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Sunday, November 4, 2012

XCOM: Welcome Back Commander

Two assault soldiers slowly creeped their way towards a crashed alien scout ship. Not an hour earlier, their interceptor took this ship down with three well placed missile hits, but not without being almost destroyed in the process. The alien ship itself was still mostly intact, but holes in it's hull showed where it had been punctured and damaged structures inside can be made out from their position. As the soldiers approached one of the breaches, they saw it - a being of pure energy coalescing into a solid, humanoid body. It spotted the approaching troops and hid next to the opening in the hull. With a clear view of the breach and the main door, the alien was in perfect position to ambush any who come in sight. Needing this fight to be over as swift as possible, one of the soldiers took a run towards the enemy, deftly outmaneuvering it's weapon fire, and dropped the alien with a shotgun shell to the chest. However, three more aliens appeared from nearby wreckage, one of which moved behind the soldier, ready to make the fatal shot, but was promptly taken out by the sniper that was laying in wait from afar.

That terrible bit of prose is one of many examples of why the turn-based strategy game XCOM: Enemy Unknown, and most of it's predecesors, great. As with the original games, the new XCOM is far from perfect, but what defines the franchise is atmosphere. There is a sense of urgency in the game and a final confrontation that you know is coming, and coming really soon. The combination of combat strategy, base and resource management, and troop deployment all adds to the immersion of running an organization that is the first and only defense against the alien invaders. The fact that you can also customize each of your soldiers' names and abilities tacks on an RPG element to the game as well. Renaming troops with your own name and those of good friends makes for great conversation in get-togethers.

XCOM is not a game for twitchy or impatient gamers. It is also not a game for those looking to just pop in for a bit and exit; unless "a bit" means "at least an hour". Rushing into a mission with poorly geared troops mid-game will likely lead to a disaster and that goes the same with rushing into a blind spot like our gung-ho soldier in the story above.

The learning curve is also a bit steep, especially if you skip the tutorial missions. The tutorial itself is quite lengthy and it is really designed to be played through once just to get the basics down (i.e. never leave your soldier outside cover). For those newer to strategy games, the many layers of gameplay can be a bit daunting, and can take a few playthroughs to get used to the important mechanics. Being a total noob myself, my first playthrough had me pitted against armoured shock troops while still using starter assault rifles. Fortunately, there are lower difficulty modes for those of us who needs the extra confidence that we are not total losers so that we can try at a more difficult setting.

Speaking of difficulty, there is also an ironman setting where you cannot save the game at all. Making every decision you make count, and every loss more painful.

The tactical mission is pretty straightforward, and much more intuitive than the original game. With only 2 actions you can take (move + shoot/item/move), and limited soldiers (4-6), you will need to make sure you don't do anything foolish. Cover is incredibly important as an unprotected soldier will almost certainly be lost if she ends her turn flanked by a newly revealed alien. At no point will your troops be invincible, and even weak aliens can pose a threat. What I miss from the old games are collapsable buildings. While the environment is mostly destructable in the new game, you can't bring down a building on the enemy; then again, they can't do it to you either.

There is a heavy reliance on randomness in the game. As frustrating as it can be, like missing a 100% chance shot, it is also what makes the game so exciting. It also adds to the game's replayability. Not every new game will play out as you expect and not every mission will turn out the way it was before, even when the map is the same or if it is the same mission from a previous saved game. Terror missions, UFO sightings, abduction missions are also randomly generated and it keeps you on your toes. Sure, you can plan out your progress as best you can, but chances are also just as good that only difficult missions appear but your best soldiers are recovering from being wounded.
The new game's graphical upgrade over the original from almost 20 years ago is very much welcome, but introduces a lot of odd glitches that range from laughable (shooting something behind a wall) to frustrating (the top of an enemy ship hinders sight for movement). Fortunately, the glitches do not occur often enough to detract from the game itself and I have yet to encounter graphical problems anywhere else in the game.

The game also forces you to make tough decisions. Do you blow all your money and resources to build the alien containment this month or use the money to make more laser rifles and armour for the troops? Do you send troops to a high panic location or one that will give you more engineers to allow you to make upgrades? Even troop deployment can be a challenge. Having 6-8 highly trained and experienced soldiers can be great, but unless they have decent replacements, any of them being lost will make later missions all that much harder.

Story cutscenes are well done and do add to the immersion of the game. As generic as characters are, they are well characterized generic characters. I do enjoy some of the dialogue they offer that looks into your support cast's personality. While praising the effectiveness of the head of the research team, I would keep a good distance from her as she has been labeled to be an "effective" interrogator. I'd probably make sure I keep my sidearm handy as well.

The story goes at your pace, but the difficulty ramp up is not dependent on that. Neither is it dependent on how advanced your XCOM team is. It is refreshing to know that aliens will not wait for you to develop laser weapons before deploying troops that will take 3 of your soldiers to take down.

XCOM: Enemy Unknown is very much a worthy successor to the classic games from two decades ago. It is certainly a huge feat for a game to bring back the immersiveness and atmostphere of the original games without actually WANTING those games to be back. It is also a great statement to make - who'd have thought turn based strategy still had a place in gaming for this generation?

The rest of the team has fanned out and covered the area around the store. Two of the alien "mutons" - heavy assault units - lay dead behind the cash counter but they know there are more. An eye up top is needed to provide cover for the rest of the block. The sniper deploys the grappling hook to the roof and lands deftly up on top; only to find 3 more mutons waiting. They fan out with two dropping to ground level while the remaining muton takes aim and fires. The squad takes defensive positions as the signal from the sniper turns to static after a brief yell of pain.