Or: Damn you, aliens! You got Johnny! …and Kumiko! …and
Sven!
by J. Adams
XCOM: Enemy Unknown
came out this past Tuesday and before anything else, let me just say one thing:
this game is hard. I should also say
that I’ve spent pretty much all my free time since it came out playing it (my
wife is furious).
To call XCOM: Enemy Unknown a remake would not
be doing justice to either this iteration of the game or the original that was
released back in 1994. Enemy Unknown
takes what was great about the original and makes it better, while removing the
things that made the original just a little clunky and annoying to manage – a
couple of examples just off the top of my head would be Time Units and starting
the mission inside the Skyranger transport. For that reason alone, I’m happy to
call it a “re-imagining” instead.
There are two
distinct phases to the gameplay, the first being the tactical, turn-based
action portion where you control your individual soldiers, and the strategy,
base-building/resource management phase (referred to as the “ant-farm” during
the game’s development).
During the
strategy phase, the player, as the commander of XCOM, must manage the
multi-level underground facility by choosing where to place strategic assets
like workshops, laboratories, and generators. The commander is also responsible
for keeping the XCOM project funded by protecting the countries around the
world that are supporting the project through the Council. Each of the 12
countries represented on the Council has a “panic” meter. If a country is not
covered by satellites, has alien abductions or attacks ignored by XCOM, or is
the site of a catastrophic XCOM failure (losing a tactical mission), the
country may pull its support from the Council – which means you lose their
funding and additional benefits for the remainder of the game. If the commander
loses too many Council countries, the “Doom Counter” fills up, the XCOM project
is disbanded, and we can only assume that Earth is conquered by the aliens.
The tactical
phase generally consists of taking XCOM soldiers to sites of alien abductions
or attacks and fighting off the invaders, but there are additional mission
objectives that are assigned as the game progresses that may include the rescue
of a VIP from an area, rescuing any and all civilians involved in an “alien
terror attack,” or risking life and limb (more than usual) by getting close to
a particular alien and attempting a live capture. Killing aliens yields corpses
that are used for autopsies and other research as well as fragments of their
weapons (which explode when the alien dies), fragments of alien alloys used in
manufacturing new weapons and armor for your squad, and a new element called
“Elerium” that can be used for research or construction once enough has been
gathered.
The
game’s story begins with an XCOM (the acronym is never explained as far as I
know, but I figure it’s something like Extraterrestrial Command) squad being
sent to the scene of an unexplained incident. On arrival, the team discovers
that aliens have attacked other humans and that this is the precursor to a
major invasion. Once this first mission is complete, the player is introduced
to the strategy portion of the game and the real fun begins. You’re able to
start at least one research project right off the bat and probably begin
construction on another facility or two in the base, which might include
digging out new areas to develop or extending the central lift further
underground to expand the base. XCOM’s starting weapons are woefully inadequate
compared to the aliens' weapons, but as you fight and gather weapon fragments, your scientists
are able to reverse engineer their weaponry to help give your troops an
advantage.
Each soldier is
fully customizable up to and including their first and last name. This allowed
me to have some extra fun by naming them after friends of mine, one of whom I
informed through instant messaging that she really needed to shape up on the battlefield
during my next game. I couldn’t afford to have her getting killed in her first
mission again (shot in the face with a plasma rifle, to be specific)…which
brings up the next big point – don’t get too attached to your soldiers.
I mentioned above
that this game is hard, and this
problem is not helped by the fact that if your soldier dies in battle, they are
gone for good. Yes, it means if you have a max-level soldier (rank of Colonel)
that has an unlucky break and takes a few too many hits, he’s gone. In
addition, almost every time a soldier takes any damage at all, they’ll be
“wounded” for a certain amount of time once the team returns to base and will
be unavailable for missions until they recover. Hire and train lots of soldiers.
Play magazine put it this way:
“…dying is back in fashion.”
This difficulty
is one of the draws to the series – the XCOM games have always been
unforgiving. Enemy Unknown takes this
a step further by offering an “Ironman” mode, which forces the player to play
the entire game from one auto-save
file, and re-loading is disabled. You don’t get a do-over.
Aside from my
personal love of the game, the critical praise for the game has been pretty
close to universal. I’d love to have a
few more equipment slots to customize on my soldiers, I would like to see a
more extensive skill tree, and I would like to be able to choose my soldiers’
specialization myself rather than having it assigned when they level up the
first time. These are extremely minor issues, and it can easily be argued that
these limitations serve to increase the difficulty without actually making the
enemies any harder than they are.
There’s also
multiplayer, but I haven’t tried that yet. I’m a single-player man most of the
time anyway.
If you have any
interest at all in tactical and/or strategy games, you owe it to yourself to
give XCOM: Enemy Unknown a try. You
won’t be sorry, though you might get some of your friends killed (digitally).
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