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    XCOM: Enemy Unknown

    Game » consists of 19 releases. Released Oct 09, 2012

    The classic tactical turn-based combat returns in this modern re-imagining of X-COM: UFO Defense.

    the_laughing_man's XCOM: Enemy Unknown (Xbox 360) review

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    We.....are not alone

    XCOM: Enemy Unknown is a remake of the original 1994 XCOM: UFO Defense (also known as XCOM: Enemy Unknown). Tossed out by Firaxis, the makers of the Civilization games, the game already looked promising when I was poking around my local Game Stop. Of course, I would be lying if I said I bought this game on day one.

    Let me set the scene here: While the world is playing happy slaps with each other, a much bigger threat comes from the stars, aliens my friend, aliens. I'm not talking the “phone home” kind but the chest buster, acid-spitting kind. Magically, the nations of the world set up the XCOM project to deal with these threats (really, the game is not the best at setting all this up). You are tasked with commanding your men and women into battle of the alien invaders.

    If anyone played the original Xcom they knew that the game was hard. I was only able to play a bit of the first game recently and was put off by the lack of information given to you. Question arose like, “why should I fly here?”, “Where do I set up my base?”, “Where the hell did all my money go?” Yes, all these “issues” (I use that term lightly) turned me away from the original.   

     
    WTF IS THIS? WHAT SHOULD I SELL?!?
    WTF IS THIS? WHAT SHOULD I SELL?!?

      

    Luckily, the new game slides you in with a tutorial. In the first two missions, you are  given strict guidelines on what to do. The first mission even goes as far as to pick out who lives and who dies. After this, you are taken back to your base to meet your “key men” and given the lay of the land. The tutorial again gives you very direct things to research and build , going as far as to label the items as “priority” which helps you set up your first few projects and goals. 

    Encounters come in different forms. For example, in the base “Alien Abduction”, you send in troops to kill a set number of aliens with air encounters. Your air units will face off with a number of different sized alien ships and crash sites, which result from the above alien air battles.    In one mission, you are tasked to find a bomb that is to be disabled before it explodes, and then defend your post from alien reinforcements. There are also classic terror missions, where the aliens are causing all kinds of chaos and death. After each mission you are given a briefing of the deaths of both sides and whatever items that were recovered.

    Firaxis did what they do best and stuck with their turn-based gameplay. Just like the original, each turn allows you to move men and set up shots and other skills. From setting up Overwatch, which allows your men to take a pot shot when an alien is running for cover, taking cover behind a flimsy tombstone, to using one of the four classes' special skills. In turn the  aliens also get the same turn phase and follow in line of their own tactics. The game has a fog of war  going on that limits the sight of your troops and the aliens. You can only see so far and you just don't know what is around the next corner until you turn it. You might find a nice safe spot to hunker down or perhaps a  bolt of hot plasma to the face.

    This is where a few of my issues start to come in. At times there can be massive frame rate drops for no reason. I also had issues with being able to shoot through walls or men  just shooting in the opposite direction  of their target. A larger issue that has happened was during the alien  activity phase, more often than not, the game would just freeze when their turn was over. The game would pause for a few  seconds with the music going before jerking back to life and going to your phase. I could go on with other  small issues that only pop up once in a while, but the above listed are the ones that effect enjoyment the  most for me.

    Now to the core gameplay away from the battlefield. While you are not sitting in your omnipotent  armchair watching the battles below, you take control over the operations of your base. From ordering  up new troops to picking out what research project your scientists work on next, you are constantly  encouraged to have projects going. The only limit is literally how much money you have and what items  you have taken from the battlefield. The currency is some fancy credit system and Elerium which is some  kind of alien alloy.

    Keeping your gear up to date requires research and work. Research projects unlock  new weapons and armour which gives you the ability to buy them. On the other hand, you can also just go out and capture aliens alive and take their weapons, but  that requires getting your men close to the aliens which can easily result in their death and removal from  the entire game.

      

    Meet your new home.  
    Meet your new home.  

    Called the “ant farm” layout, your base is subterranean. You pick and choose (with limited space)  what you want to build and where. You also manage power and collect bonuses from  similar structures built near each other. All of the mentioned structures have upkeep costs that are taken from your monthly budget. I would not personally call  this all micromanaging due to the fact you only need to keep the faintest eye to the exact progress of  each item. You are given a very nice reminder every time something is finished and like I said before,  encouraged to do something else. More busy work is given with each council report that rates your  exploits on the battlefield.

    Your money and support is monitored by a “Doom clock” via your situation  room. If chaos goes unchecked in a certain region, they will pick to go at  it alone and pull all funding and aid  from the XCOM project. Managing chaos and funding is key at every point in the game.  If too  many nations  pull out you’re left with little to no money and no way to support your base and the troops.   

     
    To much panic in an area and they will leave the project. Taking their money with them. 
    To much panic in an area and they will leave the project. Taking their money with them. 

     

    The game is addictive on so many levels. When will the  next alien scout show up? What will I build next? What will the next “story” mission bring? My time in  Xcom has taught me many things. Mostly that I might have spent way too much time playing it, and I may  have a phobia of piano slide sounds now.

    Xcom gets 5 out of 5 anal probes. While a few technical hiccups do plague the game, it is not enough to bring  down the enjoyment I got out of it all. Here's to hoping for the remake of XCOM: Terror from the Deep.

    Other reviews for XCOM: Enemy Unknown (Xbox 360)

      A Successful Resurrection Chained Down by It's Own Apathy 0

      I am of the mindset that the XCOM first person shooter that was proposed two years ago was not a bad idea. Breathing life into a franchise that’s been long dead is tough, often foolhardy effort made in order to capitalize on some lost nostalgia of a very small portion of gamers. That being said, I understood the blowback that 2K received when the news hit, understood the clamoring for something more traditional, understood why pause needed to be taken and an announcement made to cool the flames ...

      8 out of 9 found this review helpful.

      Outstanding Strategy Game 0

      Speaking as somebody without much nostalgia for the original title, I have grown to love X-Com: Enemy Unknown the more I have played. The game is exceptionally deep. You always have something new to research and create. You always have some crisis to deal with at all times. There is a lack of dead time and the feeling of barely staying on top of all problems is your constant companion.You have several jobs for your soldiers to pursue and different builds for those specific builds. A squad heavy...

      1 out of 1 found this review helpful.

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