X-Com is unlike anything youâve ever played before. Like a matryoshka doll, this strategy series is a game within a game. And then within those, youâll find layers upon layers of complexity and depth. Sure, some games are like some parts of it, and yet others are like different parts of it. But nothing is quite like whole shebang.
Codenamed X-Com, for Extraterrestrial Combat, the clandestine paramilitary organization needs a leader. Should you choose to accept this mission, youâll oversee operations at every juncture, from the large-scale strategic view of stopping an alien invasion of the entire planet down to the tactical level of turn-by-turn skirmishes of small squads fighting on the front lines. Youâll direct research, decide what equipment to manufacture, maintain an international coalition against the encroaching Martian threat, and build the facilities to make all of this possible.
While managing all of that, you need to keep happy the nations of the world funding this international initiative. Fail too much and too often, and countries will slowly drop out of the program until youâre unable to continue. Thatâs a lot of pressure.
The original X-Com: UFO Defense released almost twenty years ago. We havenât seen anything remotely similar and worthwhile since series creators Julian and Nick Gollop finished their own follow up, X-Com: Apocalypse, in 1997. Tomorrow, Maryland developer Firaxis (built from remnants of publisher/developer Microprose, the company that handled the original games) picks up the reins with XCOM: Enemy Unknown, which releases for PC, PlayStation 3, and Xbox 360.
WHAT YOUâLL LIKE
Enemy Unknown has a lot of character, including a deep appreciation for its source material and UFO mythos. Ultimately, its design succeeds in ways that should give other developers cause to take notice.
Is that your final decision, sir?
Enemy Unknown is all about making choices, and the outcomes are not always so obvious. This follows the ideas from game designer Keith Burgun (100 Rogues, Auro), who argued that decisions are not really decisions unless they are also âambiguous.â In other words, if a particular problem has an obvious solution, youâre always going to pick that best option. You werenât really given a choice.
Youâll make many of your decisions in Enemy Unknown during the turn-based, tactical portion of the game, where youâll led a squad of up to six individual soldiers against an unknown number of menacing alien scum.
Positioning your troops behind cover is vitally important to their survival. Because of fog of war (a mechanic where parts of the map outside your unitsâ visible range is obscured), the choice is one you must sometimes make without complete information â" you wonât always know the location of your enemies. If you happen to place a warrior on the wrong side of a tree, for instance, the enemy could flank him, which provides a significant combat bonus to the attacker. Making such bad calls can have serious, permanent consequences because when soldiers die, thatâs it. As T-Bird once said, âThere ainât no coming back.â
In the strategy component of Enemy Unknown, where everything plays out in real time, you have several different goals competing for the same resources. Youâll only receive so much funding per month from The Council, a collective of 16 nations that make the XCOM initiative possible, and you wonât be able to do everything you want all at once. Should you put money into developing new equipment for your squad, or would the XCOM organization be better off with an additional Satellite Uplink to increase its ability to monitor the skies?
These decisions have a permanence to them as well. The tactical combat portion of Enemy Unknown uses two-action system, where soldiers can either move twice, move once and perform an action (such as shooting, using an item, or going into âOverwatch,â which is just a fancy term for reaction fire during the enemyâs turn), or perform a single action. Although a couple of skills let you bend the rules here, this is essential how the system works. And this means that once you right-click a square on the grid-based map to order a unit to that location, you canât take it back ⦠even if you spot a previously unseen foe on the way there.
Screenshots from the various parts of the game.
In the strategy layer, youâll routinely have to deal with reports of alien abductions from around the globe. These always come in groups of three, and youâll only ever able to visit a single site. No matter what happens on the mission you choose, the rest will negatively affect XCOMâs performance rating for those nations that you decided to ignore. And sometimes, though not too often, your satellites might spot a UFO in the skies while youâre readying your strike team.
Enemy Unknown goes further and employs Ironman Mode, which autosaves the game every turn in a single slot. Playing in this fashion makes all of your decisions especially meaningful because you canât engage in save scumming â" as Burgun wrote in his article, âIf you can reload after making a bad choice, then that choice gets no chance to have effects on the game.â Unfortunately, playing Ironman is only an option, and I wish Firaxis had had the fortitude to go all the way, like developer From Software has done with the Souls games.
But like the original, Enemy Unknown gives all your decisions the necessary context to make them meaningful. Firaxis calls it The Council.
âWeâll be watching youâ
That would be The Council, who will sinisterly relay this message from time to time, and the judgment of this international body ties together everything else in your charge. At the end of each month, they score your performance, noting the number of alien abductions, UFOs shot down or raided, research projects completed, or any other mission-critical milestones. Your successes and failures ultimately decide whether theyâll keep the cash flowing.
Each country has a panic rating, and if any reach red on the scale, youâll have until the end of the month to calm everyone down. That could mean launching a satellite over a nationâs airspace, recovering a crashed UFO in the region, or completing a Council mandated mission.
Failing to satisfy these nations means that theyâll withdraw from the XCOM project all together, which then results in you losing out on unique bonuses earned by providing full satellite coverage for an entire continent, such as Asiaâs âFuture Combatâ that drops the cost of projects in the Foundry and upgrades in the Officer Training School by 50 percent. Lose half of The Council, and itâs game over.
Without this, youâd have no incentive to consistently perform well. The Council makes every engagement feel dire and lends urgency to every decision.
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