Perhaps
the best thing you could say about XCOM:
Enemy Unknown is that it's a
different game from UFO: Enemy
Unknown. It's not simply a rehash with a new paint job to try and justify
its price but it never departs from that title so much that it seems like an
entirely different game. However, this doesn't necessarily mean it's better.
For almost every one it takes forwards, XCOM takes another step back.
If you're
not already in the know, XCOM:
Enemy Unknown is a remake of the classic turn based alien invasion
simulator. Earth is under attack from skirmishing extra-terrestrial assaults
and as a result the countries of the world form an international strike force
to combat them. It was infamous for two things - Having to deal with minor
details like wounded soldiers being off for weeks at a time and budgeting
your resources plus dying a lot. It spawned two successful sequels, and several
not so successful ones no one talks about, before 2K decided to give an almost
entirely unrelated FPS title the name. The fans cried BETRAYAL! and Firaxis swooped
in to offer up a more classic turn-based remake to placate people - XCOM was the result.
Perhaps
one big complaint you might have heard if you've been browsing forums is the
frequent complaints of editing out certain abusively fun tactics and "dumbing down"
the game. Both of these are unfortunately true. No longer can you send out a dozen
grunts armed only with stun rods to take back a muton
alive as a rite of initiation, rig people with deadman switches to suicide bomb things and both action
points and the deployment of multiple Skyrangers is a thing of the past.
However
this dumbing down isn't entirely without reason. It makes the gameplay not
quite as unwieldy as before and is never so bad it feels like it's reduced the
game to a poor man's Squad
Command. In place of action points is a system players of Infinity (the tabletop game) will find
familiar. Each unit is given the choice of two actions, moving a
certain distance then firing, sprinting for both actions or
firing/punching/grenading for both; and operating at a much faster speed than
the original. Similarly both the interface for using abilities and equipping
guns to people have both been slimmed down, allowing for more direct control
over actions and simpler movement but denying you the option to arm one guy
with six heavy plasma weapons and fire them in sequence. Troopers are also now randomly divided into classes, but that's not as much of a problem as it sounds as each has their own high level gamebreaking ability and you'll always find a use for each one.
In short
- each engagement will pass by at a speed much faster than in UFO, and much of the logistical
elements have been scaled back. You still have to worry about building new
bases to launch fighters, satellites, and new guns but you don't have to concern
yourself about things like insurance policies and fuel. On the one hand this
will likely incite neckbearded rage over the lack of in-depth details and the abilities
to exploit things. On the other it makes the whole game much more streamlined
and less of the dreaded time vampire UFO had a reputation for being.
The
problem is that this was the start of Enemy
Unknown's biggest flaw - the
lack of a true fear factor. While Murphy's Law still hangs over everything,
there seems to be so much less to go wrong. Even ignoring the issues of no
longer having to worry about spending so much money you can't fly your troops
into battle; the aliens themselves generally seem less capable. While you will
still get troopers dying in droves and chryssalids taking entire magazines to
put down you don't get the same problems of hurtling yourself into the unknown.
Rather than firing from halfway across the map and causing you to exclaim "WHAT THE BALLS WAS THAT!?!" as your pointman is incinerated by a
bolt of plasma, aliens introduce themselves. No really, the aliens won't do
much until you effectively stumble across them. Then they'll spend a couple of
seconds of a cutscene growling at the camera and go onto fight you - Openly and
directly, not like the sneaky underhanded gits players of the 90s were
terrified of. This might seem fairer overall but it seems to reduce the aliens
from a genuine threat to an obstacle to just be overcome. This in turn removed
one key element which made the old title so effective - Immersion.
In UFO you never felt like you were simply
a player, you were the guy running the XCOM base. Sure the graphics were
stylised and okay for the time and the maps an eyesore at the best of times -
but the difficulty, struggle and occasional unfairness made the game
feel all the more real. Like you were playing against another person rather than
an AI, one who knew what they were doing and took advantage of every opening
they could.
What also
helped outside of turn based combat was the lack of cutscenes, voices
and character focused storyline which made you feel like you were the
central focus. Unfortunately Friaxis didn’t seem to quite understand this. In
story mode you’re frequently watching a story play out with characters, an
engineer, military man and scientist, talking about each development and
conversing with the people supporting your cause. You end up feeling like a cog
in the machine, taking orders from someone higher up and waiting to be sent out
to do your tasks again once they've come to a decision. Even Jon Bailey doing
is best Optimus Prime impression doesn't justify their inclusion.
Yet with
the bad modern updates comes the good ones - Specifically in the form of the
alien designs which completely outdo anything seen in UFO. Gone are the cartoonishly simple
looks, replaced by those far more visually disturbing. For example the sectoid
greys now lack the facial mouths and noses of their old designs, pulsing buts,
veins and truly alien looking eyes. A few, such as the chryssalids
and mutons, completely depart from their old designs looking gigeresque
or cybernetically augmented; giving them a unique appearance which helps add a
renewed sense of mystery to the remake.
At the
end of the day even with all these problems, all these flaws and everything to
count against it XCOM: Enemy
Unknown is still completely
worth buying at full price. Why? Because at its core it has more or less
managed to keep what made the game’s good. You can still play for ten hours and
quite easily lose, either due to a sudden spike in invasions or simply using
the wrong strategy at the wrong time. Plus even when the game is at its worst,
most frustrating brick-walling difficulties you can always find things to amuse
yourself with, like calling a grunt “Sid Meier” and finding his stats suddenly
boosted to the level of a supersoldier. Even while I was picking out flaws in the game I never felt like they were truly detracting from the experience of playing it.
The only sort of player who will likely hate this title are those with a borderline pathological hatred of turn based strategy. Otherwise, whether you're a fan old or new you should definitely take the time to buy this one while it's still on shelves.
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XCOM: Enemy Unknown and all related characters and media are owned by Firaxis.
The only sort of player who will likely hate this title are those with a borderline pathological hatred of turn based strategy. Otherwise, whether you're a fan old or new you should definitely take the time to buy this one while it's still on shelves.
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XCOM: Enemy Unknown and all related characters and media are owned by Firaxis.
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