TA Review: XCOM: Enemy Unknown

TA Review: XCOM: Enemy Unknown

Player choice tempers a back-breaking difficulty curve

Written by Dog of Thunder on 23 October 12 at 19:00 , updated on 23 October 12 at 19:00

"A good game is a series of interesting choices." - Sid Meier

"For every action, there is an equal and opposite reaction." - Newton's Third Law of Physics

"Just....one....more.....turn." - Dog of Thunder, 1 AM on a worknight

The legendary Sid Meier, designer of classic titles such as Civilization, Alpha Centauri and Sid Meier's Pirates! often talks about his game design philosophy which is based off of player choice. According to Sid, the player should always feel like the star and that they are in full control of the action taking place on screen. XCOM: Enemy Unknown, developed by Sid Meier's own company, Firaxis, is seemingly built from the ground up on the philosophy of interesting choices.

XCOM: Enemy Unknown casts you as the faceless, nameless commander of XCOM, a global defense force tasked with stopping an alien invasion. Backed by a group of world nations dubbed "The Council" and housed in an underground base that struck me as being very similar to The Hive from G.I.Joe: Rise of Cobra, you need to keep up in an arms race with the alien forces or lose the planet. While there are set "story" pieces, it would be accurate to refer to these as "developments" as humanity learns about the invaders. Regardless, the story of XCOM: Enemy Unknown is ultimately created by you, the player.

XCOM Enemy Unknown June 4th 2017


We'll begin with the first and perhaps most important choice to be made: selecting a difficulty level. Be forewarned, that both the "Classic" and "Impossible" difficulty settings are brutally difficult with even "Normal" presenting a solid challenge to those new to the game. While you have many save slots, and can even save during a battle, there is a mode called "Iron man" which limits you to one save slot that is automatically saved everytime a turn ends. That means one screw up or bad round of shooting can spell certain doom for all of humanity. Once you have your difficulty setting picked out, the game will begin with some tutorial missions (if you selected that option, as with all things XCOM: Enemy Unknown, you have a choice) that explain the microlevel of tactical battles and the macrolevel of base-building.

This tutorial is remarkably well done, and after the first three missions of hand-holding, the tutorial actually continues but you might not realize it because of how seamlessly it flows into the actual game. On the tactical level, where the majority of the action takes place, you are presented with a 3/4ths isometric view of the battlefield and inevitably, a small squad of XCOM agents that are outnumbered, sometimes 4:1. These battles are turn-based, with your entire squad able to move in the order you choose followed by the entire alien force. Choice again plays a big part in how these skirmishs unfold thanks to the updated "action point" style system.

Each of your XCOM agents has the following choices each turn: Double move, move and overwatch (lay in wait to shoot an enemy that croosses their field of vision), move and shoot, shoot (heavy weapons can't be used when you move, but they are worth it), move and use an ability, etc. There is a tension between choosing defensive options opposed to offensive options and each must be weighed carefully every turn. No choice is wrong. In the same vein, when your XCOM Agents receive a field promotion for the first time they are randomly assigned a class that allows access to a skill tree.

These skill trees will no doubt, cause some frustration, because all of the skills are great. At most levels on the tree, you can pick one of two choices, whiever one you don't pick will never be available to that agent. Do you want your heavy to have extra range on the rocket launcher or carry two extra grenades? Want a sniper that can move and shoot on the same turn or share line of sight with every member of the squad? Pick one.

XCOM Enemy Unknown June 4th 2014


The customization of your squad goes beyond abilities and includes things such as appearance, load-outs and even names. The minor details among your squad helps make them feel "real", especially once they rank up enough and are given randomly assigned code-names. I've grown fond of my team leader, Carlos "Yeti" Mendoza, the heavy weapons specialist and take charge leader that barks out orders to his squad in the heat of battle. Yukio "Nova" Chen is the second-in-command and the rocket launcher specialist while Shiro "Flash" Fungai is the squad medic. Tomas "Odin" Gunderson and William "Spectre" Adams fill out the close-range assualt roles and lastly, Sara Williams, the rookie, is tasked with subduing the aliens so they can be brought back alive for interogations. Everyone's squad will be different, and everyone will develop their own personal story, especially since death on the battlefield is permenent.

Base-building continues the tension between player choices because you only have a finite amount of space to build. Each room you build costs money upfront and a monthly maintenance fee with more advanced rooms also costing valuable resources scavanged off of alien corpses. Money is tight, making the act of purchasing supplies for your troops an important decision, even if you can afford the best weapons and armor the R&D department has to offer. Could you purchase the Archangel armor, which lets the wearer fly temporarily, and also afford the upkeep for your global satellite network?

XCOM Enemy Unknown June 4th 2012


Thankfully, when it comes to the tactical level battles, the game does have some features which make life easier on you. Whenever an alien is in range of your active XCOM agent, it tells you with a big, red "alien" symbol in the top left hand corner of the screen. This makes the 3D maps, which feature plenty of cover, destructible objects and even multiple levels, easier to navigate. The maps are not perfect, as they will repeat and while handling the shooting is easy, sometimes figuring out exactly where your agent is going to move to will be frustrating. The problem with movement, particularly over multiple levels, is especially noticable when assualting an alien base.

Graphically, the game is very pretty with a lot of small details at the tactical level. Your base, presented in 2D, isn't nearly as pretty including the cutscenes with slightly blocky, stiff character models that really look like they are from an earlier era. Granted, if you are playing this for the graphics, you are playing for the wrong reason.

The music isn't memorable, but it also tends to fit the mood. It changes when aliens are first encountered, and then changes again when there's aliens left but you have to actively hunt them down. Again, it's nothing stellar, but nothing that made me cringe either.

XCOM Enemy Unknown June 4th 2016


Achievement wise, XCOM: Enemy Unknown is always going to have a high ratio. To complete the list, there's a number of basic achievements such as "Build a lab" and tactical-battle specific ones such as "Cure Poison 5 times in one battle" or "Win with an all-female squad" that all lead up to the big ones. The game must be completed at least 5 times, once for each starting continent (and each has their own bonuses which are all helpful), which is good as you also need to complete it on the various difficulty levels. Oh, and complete it with Iron Man turned on.

XCOM: Enemy Unknown may be a great game, but it does have its faults. There are bugs, which though rare, are annoying when they do happen. The most frequent one I encountered was the game "locking up" on the alien's turn, creating a 5 minute wait for anything to happen. When you first enounter the aliens on a map, they get a "free move", which at first is very annoying but later on, when you have better weapons with more range, you can indeed get off overwatch shots which lessens the pain of the free move. The extreme difficulty, even on normal, may be too much for some people to handle, especially you young kids with your checkpoints and auto-regenerating health.

The final fault is the multiplayer mode. Which is a standard, 1v1 death match of XCOM Agents vs. Aliens. I would love to talk about this mode, but the servers have been wonky for the past week and I was never able to connect in order to play it. Regardless, most of you will only play it twice for the achievement, since I assume it will be boosted.

Regardless of the faults, XCOM: Enemy Unknown is prettier then it has any right to be with an atmosphere of tension and dread better then most "Survival Horror" games of this generation. I caught myself saying "one more turn" on many occassions into the wee hours of the night, which is perhaps the highest praise any strategy game can earn. It should be no surprise, that when the TrueAchievement Game of the Year voting begins, I will be pushing for XCOM: Enemy Unknown as GOTY 2012.

The reviewer spent many hours playing this game, on all difficulty levels, though the majority of his play time is on Classic with Iron Man turned on. While he's assaulted an enemy base, he has yet to succeed thanks to taking his sweet time and letting the aliens ramp up their forces...opps...

Review score: Given 5 stars by Dog of Thunder
AuthorMessage
Anders1983
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Anders1983 - AoT:TFD Extraction mode: 10 hours (including two fatal game-crashes) later, still not able to finish it, grrrr!
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Last post: 09 May at 22:08
Posted on 23 October 12 at 19:06
This game somehow completely flew under my radar, gotta pick it up! Thanks for the solid review!
Videogamer 'till the bitter end!
mitchcraft1980 - deleting account bye bye [wave]
TA Pro userTrueAchievement Ratio: 1.45264,049 posts
Last post: 04 May at 22:20
Posted on 23 October 12 at 19:08
Really fun game ,i am enjoying it a lot although there is need for some fix's

Have you stopped chasing aliens with nets Dog? =p lol
Ben Reynolds
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Ben Reynolds - So many games, so little time...
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Last post: 14 May at 20:40
Posted on 23 October 12 at 19:12, Edited on 23 October 12 at 19:12 by Ben Reynolds
I was very pleasantly surprised with this game. Downloaded the demo a couple of days before it came out, and already felt slightly hooked (even with the "tutorial" style the demo followed).

Very happy with the game, even paying full price for it - although I imagine it won't be long before price drops kick in. Even though it has flaws compared to the originals IMO, it's definitely the surprise game of the year for me so far.
ChewieOnIce
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ChewieOnIce - Don't I already get live TV through my.....TV....?
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Last post: Yesterday at 02:39
Posted on 23 October 12 at 19:13
A great, thorough review for a game that I was mostly unaware of but now really really want.

Excellent work Dog
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AC1DGro0ve 3o3 - I hate Defiance, but can't stop playing it.
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Last post: 20 May at 19:04
Posted on 23 October 12 at 19:25
This game is amazing! ...however, if you're not into turn-based strategy, then you probably won't enjoy it too much. A great remake of the original, which I've spent countless of hours playing. I do recommend giving it a try.
^ this
Delith
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Delith - I must be the only one who thought AC: Rev was an awesome game. I thought the story(s) were great!
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Last post: 07 May at 14:57
Posted on 23 October 12 at 19:38
I've been playing the XCom franchise since the original days so I am well versed in it's 'pull no punches' approach to its gameplay. Hell, last night I missed twice on an 85% chance to hit an alien. Either shot would of killed it but instead, Corporal Ian "Brick" Singleton missed twice and got shot in the face for his mistake. Luckily Corproeal Yoto "The Godfather" Mishimi had his back and pegged off the alien on an Overwatch - Sentinel.

Seriously, this game is so fun. If anyone is turned off at the thought of the difficulty, don't be. It's very manageable if you treat it with the respect it deserves.

Excellent review!
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RazorPriest
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Last post: Today at 00:32
Posted on 23 October 12 at 19:38
I could never get into the original, but I do love tactical RPGs like Final Fantasy Tactics and Fire Emblem, so maybe I'll have to pick this up. That ratio is certainly appealing as well, although it's bound to drop a bit over time.
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Mtld
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Last post: Yesterday at 23:29
Posted on 23 October 12 at 20:02
Can you save in game?

I remember saving/loading during battles in X-COM2. In fact, I was doing it almost every move.
Delith
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Delith - I must be the only one who thought AC: Rev was an awesome game. I thought the story(s) were great!
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Last post: 07 May at 14:57
Posted on 23 October 12 at 20:08
Ya, you can save whenever you want. Every move if you wanted too. But I haven't tested the rumor though it's a solid one. The rumor is that once the turn starts, the 'results' of each attack are created. So if you save at the beginning of your turn, then shoot with a soldier, if he misses and you reload to that save from the beginning of the turn, he will miss again. In order to 'reset' the results, you need to reload to the turn before, so when the new turn starts, the 'results' are regenerated.

That make sense? Sorry, I'm sure someone else could explain it better.
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Dog of Thunder - Just finished the craziest Warmachine game ever. 4v4, then 3v2, then 2v1, and I somehow won.
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Last post: Yesterday at 19:44
Posted on 23 October 12 at 20:09
Mtld said:Can you save in game?

I remember saving/loading during battles in X-COM2. In fact, I was doing it almost every move.
Yes. Multiple files during one skirmish even, so you can roll back if something goes wrong.

The exception is Iron Man mode, which limits you to one save and does it automatically every single turn.
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G Mason Patriot
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Last post: 20 Mar at 20:35
Posted on 23 October 12 at 20:10
It is a fun but difficult game that keeps you trying for one more turn. If you try to run and gun, you will spend a lot of time watching your squad die. A feature that I like is that if you restart a particular mission, you get a different map, which may be easier.
connectmeplease - Ive made it to 6 digits...
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Last post: 20 May at 06:01
Posted on 23 October 12 at 21:19
Mtld said:Can you save in game?

I remember saving/loading during battles in X-COM2. In fact, I was doing it almost every move.
Except in Ironman mode, you can save anytime pretty much. Theres specific imes that you cant, but its most while looking at specific screens etc, such as while your skyranger is flying. Theres never a point that you would want to save that you can't.
terrett101
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terrett101
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Posted on 23 October 12 at 21:36
I played the demo, but felt a little disappointed when comparing it to the original. It seems to be a decent enough game in it's own right, but as a huge fan of the original games, I'm worried it'll never live up to my expectations in the remake. Couple of questions for people familiar with both this new one and the original:

1. All the tactical missions in the demo seemed relatively linear. In the original game you basically got dropped in the middle or corner of the map, and you really had no idea which way to go, where the crashed ship would be, where the aliens would be hanging out etc. In the demo tactical mission, on the docks I think, you basically progressed through areas meeting a pair of aliens in each, and while there was some variation in how you approached a building or a container or something, the map was as narrow as half a dozen squares in some places. Are all missions in the game like this?

2. Research. In the demo, you get the chance to pick a research topic, but that's it. There didn't seem to be any micro management, no assigning of lab space or scientist numbers, no multiple research projects etc. Is the game like this the whole way through? One of the tactical missions promised scientists as a reward, how does that then get reflected in your research?

3. Squad equipment. When my soldier leveled up in the demo, and got a rocket launcher, he just seemed to acquire this. I couldn't manage his inventory before battle, switch his weapons etc. I'm kind of assuming this is just how it is, yet again little micro management, but what happens as you develop alien weapons, how does the game manage what they carry in to battle?
Eskimoletdinov
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Last post: 17 May at 07:44
Posted on 23 October 12 at 21:59, Edited on 23 October 12 at 22:06 by Eskimoletdinov
I loved the originals and have been saying for a long time id love them to be remade or even just rereleased on xbla. This game has had me hooked since release and pretty much all my (limited) time on Xbox is spent on this, even pushing out Borderlands 2.

I'm a big fan of turn based strategy anyway but this is the best I've played on a console so far by some way.

Great review by the way mate.

^^ regarding research and engineering, the more scientists you have affects the timescale of research and engineers affect cost of production, engineers also are needed as some projects require more to produce.

Also, ALL items can be changed with research, for instance, there are laser, plasma and alloy weapons and also special armours and secondary items.

Hope this helps.
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Last post: 18 May at 22:39
Posted on 23 October 12 at 22:11
Brilliant game, they have done an excellent job with it! Highly recommend it to anyone who has even a tiny interest in strategy games!
Quantum Binman - The question nobody is asking: if we are installing BLU RAY games, isn't 500GB a bit small??!
TrueAchievement Ratio: 1.8919Achievement Completion Percentage: 86.37% (Includes owned DLC) - 22 more achievements required to reach 87%438 posts
Last post: 18 May at 22:39
Posted on 23 October 12 at 22:15
terrett101 said:I played the demo, but felt a little disappointed when comparing it to the original. It seems to be a decent enough game in it's own right, but as a huge fan of the original games, I'm worried it'll never live up to my expectations in the remake. Couple of questions for people familiar with both this new one and the original:

1. All the tactical missions in the demo seemed relatively linear. In the original game you basically got dropped in the middle or corner of the map, and you really had no idea which way to go, where the crashed ship would be, where the aliens would be hanging out etc. In the demo tactical mission, on the docks I think, you basically progressed through areas meeting a pair of aliens in each, and while there was some variation in how you approached a building or a container or something, the map was as narrow as half a dozen squares in some places. Are all missions in the game like this?

2. Research. In the demo, you get the chance to pick a research topic, but that's it. There didn't seem to be any micro management, no assigning of lab space or scientist numbers, no multiple research projects etc. Is the game like this the whole way through? One of the tactical missions promised scientists as a reward, how does that then get reflected in your research?

3. Squad equipment. When my soldier leveled up in the demo, and got a rocket launcher, he just seemed to acquire this. I couldn't manage his inventory before battle, switch his weapons etc. I'm kind of assuming this is just how it is, yet again little micro management, but what happens as you develop alien weapons, how does the game manage what they carry in to battle?
1. The demo is just tutorial missions, the full game has more like the original with you only being able to see a tiny part of the map when the ship drops you in.

2. It has been simplified quite a bit - it did seem strange at first (I also loved the original PC games) but after playing it for quite a while, I feel it helps the game flow a bit more smoothly now. The additional scientists help to research projects faster and you can build additional labs for them - the same goes for engineers.

3. The rocket launcher is a standard upgrade for any soldier who becomes a "heavy" class - it is their default secondary weapon and cannot be changed AFAIK. Primary weapons can all be upgraded or swapped out for newer technologies once you have either researched them, or interrogated/autopsied aliens.
Quantum Binman - The question nobody is asking: if we are installing BLU RAY games, isn't 500GB a bit small??!
TrueAchievement Ratio: 1.8919Achievement Completion Percentage: 86.37% (Includes owned DLC) - 22 more achievements required to reach 87%438 posts
Last post: 18 May at 22:39
Posted on 23 October 12 at 22:18
Oh, one *MASSIVE* change from the original is that the squad size is limited to 6 members now (4 initially). I remember turns taking 20mins in the PC version when you had to manage about 25 members on the battlefield lol!
Axelb9
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Axelb9
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Last post: 25 Mar at 23:05
Posted on 23 October 12 at 22:20, Edited on 23 October 12 at 22:21 by Axelb9
connectmeplease said:Mtld said:Can you save in game?

I remember saving/loading during battles in X-COM2. In fact, I was doing it almost every move.
Except in Ironman mode, you can save anytime pretty much. Theres specific imes that you cant, but its most while looking at specific screens etc, such as while your skyranger is flying. Theres never a point that you would want to save that you can't.
Truth be told this game brings the most if played on Ironman Classic. That is also the mode the developers play and the one most similar to the original in feel. X-com is about losing soldiers also - sometimes even your best ones - and emotions felt are part of the experience. But next to every loss there is a young corporal who could be your next hero in the making who would be miraculously with you till the end of the game. Abusing reloads kills exactly this part of the game.

Alex
Riconoclast
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Posted on 23 October 12 at 23:41
Sounds awesome. Turn-based and challenging? GotY.