XCOM Enemy Unknown | Review


By: Ryan Seiler
Posted: October 4, 2012

  
Turn-based strategy games are a rarity these days, and on consoles doubly so. Not that they’re antiquated or their audience has fallen out of favor for them mind you; publishers would simply rather fund a first-person shooter instead. One notable turn-based strategy title known as XCOM UFO Defense managed to create lasting appeal back in the ‘90s, most notably through a series of agonizing defeats, tragic loss and self loathing. It was the kind of game that pushed you down every time you got up until you eventually cracked, punched it in the balls, stole its girlfriend and burned down its house. Sweet victory! For those of you not in the loop, XCOM UFO Defense is notoriously difficult, allowing characters to be built up and upgraded by the player only to have a lucky shot nullify all that hard work. That’s right characters could die for good -- nothing special back in the ‘90s -- but relatively unheard of these days.  Keeping your squad alive became a series of careful placement and management, i.e. strategy, you know, the thing that’s ever so rare these days. Anyone interested in playing this relic should know that through careful investigation and research on our part, we have determined that the game was played on something primitive humans called “DOS”, which we can only discern to be a follow-up from cave paintings and idol crafting.

Over the years the franchise has moved from developer to developer with mixed results, eventually fading into obscurity in the early noughts. Recently the series fell into the hands of 2K Games and Firaxis Games, famous for their strategy series Civilization; a promising turn of events for the franchise. What was the first title announced? XCOM… a first-person shooter. Oh, and a second title, a strategy game set to revitalize and nostalgize long-time fans and newcomers, bringing back the classic formula to PC and consoles. XCOM Enemy Unknown delivers just that. And it’s a shining example of how to modernize using a classic formula.


Story/Design
Quick! Think of an alien invasion plotline. Congratulations, you know the storyline of Enemy Unknown. H.G. Welles would either be proud of his writing’s lasting effect on our culture, or furious on how little we have innovated in the last hundred years while making a mad dash to his lawyer. Luckily XCOM doesn’t come across as a serious take on the genre. Firaxis Games leaves all the innovations up for the gameplay to take care of, with story serving merely as a base of reference. Thankfully the story is recognizable to anyone familiar with ‘50s sci-fi B movies with its formulaic, and by now cliché, 3-act structure, that’s represented rather well in-game.

You are the commander of XCOM, an elite military operation funded by all nations willing to participate. Your job is to protect Earth by building a team and base-of-operations to combat a host of different aliens who’s motives are yet unknown.  Being a silent protagonist your duty often entails having dialogue and exposition thrown at you left and right while determining the best course of action. You are in control of the Earth’s fate so make your decisions accordingly. I found the sense of responsibility incredibly rewarding as I ordered my combatants around the battlefield, plotting every move they make beforehand, knowing full-well that one mistake on my part could result in the death of my whole squad and in the long run Earth’s defeat. I can’t remember a game where I could actually lose, as in not a game over screen, rather a game ending where the XCOM team and Earth have been defeated. This factor alone gave me all the more reason to play as strategically as possible, albeit for the wrong reason. Rather than caring for the people and the world of XCOM, I just didn’t want all the hours I sunk into the game wasted. Still fairly compelling motivation overall.
Story/Design 8/10


Gameplay
XCOM Enemy Unknown plays out much like a tabletop RPG. Your players can move a set distance per round and have a certain percentage chance of inflicting damage on enemies. It’s a tried-and-true formula that works well on PC’s and consoles alike. Where the real strategy comes into play is wagering move distance vs. offensive tactics. Units can make 2 moves per turn. Move them forward once and then attack? Or move once, and then hold position should the enemy move within range? Maybe you’re feeling impatient and move forward twice, sacrificing any offensive play this turn? The safest play would be the slow and steady route of move once then go into “Overwatch”, scanning for enemy movements. While this may have a great success rate, your intergalactic foes aren’t dumb; moving slowly gives them time to flank your positions and overtake your squad. Additionally, there are certain missions where time is of the essence and your objective is to save as many citizens as possible while the aliens try and do the opposite.  So don’t play too safe, try and use some units offensively while others cover their movements. There is plenty of room to improvise and come up with unique tactics. Experimentation can result in some of the most fulfilling decisions any game can offer. At one point some of my units were cornered inside a building. They were too far in for my two units outside to take direct aim at their attackers. So I ordered my heavy unit to fire on the perimeter wall with a rocket launcher, opening up a direct line of sight for my sniper unit by his side to take out the, now flanked, enemies; winning the round for me. A triumphant victory, the likes of which stories will be told about for generations!


You begin the game with 4 squadmates, eventually gaining another 2 throughout the campaign. At first they’re low level rookies, but overtime they’ll rank up depending on how much battle they see and how many kills they get. From rookie they will randomly be assigned to Sniper, Heavy, Support or Assault. Each class has certain abilities such as the Sniper’s ability to shoot any enemy so long as they’re in range of another unit. Or the Support’s ability to carry three medkits. Variations like these between classes result in an even deeper strategic element of character placement and even class choice. Should I play this round with 2 heavies and only 1 sniper, or vice versa? As they rank up, a skill tree opens allowing for new abilities such as taking a second shot during any turn, or automatically evading an overwatch attack from the enemy.

The enemy doesn’t remain all that unknown for very long. The aliens start out as small weak cliché grays known as Sectoids, but eventually, as the campaign progresses, enter deadlier aliens such as the hulking Mutons and even Slenderman inspired Thin Men. Each alien class is their own beast and thankfully not a cloned version of the Human classes. Additionally these extraterrestrials have their own quirks making for a selective order to attacking them other than proximity. Thin Men explode into a deadly gas cloud that lingers for two rounds and Floaters take after their namesake and hover over the battlefield whilst having an almost unfair advantage with their elevated field of view. Over time you’ll gain an instinctual ability to predict enemy movements and attacks allowing for quick informed decisions on the fly. That is, until a new enemy unit is introduced changing the flow of battle completely.


Off the battlefield you’ll find yourself ordering supplies and researching recovered alien artifacts. What sounds like a drag is actually one of the most compelling components in Enemy Unknown. As missions progress you will collect alien bodies and technology. Once back at the XCOM base, the science lab can perform autopsies and research technology to reverse engineer new weapons, armor and vehicles. Then with this knowledge the engineering lab can build said technology. All of this, however, takes time and for good reason. Instead of tedious instant access to goods, only relying on resources available, you must also enter time into the equation. If I research this armor I won’t be able to research anything else for 14 in-game days, yet on the other hand this gun will only take 10 days. Should I be more defensive or offensive?

If a nation’s panic level gets too high they will depart from the XCOM initiative and stop funding the program. Every time you choose to aid another nation, the panic level increases. Satellites allow you to monitor whole nations for alien spacecraft, lowering their panic. Yet satellites take a long time to craft and cost a lot of resources. When one was finally available I found myself exhilarated as I placed it on the globe knowing that I wouldn’t have to worry too much about that country any longer. My advice is to build as many as possible as soon as possible, to increase your funding and lower panic levels sooner rather than later as the game does not slow down to hold your hand. The difficulty level is set to increase exponentially as time progresses. Be ready.

With a combination of battle strategies and base management XCOM becomes an addiction. I couldn’t wait to get to the next level or for my new set of armor to be researched. And by addiction I don’t mean grinding. Every advancement led me one step closer to victory with no repetition. And every advancement was just one level in front of me. I couldn’t wait to play each level and see what new surprise was in store.
Gameplay 10/10


Presentation
Enemy Unknown has an art style similar to Tonka or Micro Machines, a lighthearted aesthetic that contrasts the bleak overtones the game throws at you. Most game over-head views typically leave small sprites with low res textures, but not here. Zooming in I found each character to have a cinematic level of detail rather than separate modelings, making for a clean, unbroken experience overall when transitioning from an overhead view to ground level.

Each level takes place in either an urban or rural environment picked from a randomly chosen set of levels. I did find myself playing the same level more than once, with the only difference being starting point and perspective. While urban areas look genuine, forested areas come across as forced with their convenient waist high barriers everywhere for cover. Additionally, since the game does take place all over the world, the random level sets don’t do much to convey that aspect. Nigeria looks just like Japan as far as the game is concerned. Simply changing billboards or even road signs could have remedied this.

XCOM’s score seems very reminiscent of modern summer blockbusters with booming basses and a quick strings section. On more than one occasion I was reminded of the Michael Bay Transformers theme song; while fitting it comes across as uninspired. 
Presentation 8/10


Overall
XCOM Enemy Unknown is a stellar example of genuine strategy in games today. Without ever becoming tedious, its clever turn-based mechanics manage to bring a balanced nostalgic experience to modern consoles and a whole new generation of gamers. Just try not to pull too many hairs out when your best man dies in battle. It was your fault after all.
XCOM Enemy Unknown 9/10

Game Info
Platform: PS3, Xbox 360, PC
ESRB: M
Publisher: 2K Games
Developer: Fraxis Games
Release Date: October 9, 2012

No comments:

Post a Comment