neglect a country for too long, and its panic level will rise to the point that they’ll opt out of the XCOM program permanently, hobbling your finances over the long-term. Additional perks can be had from launching satellites over an entire continent, and you can rake in extra coin by selling bits of alien tech on the Grey Market, though since this is the same stuff you need to build gear for your soldiers on the battlefield, cashing in too liberally has its own drawbacks. It’s all air-tight checks and balances, and part of what makes all of this so excruciating is that you never, ever, have enough money to pursue every avenue you’d like to.

Your first, last, and best line of defense.
Your first, last, and best line of defense.

While money's always tight, the most precious resource in XCOM is time, which is richly ironic for a turn-based strategy game. Any action you choose to undertake--researching new alien tech, launching satellites, recruiting new squad members, excavating and building new facilities in your HQ, and more--requires a certain amount of time to complete, with that time dictated by the infrastructure of researchers, engineers, and power sources you have in place. I actually find that I enjoy the jigsaw nature of the administrative part of the Enemy Unknown experience most, though to neglect the battle on the ground is to invite unconditional defeat.

While the clock is ticking ever-slowly while you’re tending to your HQ, the passage of time is accelerated significantly by scanning the globe for alien encounters, be they UFO sightings, abduction alerts, or missions dictated by the game’s surprisingly linear mission structure. Of course, when it rains it pours, and when a mission pops up, you’ll often have to choose between one of several locations, once again forcing you to make the hard choice of which ally to assist at any given moment, with those being ignored reacting in kind. Most of these missions are optional, though that’s only in the loosest sense of the word, since skipping a mission outright will have a crippling effect on your international relations more often than not. It can be awful tempting to let an abduction sighting slide for a couple of days until your next piece of tech has been completed, or your next payday comes around, but again, checks and balances.

Once you actually dive into an on-the-ground mission, Enemy Unknown shifts into small-scale tactical mode, where you control a squad of soldiers, usually between four and six. While they’re not imbued with much distinct individual personality, your (often randomly, hilariously named) international strike force is far from anonymous. Each squad member maintains a persistent experience level for the duration of the game--or, more likely, the duration of their life--ranking up as they score kills in missions. Character classes like sniper, assault, heavy, and support are automatically assigned after their first rank-up, though after that it’s up to you to choose what sorts of class perks they’ll have with each additional rank. The class distinctions, as well as the perks you choose, can have a huge impact on battlefield effectiveness, as classes limit the types of weapons soldiers can carry, and perks can bolster everything from movement range to weapon capacity and accuracy. Rank often correlates to mission survivability, though the sophistication of the gear you equip your squad with--armor, primary and secondary weapons, and accessories--can be just as important. Maintaining a certain amount of class variety is also absolutely crucial, as going into a mission with all snipers is just bad news, I don’t care what rank they are.

Who you choose to deploy, and how you equip them, can mean all the difference.
Who you choose to deploy, and how you equip them, can mean all the difference.

What makes all of the character stuff in Enemy Unknown so impactful is the relative fragility of your soldiers when they’re out on the field, and the permanence of their death. There is no virtue rewarded--nor tested--in Enemy Unknown as thoroughly as patience. As you advance your squad into the semi-randomized levels of wilderness, urban clusters, and alien ships and structures--all of them initially cloaked in the fog of war--one turn at a time, it’s all too tempting to rush into things, using both of your soldier’s per-turn actions to plow right into the unknown.

This, along with neglecting to keep your squad members behind bits of still-far-from-impervious cover, is a fantastic way to see them come home in a bodybag. While you’ll be able to salvage any of the pricey gear they were using, once a soldier’s gone, they’re gone, along with all of the time you spent ranking them up. While there are occasions that you can use medikits to save critically wounded soldiers, even if you make it through a mission with your whole squad in one piece, anyone injured on the mission will be out of commission for a commensurate number of days. Your in-game advisors will let you know if you’re running dangerously low on deployable soldiers, or any other vital resources, though if you lack the foresight to keep more than a mission’s worth of soldiers in your ranks, it’s not hard to find yourself facing a mission that you’ve got no one to fight. This can lead to a rapid downward spiral of abandoning countries and dwindling resources.

Most missions consist of locating and exterminating all alien threats, a fantastical menagerie that starts with little grey aliens, moves on to the hideous, zombifying arachnoid Chryssalids, and tops out with the physically frail, yet psychically terrifying Ethereals, among others, each of them requiring their own specific tactics to take down. You’ll occasionally be tasked with rescuing civilians, and there’s a strategic value to bringing your extraterrestrial foes back alive for interrogation. That’s only possible if you equip you soldiers with specialized gear, and invariably requires you get close enough to put the soldier in question directly in harm’s way. Like every action you take on the battlefield, it’s a gamble dictated by a number of variables--information the game makes available, but keeps just out of sight to prevent overwhelming the player with data. Even though the game uses simple percentages to clearly spell out the odds of a successful action, and there’s no reason to believe it’s fudging any of them for dramatic effect, the stakes are so high that every missed shot is absolutely excruciating.

You can further personalize your troops, if amplified emotional loss is your thing.
You can further personalize your troops, if amplified emotional loss is your thing.

Completing individual missions can take anywhere from fifteen minutes to, well, forever, depending on how liberally you use the game’s optional auto-save system and how obsessive you are about completing missions as cleanly as possible. This is an easy hole to fall down, as even the slightest mistake can snowball rapidly into a world-ending scenario. It can be a frustrating experience, no doubt, particularly when you find yourself in an entirely possible no-win situation deep into a campaign. But it’s rarely, if ever, unclear what action--or inaction--brought about your plight.

Extreme fastidiousness notwithstanding, it can take around 30 hours to see through the single-player campaign in XCOM: Enemy Unknown, though like Firaxis’ Civilization series, there are so many different ways to prioritize the research, engineering, economic, and tactical elements of the game that it almost begs for multiple playthroughs. Add to that a one-on-one tactical multiplayer component that lets you build blended squads of human and alien soldiers, and you’ve got a package that will meet your turn-based strategy needs for the foreseeable future.

It’s also well worth mentioning that, as the first XCOM game developed for consoles as much as it was for PCs, Enemy Unknown’s smartly economic, menu-driven interfaces handle intuitively with a gamepad. In fact, even on the PC, I found myself immediately eschewing mouse-and-keyboard controls in favor of the snappier gamepad controls. With game hardware where it is at the moment, Enemy Unknown naturally looks a bit better and loads a bit faster on the PC, but there’s no real reason not to play the game on whatever your platform of choice is.

The cleverest part of XCOM: Enemy Unknown is how it bundles up all of its complexities and interdependencies and presents them in a package that, while not easy, is at least easily digested. It's often overwhelming, but in the best way possible. XCOM gives no quarter to players with the hubris to think they can play Enemy Unknown at a pace other than the one set by Enemy Unknown. This game will test your mettle in a way that will make old fans tingle with a sense of unforgiving nostalgia, and will make clear to newcomers just exactly what XCOM is all about.

92 Comments

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Accolade

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@alex You were right on the 10 year podcast. I just read this again and Ryan really was a genuinely talented writer.

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bacongames

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Edited By bacongames

Even if this isn't technically Ryan's last review, when I look back, this is what I'll remember as his last review.

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megalowho

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Edited By megalowho

This is one of the best reviews on Giant Bomb. Really showcases Ryan's talent as a writer and reviewer. Great game, great man.

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iNShadows

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Edited By iNShadows

Great review Ryan. The Giantbomb crew are the best in the biz.

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Kohe321

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Excellent review, the writing on this site holds a seriously high standard throughout.

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Lind_L_Taylor

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Edited By Lind_L_Taylor

I'd love to see a turn-based tactical for Halo that was like this.

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Lind_L_Taylor

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Edited By Lind_L_Taylor

Excellent review. I'll need to pick this up soon or bug somebody to get it for me for Xmas.

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DisposableUser

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Edited By DisposableUser

@Seppli: Actually, it's a reference to "The" Ryback, who's recently taken the nickname Big Hungry. Which makes me think that it's a screenshot from Jeff's save.

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Rabid619

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Edited By Rabid619

Been enjoying the hell out of this game every time I've played it, I love/ hate that feeling of hopelessness you feel when you see an enemy preparing an attack. Just lost a Major a couple nights ago after toying with a Muton Commander for about five turns in an attempt to capture him alive. Just as I was coming up on him with my stunner he shot her in the head. :(

I think next time I will have to create The Ryback on my team. Seems like he could be beast, long as you Feed Him More than the others. If you don't, he may just go and get something off of a Meat Hook himself. Those stupid aliens won't know what hit him when he's done with them, they'll all be Shellshocked.

Subtle wrestling reference.

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GunslingerPanda

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Edited By GunslingerPanda

Feed me more.

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caseyg

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Edited By caseyg

Excellent Review!!

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beepmachine

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Edited By beepmachine

Great piece of writing. I'll definitely be getting this when I have the time/money.

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MonthlyRage

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Edited By MonthlyRage

First DS now XCOM? Looks like more late nights for meeee

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Zatoishwan

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Edited By Zatoishwan

Its already been said but it need to be said again - this review is totally A grade.

(Actually I think this is the best review I ever read on GB. Ever!)

And to the game, wow, so far I have had a blast!

Sure, there are many things I miss from the old games, but this is good enough for me and I hope Firaxis make loads on money on this so we can get more games like this.

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Solh0und

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Edited By Solh0und

Buying it in december when I go after X-mas shopping.

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Seppli

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Edited By Seppli

@Protonguy said:

I flippin' love this game. If they release DLC i'll get it day one (they deserve it just as a tip for this gem) but I really hope they get steam workshop going and really open it up for all to add to.

Great review Ryan, I genuinely enjoyed reading it. Please do a few more.

Lacking online distributable cash, I really hope for a proper (boxed) expansion. Looking at Firaxis' trackrecord, that's how they roll anyways - so I'm in good spirits.

Maybe I should finally cave and fork over that credit/debit card fee each year - and expose myself to online scum-baggery.

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Seppli

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Edited By Seppli

Thinking about it some more. I really need somebody to bring back Casey 'Just the Cook' Ryback. Just like Firaxis brought back XCOM.

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JoeGuy

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Edited By JoeGuy

You can't dumb down a game if its completely new and only pays huge homage to its predecessor without trying to replicate it. The game is entirely reworked, balanced and built differently and quite frankly a lot of the changes could be considered things the original could think about adding like cover systems, squad mechanics, multi-tiered environments and a fair playing experience so you don't feel cheated when your people die just stepping off the SkyRanger. It is not dumbing down to build a sleek modern game that feels just like XCOM. But it would definitely be dumb to ride the coat tails of a old game just for nostalgia's sake and not try to modernize or innovate.

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JackG100

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Edited By JackG100

The game is nice, but could be so much better if they borrowed more from the old X-com-games. They dumbed it down, they dumbed it down alot. But it is still one of the smarter games this generation... says alot.

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WhoopAssRambo3

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Edited By WhoopAssRambo3

Mr. Davis put words to it.

I sank a billion hours into this game over the weekend. Godamned Moses and Maria this game is so frakking good. I feared the worst when reading that Firaxis was breathing new life into one of my all-time favourite games, but once again Sid & co. made me a time-waster of the finest quality. I love this game. Thumbs WAY up!

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DystopiaX

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Edited By DystopiaX

@MrOldboy: Other than slight selection issues with a mouse I'm not seeing or feeling any of the "lack of polish" or significant bugs that you're reporting at all. I know you mentioned this but there is the distinct possibility that reviewers are having bug free experiences. Hell, I have a friend that never experienced any bugs in his ~60 hours of playing Skyrim.

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MrOldboy

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Edited By MrOldboy

I wish reviews for this game would actually look at it more honestly instead of through a pair of nostalgia goggles. The PC version (haven't played the others) has all kinds of dumb and frankly bullshit bugs. Graphical and technical bugs have bogged down the experience of this game for me substantially. It seems reviews are overlooking these issues or just think they're part of the game. Or I guess its possible they never encountered them, but I find that highly unlikely. There is also the possibility of reviewers playing the console versions, which lack these bugs on PC, and just assumed the PC version was fine since c'mon its Firaxis man..

The most egregious issue of the game its it notion of lying about the % to hit. It flat out lies and displays a value that is wrong. Some people have even reported missing 100% shots. I thought Fixaxis was one of the smarter devs that understood things like elementary school math. How can 100% not equal a hit on every shot?

and there’s no reason to believe it’s fudging any of them for dramatic effect

This game is awesome, but sometimes it feels broken...really broken. Other games get review scores lowered, quite a bit in some cases, for having so many technical bugs and just not existent polish. The game feels like it was rushed out the door, but then the devs go on various outlets and say over four years of work went into this game. Its like the team gave up at the bug testing phase of development, took a break and said "Meh, lets just start work on a patch in a month. I'm tired."

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Protonguy

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Edited By Protonguy

I flippin' love this game. If they release DLC i'll get it day one (they deserve it just as a tip for this gem) but I really hope they get steam workshop going and really open it up for all to add to.

Great review Ryan, I genuinely enjoyed reading it. Please do a few more.

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TorMasturba

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Edited By TorMasturba

Will be buying this either at the Steam Christmas/thanks giving sale or when my self-restraint gives out.

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Brackynews

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Edited By Brackynews

Just played the demo. Short! About equal time for cutscenes as running around two mostly barren maps, and I think I was prompted to use 2 powers. At the very least I thought it would let me pick the other mission choice after I was done, but then I played it again and it's the same mission no matter your choice. /facepalm For a 1.5GB demo it's not helping me decide much about its potential.

It's the kind of game that deserves more of a vertical slice demo. Here's the first or second mission with two enemies at a time and forced waypoints; here's your base because you never played XCOM before; then fast forward to the tenth mission with something that will annihilate you and your species. Give it the old college try.

Anyway, thanks to Giant Bomb coverage, and no thanks to the demo, it's on my wishlist. :)

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MichaelBach

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Edited By MichaelBach

Great review! I am maybe 8 hours in and having a great time with it, it's funny how a turn based game can be nerve wrecking!

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seanord

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Edited By seanord

Quick look sold me on this--so thanks for that Ryan and Jeff. Been playing for a few days and it is punishing. Things go bad for my guys so quickly, and for the most part I own the result. So good and deep.

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Zeg

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Edited By Zeg

@radioactivez0r said:

@gladspooky: What's wrong with the interface? I haven't had any issues with M/KB at all.

Here's two that bug me.

First, on highly ranked soldier with Psi powers, the keyboard shortcuts go beyond 1-9 and onto F1 and F2. But for some reason F2 just seems to cycle to my next soldier. I haven't checked if that's a keybinding conflict, but even if it is, that would be its default setting which would be weird.

And secondly (somewhat more nitpickingly), the shortcut keys don't stay consistent. It's somewhat unavoidable since different soldiers will have different skills based on rank as well as class, but I would have at least liked overwatch to always be on the same button.

I've yet to try out the gamepad, but if it also helps with the finicky balcony position and long distance free aiming selections, that might sway me to it.

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Krullis

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Edited By Krullis

I figured you'd give this game a 5 star, Ryan. It's obvious when any of you love the game when you're too busy wanting to play it rather than try and explain it in the Quick Look.

I'm not saying that's a bad thing! I mean, the game pretty much speaks for itself.

Great review!

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pweidman

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Edited By pweidman

Wow, finally the formal review! And... extremely thorough and well done Ryan.

Plus, I couldn't agree more with your assessment. Never played the original, but this game has been a delight and the current definition of an unanticipated jewel for me.

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Xeirus

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Edited By Xeirus

@MarkWahlberg said:

Wait. Why is everyone being so agreeable in these comments? This is a review! You're supposed to get hissy and complain!

Cause this game is good yo!

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Seppli

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Edited By Seppli

Love the Casey Ryback reference on that screenshot.
 
Under Siege 1 & 2 are my definite Segal movies. Well - they're the only ones I've seen on the big screen, since I was too young to enjoy his earlier works in the cinemas. I do genuinely love them however. Good stuff! Up there with the Die Hards of the world.

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benefitevil

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Edited By benefitevil

This game was all that I was expecting and more. While the game has flaws (every game does), the biggest for me is the lack of information about what each item does, it has been an amazing experience and recommend it to everyone. Pressing upon the player consequences of their actions was a big part of the original and I am glad to see the design team is using that as a selling point of the game. Do your self a favor and play/buy this game.

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durden77

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Edited By durden77

One of the top games of the year, no doubt. And great review Ryan.

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MarkWahlberg

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Edited By MarkWahlberg

Wait. Why is everyone being so agreeable in these comments? This is a review! You're supposed to get hissy and complain!

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Baal_Sagoth

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Edited By Baal_Sagoth

Nice. I just visit the site flying high from my glorious first victory over the alien scum only to actually find the full review. Excellent read and great attention to detail, especially for a review of a game that has so many crucial elements that significantly affect gameplay. I still can't quite believe how good XCOM turned out to be for my tastes - I just don't even expect this kind of quality and oldschool sensibilty anymore.

So far this game is a very strong contender for the most fun I had with a game this year. So I'm glad to see it is received well on GB too!

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TheSouthernDandy

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Edited By TheSouthernDandy

@Skanker said:

@a5ehren said:

The game gets easier once you have the money to get a squad's worth of good armor and hot hot plasma. You should probably try Classic - since you can switch difficulty on the fly, just pop into one of your old missions and try it out.

Yeah, that's definitely what I'll do on my second playthrough of the game. I've heard some good things about the smarter AI in Classic/Impossible.

Yeah I did the same my first playthrough and it wasn't too difficult, but I started a new one on Classic/Ironman and wow, it turns into a completely different game. Still fun but tense as hell.

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Lugburz

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Edited By Lugburz

Play this on Classic or Impossible modes and tick the "ironman" box to really break your own nerves to appreciate this game. Normal difficulty is also very hard and playable, at least if it is your first playthrough.

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Box3ru13

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Edited By Box3ru13

Finished it last night (around 40 hrs, 10hrs of MP) and this game is Top 3 with AC3 and Far Cry 3 being the only two other games coming out that could surpass it. Review echos my own sentiments.

Normal was fairly challenging but towards I stream-rolled once I got Plasma weapons and Psi Armor. Didn't even lose a country which I thought wasn't supposed to be possible(?) but it was such a damn excellent game and MP and Classic Ironman playthroughs await.

Great game and possible GOTY in my book.

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ArbitraryWater

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Edited By ArbitraryWater

This review echoes my sentiments pretty well.

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Funkydupe

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Edited By Funkydupe

Addictive.

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kerse

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Edited By kerse

Totally agree, fantastic game.

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PlatypusPlatoon

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Edited By PlatypusPlatoon

Just a superb review through and through. Ryan can write the pants off of "real" journalists working for mainstream publications.

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DharmaBum

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Edited By DharmaBum

Sounds brilliant and I need more strategy games in my life. I'm hoping my friend ends up switching to the PC version and gives me his other copy.

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Phototropic

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Edited By Phototropic

Great review. This game is crack and my GOTY so far.

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Yanngc33

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Edited By Yanngc33

GOTY?

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Thor_Molecules

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Edited By Thor_Molecules

Fantastic review, mr. Davis.

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Sackmanjones

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Edited By Sackmanjones

Please write more reviews Ryan, they are very professional and a great read

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JoeGuy

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Edited By JoeGuy

Just finished the game on Normal yesterday, switched to Classic Iron Man. Damn if that is not the way to play. The culture shock from being slightly OP at end-game Normal difficulty, to Classic Iron Man with insta-death Rookies is pretty huge. Amazing game and damn addictive! When you get something right, a really complex plan goes pinch perfect or you pull off a unlikely shot to save a squad member it just feels good and rewarding, plain and simple. The whole game is a blast, except a tinge of shame when you check out all the Rookies you led out as bullet shields at the memorial wall.

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Skanker

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Edited By Skanker

@a5ehren said:

The game gets easier once you have the money to get a squad's worth of good armor and hot hot plasma. You should probably try Classic - since you can switch difficulty on the fly, just pop into one of your old missions and try it out.

Yeah, that's definitely what I'll do on my second playthrough of the game. I've heard some good things about the smarter AI in Classic/Impossible.