Monday, 28 January 2013

XCOM: Enemy Unknown



It’s fair to say that even if you’re a PC gaming veteran, the titles that inspired the development of the latest XCOM may well have passed you by in your youth. So luckily, Firaxis decided it was time for a revival of these classic games.

XCOM is a turn based strategy game set in the near future. Aliens have just made first contact with Earth, and strange occurrences have been reported around the world. Tasked by a shadowy council of nations, your job is to command an elite squad to tackle and repel the invasion.


Your time is split into two distinct halves. The action takes place commanding your squad through tricky missions, fighting the aliens head on. When your missions are complete, you return to your home base where you manage your resources carefully between a number of high priority projects.

The action on the ground is well designed as the gameplay offers up a number of different strategies for you to choose from. You command up to a squad of six soldiers, each with their own specialist skills and equipment. Each encounter with the aliens starts with your team landing in the corner of the map, leaving you to push out and reveal the pesky aliens lurking in the darkness.

Every member moves in a set turn order. So using the terrain to approach in cover is vital. As soon as the enemy is spotted, it gets a chance to scurry into cover.  Planning your firing positions is a good idea as cover plays a key part. Fire-fights are often short and brutal exchanges of shots. When you have enemies in your sights, the game tells the odds of hitting each target and the chance of doing critical damage. Hitting fire is always a tense moment, watching your soldier line up a shot that can make the difference between victory and defeat.


Each time you score a hit is satisfying as your volleys thud into the target. Every enemy downed bringing you closer to a successful mission. However, that can be quickly turned around by a bit of bad luck. What can appear to be a simple shot can easily end up being a rather embarrassing miss, leaving you crossing your fingers while the enemy return fire.

It is possible to carefully advance across the maps. But the missions mix things up. Sometimes all you need to do is sweep the area of threats. On other occasions the council will task you with saving as many civilians as possible, forcing you to swiftly push out into the map.  Your performance will make all the difference when it comes to your funding.


And you funding is your most important resource. Several nations around the globe are willing to contribute funds to you on the condition you keep them safe. Ignore a country in need for too long and its citizens will reach a state of panic, causing your funding to be cut. Failure to keep global panic levels down will lead to the aliens taking total control as each nation falls prey to them.

Every dollar you earn can be pumped into various projects in your home base. Both research and engineering are vital to understanding your foe and bringing new equipment to the field. However both will take a lot of time unless you fund team expansions. You also have to maintain a fleet of fighter aircraft and satellites around the globe to intercept UFOs. Balancing you budget is a tricky choice, especially on your first play-through.


I never really felt sure where to use my money. I was always worried that I might not advance in technology quickly enough to combat the tougher aliens, or not build enough satellites and lack funding. As it turned out, the game is quite lenient on normal difficulty and I never found myself in tricky situation. Although I did miss out on a few UFO events as I had focused a little too heavily on research.

My main criticisms of the game come from the combat. There’s only a small amount of maps and you will spot some repetition after a while. Also, far too much of the game was set at night. It was only after several hours play that I actually got a mission set in the daytime.


The cover and line of sight mechanics are also a bit wonky. Cover is clearly indicated by shield icons, but with the game having an isometric view of a square grip map; it’s not always clear what directions you’re covered from.  Shots can also happily go through large chunks of scenery as if they weren’t there. Spotting an enemy through solid objects is no problem, and it’s the same vice versa!

I didn’t mind losing a team member when I made a clear tactical error. But every now again the AI would be extremely lucky and pull off an impossible shot, usually getting a critical hit and killing a team member in cover with a single shot. Since the game uses probability to resolve all the combat, there will always be some unfair moments, that’s a given. However it doesn’t stop it from being incredibly frustrating.


Thankfully, as I’m a sane person who played on normal difficulty; a quick save game reload would undo any ridiculousness. If you’re a madman who plays iron-man mode where there’s no such luxury, be prepared to recruit many new team members.

Overall, XCOM is probably the finest example of a turn based game in the modern era of gaming. Completing the game once took a good twenty hours and left me looking forward to upping the difficulty and heading back in.