A city terrorized by aliens.
The report came in while I was in the middle of some important
research. I’d have preferred to ignore
it, but you don’t get to choose when duty calls. The team I deployed was a bit
unfamiliar. Lion and Buster were in Psi
training, so I took to the opportunity to give some new recruits a shot,
including a promising Support gal the team had nicknamed “Mother Bird” for her
handy use of Medikits, and the new Hover S.H.I.V. heavy weapons platform the engineering
guys had cooked up. Sheriff would head
the team, just as she always did.
It was a civilian evacuation mission; things went well at
first. A two-story building, looked like
most of the action would take place inside.
Mother Bird would head around back with the S.H.I.V., scooping up any
civilians they came across. Sheriff and
Ace would go right for the front doors; Sheriff in particular always had a
tendency to jump into the frying pan.
We cleared the first floor with little incident. I should have regrouped before storming the
second floor, but I was confident from the mission’s progress so far. Mother Bird and the S.H.I.V. climbed the stairwell
and ran right into a squad of Mutons and Berserkers. It would be a couple turns before the others
were in a position to assist. By then, the
S.H.I.V. had been smashed to pieces, and a Berserker had shattered clipped
Mother Bird’s wings. That evening I lost
a great soldier, and it was entirely my fault.
Despite the presence of an overarching plot, it’s personal
narratives like these that form the heart of XCOM: Enemy Unknown.
Aliens have invaded Earth.
People are being slaughtered or worse, abducted. You are the commander of XCOM, an
international coalition formed to combat the alien threat. To do this, you’ll need to hire, train and
maintain a diverse contingent of troops and regularly deploy them to various
locations across the world to complete missions, while simultaneously
developing your facilities to keep pace with the growing threat, upgrading your
equipment, and researching alien artifacts.
Gameplay in XCOM: Enemy Unknown is comprised mainly of two
aspects. When you’re not on missions,
you’ll spend your time overviewing XCOM headquarters. From here you can conduct most of your business
as commander of the base. You can research
everything alien—from artifacts and technology recovered on the field, to
corpses and any aliens you manage to capture alive—in the research lab. Research works very much like it does in the
Civilization franchise, where you assign one thing for the lab to work on, and
wait for it to complete before assigning another. The fruits of your research come to life in
the engineering section, which is where you’ll build and upgrade all of your
equipment—including guns, armor, ships, and satellites—and your base
facilities.
Your soldiers reside in the barracks. Here you can view each of your soldiers
individually, as well as customize everything from their looks and name to
their equipment load out. Disappointingly
however, the ability to change your soldier’s armor colors is relegated to
DLC. Soldiers come in four classes:
Sniper, Heavy, Assault, and Support. Snipers
utilize sniper rifles to strike from far away. Heavies use a combination of a light machine
guns and rocket launchers to keep enemies suppressed and at bay. Assaults are designed to jump directly into
the fray with their shotguns. Supports
specialize in field assistance with smoke grenades, enhanced Overwatch, and
better, more efficient Medikits.
The more you use your soldiers, the more you’ll find them
carving out individual reputations for themselves. New recruits will be classless, but after a
mission or two you’ll discover their aptitude for one class or another. From there, each class has a tree of perks
that you’re able to progress through as that soldier gains promotions through
experience in the field. Soon enough
they’ll have their own nicknames, and you’ll find yourself building a narrative
and backstory for each soldier. They
become more than just units to command; they become characters in your
story. Sharon “Sheriff” Roberts wasn’t
just any Canadian soldier. She was a badass;
someone the others could look up to on the battlefield. She would leap into every battle and laugh in
the face of danger. Luck was always on
her side. Joan “Lion” McIntosh started
as Kitty, but when we saw how sharp her claws really were, she was renamed “Lion”. Everyone knew that someday she could be the
next Sheriff. Soon enough, my soldiers
became more integral to the plot than any of the other characters that would
appear in XCOM’s occasional cut scenes, and that’s something I really came to
admire the game for.
You can view your current progress and objectives in the
Situation Room. Here, you have a world
map and a listing of every country enrolled in the XCOM program. As you neglect countries, their panic level
rises. If a country is allowed to reach
maximum panic, they will withdraw from the program, taking their financial
support with them. The Situation Room
also allows you to launch any available satellites at your disposal to monitor
a country. Having a satellite over a
country not only increases the amount of money and resources that country gives
you each month, but it also decreases its panic level.
Satellites also often pick up flying UFOs, in which case you
have the option of launching interceptors to try and shoot down the UFO. If they succeed, the UFO is downed and you can
proceed to send in a team of soldiers to sweep the area. I’ve found this metagame to be the challenging
aspect of the game, however. Just as the
enemies grow in power and number as you progress through a campaign, so too do
the UFOs you encounter. Developing and
maintaining an air fleet that is both large and powerful enough to consistently
deal with any detected UFOs is extremely costly and time consuming, and whether
or not it pays off in the long run is questionable. I’ve had to ignore a number of UFOs, simply
because I knew that my planes wouldn’t be able to down them.
Nearly everything in XCOM: Enemy Unknown takes time. It takes time to research things, it takes
time for wounded soldiers to heal and for new recruits to arrive, and it takes
time to build and launch satellites, among many other things. It even takes time to swap the weapons on
your interceptors. You’ll have to pass
the time in Mission Control, scanning for alien activity. Every few days you get an alert. Sometimes it's a bomb that needs to be
disposed of, or a VIP that needs to be evacuated; other times it's a UFO picked
up by a satellite. Whatever it is, if you’re
lucky it will be only one instance. But
more often than not, it will be multiple simultaneous abductions occurring in
different parts of the world. You can
only deal with one, and the countries you ignore will have their panic level
rise. Whatever you choose (unless it’s
to ignore the contact entirely), you’ll then pick your squad and their loadout,
and deploy to the area in question.
Combat in XCOM is a turn-based strategy affair. Each soldier has two movements they can use
per turn. Once you’ve moved all of your
soldiers, your turn ends, and the aliens have their turn, and so on. Though you’ll most frequently just be using
your movements on moving and firing, units have a variety of actions they can
use; many are class-specific, others much more general. All units are able to use an ability called
Overwatch, which sacrifices your remaining actions for the ability to
automatically shoot at any enemy that moves within a unit’s sight range, albeit
with lessened accuracy. Heavies and
Supports can use Suppression, which pins an enemy down, lowering their accuracy
and also grants the soldier suppressing a free Overwatch shot if the enemy
moves. Snipers can use Headshot, which
is a normal shot with a substantially higher chance of critical damage.
Let’s get this out of the way: XCOM is a difficult game. You’re given all the control you’d expect from
being commander, but also all of the weight and responsibility. If you make a mistake, however slight, those
are consequences that you’ll have to deal with.
Even something as seemingly minor as a soldier advancing just one tile
farther than he/she should have can lead to disastrous situations. Soldiers that you’ve grown to like and invest
in can die, and at some point almost certainly will. Missions with everything banking on them can
be failed. The game will move on. A string of bad decisions can lead to
outright failure in XCOM; the aliens will have won, and it will have been
entirely your fault.
You’re frequently both outgunned and outnumbered in XCOM,
which means that every move you make has to be thought out. Every option must be weighed before taking
action, lest that action be the last one that soldier ever makes. This is a strategy game; if you don’t think
strategically, you will lose. Even if
you do think strategically, sometimes you’ll still lose. Even the best-laid plans can fail, after all.
For an internationally funded paramilitary organization,
XCOM is tragically under-supported, which means this element of pressure and
responsibility permeates the entire game experience, not just combat. Though you’ll pick up some extra bits of
pocket change doing missions and selling spare alien artifacts, your main
source of income arrives on a monthly basis, when all of the countries still
enrolled in the program chip in to send you more staff and money. But it’s never enough. The battlefield
isn’t the only place you’re constantly forced to make hard decisions in
XCOM. Hard choices await you in the
research lab, in Mission Control, and perhaps most tragically, in the
ledger. All the time you’ll find
yourself presented with a choice between things to buy; things to invest
in. You need all of these things if you want to keep up with the alien
threat. But too often, you can only
afford one of them. Every decision requires you to consider the
cost of each option and weigh it against how long it will take to bear
fruit. For example, it’s absolutely
crucial that you regularly buy more satellites, as that increases the amount of
money you get. But satellites take
almost a month to build, and still more time before they’re operational (and
that’s assuming you have the facilities to maintain more satellites in the
first place). You’re throwing money at
something that you won’t see the benefits from for a very long time; money that
could be better used to build things with more immediate utility, like better
equipment for troops, or a new upgrade that would be invaluable on the field,
like larger weapon cartridges or increased squad sizes.
Despite being a game that demands a tactical, systematic
approach to succeed, there is a large element of randomness to XCOM: Enemy
Unknown. Though you can customize them
later on, new recruits’ names, nationality, and appearance are all random, as
are their nicknames. Mission encounters
are largely random, as are the maps and their layouts. Missions and campaigns never go quite the
same way. All it takes is a stray
explosive to blow up a new path and totally change the way you progress through
a map, for example. This has the effect of keeping the experience fresh, but it also introduces a tangible element of fortune and chaos to the gameplay. Sometimes this element works in your favor, like when you nail a shot that only had a 35% chance of hitting. More often than not however, it tends to feel like its working against you, when Heavy's light machine gun not only misses, but the stray fire destroys the cover of one his colleagues, leaving him/her totally exposed. It's times like that where I felt like the game was bending me over the barrel.
XCOM is, overall a pretty looking game. Everything from character animation to object modeling is above average, and the game features surprisingly robust environmental destruction. It runs on Unreal Engine 3, which is evident
enough in its slightly oversaturated effects. The missions
start feeling a bit recycled towards the end of a campaign, but it’s mostly a
non-issue.
What was an issue for me were the bugs. I’ve had the game freeze on me, and clipping
issues weren’t uncommon. I’ve also had
enemies literally spawn right in the middle of my soldier’s ranks, as well as
have enemies disappear right before my eyes, ending the mission early. Most of the time these bugs are either
comical or minor, but still prevalent enough to scare me away from trying the
game’s Ironman mode, which prevents you from saving. It’s one thing, after all to fail a mission
due to my own incompetence, and quite another to fail because the game crashed
on me.
Playing XCOM—whether on the field blasting aliens or at base
conducting regular business—often feels like balancing a series of spinning
plates on your arms and head, where it only takes one movement to cause
everything to come tumbling down. Yes,
XCOM is a difficult game. If you’re not
careful, you will fail at it. You might
fail at it even if you ARE careful. But
it’s also one of the most rewarding games you’ll play this year. When you make the right decisions, and those
decisions pay off, it’s a real feeling of triumph; a victory you achieved all
by yourself, without anyone holding your hand.
*Note - I did not try the multiplayer, but the singleplayer alone was enough to earn the game its score.
*Note - I did not try the multiplayer, but the singleplayer alone was enough to earn the game its score.
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