Wednesday, 28 December 2022
Midnight Suns
Thursday, 26 August 2021
XCOM creators spill the beans (a bit) on upcoming Marvel XCOM-alike, MIDNIGHT SUNS
Following rumours from the start of the summer, Firaxis have confirmed they are making a Marvel tie-in game. Midnight Suns melds the turn-based, tactical gameplay of their enormously successful XCOM series with the Marvel superhero IP.
In the game, the player creates their own hero, The Hunter, who joins forces with a roster of Marvel heroes to battle Lilith, the Mother of Demons. Heroes to appear include Iron Man, Wolverine, Blade, Ghost Rider, Captain America, Captain Marvel, Magik, Nico Minoru and Dr. Strange.
The game has been described as a "tactical RPG", suggesting there won't be a deep strategic metagame as in the XCOM series, with instead a more story and character-driven between-battles section. Aside, presumably from the turn-based combat, the game will not share any mechanics with the XCOM series.
XCOM franchise head Jake Solomon has led development, with Marvel Comics artists and writers lending support and assistance, including help in designing The Hunter (who will be customisable in terms of appearance, gender and powers) and The Abbey, a hub area which the team will retire to between missions.
It sounds like the game will be drawing on The Rise of the Midnight Sons comic arc in 1992, in which a group of Marvel heroes and antiheroes join forces to fight Lilith.
This does beg the question of whether Firaxis is developing more XCOM games; both XCOM 2 (2016) and Chimera Squad (2020) had substantial cliffhanger endings that seemed to be setting up more games in the series. However, a second team at the company helmed both XCOM 2's expansion, War of the Chosen, and Chimera Squad, so certainly they have the scope to develop more than one game at a time.
Marvel's Midnight Suns is due for release on Switch, PlayStation 4, PlayStation 5, PC, Xbox One and Xbox X in March 2022. Firaxis will unveil the first gameplay trailer on 1 September.
Friday, 4 June 2021
The creators of XCOM are making what sounds very much like MARVEL TACTICS
Sunday, 11 October 2020
XCOM: Chimera Squad
2040. Five years ago, the XCOM resistance movement successfully defeated the alien Ethereals and liberated Earth from their control. However, the destruction of the Ethereals not only freed humanity, but also the dozen or so alien races under their control, who found themselves marooned on a strange world and having to coexist with their former enemies. This coexistence is controversial, but several cities have prospered with mixed human and alien populations. One such place is City 31, but when three criminal factions try to overthrow the new order, XCOM is called upon to deploy a police force to the city to help salvage the situation.
Chimera Squad is the latest game in the XCOM series, rebooted by Firaxis in 2012 to great success. Unlike its two predecessors - to which it is more of a spinoff than a direct sequel - Chimera Squad eschews a global perspective for the more focused setting of a single city. You're also not in command of XCOM any more, instead taking control of the Reclamation Agency of City 31. Reclamation is a subdivision of XCOM which deals with police operations in the aftermath of the War for Liberation (as depicted in XCOM 2 and War of the Chosen). Unfortunately, Reclamation is low in the priority list and doesn't have access to the high-end technology developed towards the end of that war, explaining why you start the game (once again) with machine guns and shotguns rather than plasma rifles and alloy cannons.
The game proceeds much as its forebears: you have a strategic map, this time of just the city rather than the planet, where you choose which operations to undertake. You can also research new equipment, purchase new stocks, train your soldiers or send them on secondary missions which generate more resources, such as money, intel or Elerium. You have to keep the city's panic level low, which can be achieved by completing missions and establishing police forces in each district and levelling them up.
More controversial is the decision to limit your soldier roster. You choose four starting characters and as the campaign continues more troops trickle in from other XCOM assignments at your request. You can have up to eight agents on the team, four of whom can be deployed on a mission at a time (unlike prior games, there's no way of increasing the limit to six soldiers). The others can cool their heels at base or go on secondary missions, help speed up research or train to unlock new skills (or remove permanent injuries sustained in battle). The big difference is that these soldiers are all recruited from a set pool of eleven. You can't hire random new recruits any more. On the plus side this means all the soldiers get full voice acting with nice lines of dialogue resulting from which characters they are paired with. On the downside it means the attachment you get from shepherding characters through several missions in a row and growing their skills from scratch is lost, and you also don't have the customisation options any more to give them crazy haircuts or names. They are also irreplaceable: if they die, they die and it's game over rather than having to soldier on (particularly odd as there's more characters to recruit than there are slots on the team, so they could easily have had an option to slot in up to three replacements before saying it's game over).
Removing player choice from the game for relatively limited rewards - your soldiers' "banter" is decidedly non-revelatory and a bit hackneyed - is an odd experiment, but it does make the game more distinctive. Another questionable choice is limiting the roles available. Most of the XCOM 2 classes are represented (Terminal is a Specialist, Verge is a Psi Operative) but several are missing. Grenadiers not being around kind of makes sense - you don't want rockets blasting around an urban area with civilians present - but not having any Sharpshooters feels strange (police snipers are a thing), especially as one of your characters, Blueblood, is effectively a Sharpshooter locked into the pistol specialisation tree. Again, it feels like this franchise which celebrates player agency and choice has taken such choice away from the player and limited things.
This extends to the missions themselves, which are now played out in combat encounters rather than continuous maps. Each mission has between one and three encounters, and moving between encounters is accomplished by a "breach" sequence where you access the next encounter by smashing through windows, rappelling through skylights, booting down doors or occasionally just walking onto the battlefield. The audio barks don't change to the situation though, resulting in the occasionally non sequitur sight of one of your squadmembers screaming "BREACH! BREACH! BREACH!" before taking two steps forward and ducking behind a car. This does feel more limited than the continuous maps of the previous games and can get quite annoying, as previous encounter zones are inaccessible, sometimes resulting in your characters being bottlenecked at the entrance to the next zone and not being able to fall back to the previous room and take better cover, as the previous map is now greyed out and simply can't be accessed.
Once you get over these differences to the standard XCOM experience, much fun is to be had. The new mechanics, although sometimes irritating, do mean you spend most of your playtime making actual combat choices rather than slowly inching forwards into the fog of war in continuous overwatch. The breaches have a lot of options for when and how you enter the next encounter (like deciding to blast a hole through the wall with shaped charges to take the enemy by surprise or charging through a door into an enemy crossfire but which puts you closer to the toughest opponents). The result is much shorter, more focused combat experiences.
A big change to combat is that rather than having team turns - so all the XCOM agents go and then all the aliens go - the game instead uses interleaved turns, so one agent goes, then one enemy, then one ally and so on. This makes for a change in tactics as you start focusing on the enemy who is about to go next and can use abilities which adjust the timeline (moving characters around in it to your advantage and the enemy's detriment). This has a lot of good points, such as meaning that the enemy can't gang up all their fire on one exposed agent and kill him or her and there's nothing you can do about it, but again it does loose the ability to pick which agent is going next and having finer control over their actions. Broadly speaking, I thought this change was interesting for making combat a more varied experience, but there was no strong argument for it being better or worse than the alternative, just different.
Chimera Squad is probably not the way forwards for the franchise permanently, but it does offer a lot of variations on the standard XCOM formula which make it fun to play. It's short and focused - a single playthrough will last around 20 hours rather than the ~50 hours of an XCOM 2: War of the Chosen campaign - and the smaller scale works surprisingly well. The removal of choice from the player in favour of set characters, a preset squad roster and focused, short combat sequences is interesting, but I think would go down badly in a full XCOM 3, so hopefully if XCOM 3 is in development (and based on the cliffhanger endings to both XCOM 2 and Chimera Squad, that seems likely) they take on board the ideas that work (the breach mechanics to start a mission, but may not mid-mission, and maybe the interleaved turns as an option) and leave out the ones that do not.
Chimera Squad (****) is a tight, experimental and fun variation on the XCOM formula with some ideas that work well and others that are less successful, but fun in this spin-off context. It is available on PC only now.
Tuesday, 14 April 2020
A brand new XCOM game is coming out this month
Chimera Squad is set in City 31, apparently after the XCOM-led human resistance defeated the alien occupiers in War of the Chosen and drove them off-planet. With the alien Ethereals gone, many of the other aliens they were controlling have broken free and joined forces with humanity. Chimera Squad is so-called because it is the first XCOM squad with alien recruits among its number. Whilst XCOM is rebuilding to face a renewed threat from the Ethereals (or the mysterious enemy they themselves were fleeing), it is also dealing with more hostile aliens who have gone to ground and also with human groups unwilling to work with their former enemies.
Chimera Squad isn't quite a full-blown entry in the XCOM series, instead consisting of a 20-hour campaign of preset missions with pre-generated characters with their own personalities, custom dialogue and in-mission character development. In that sense it is more reminiscent of the XCOM 2 Tactical Legacy Pack from a couple of years ago, which added linear, story-driven campaigns to the more familiar strategic gameplay. The game also adds a new Breach mechanic to the game and expands on the idea of teamwork from War of the Chosen, which allowed you to develop relationships between characters which yielded in-mission rewards and special abilities.
XCOM: Chimera Squad will be released in 24 April and is currently available for pre-order at the price of £8.50, or $10 in colonial currency.
Wednesday, 21 November 2018
XCOM 2: War of the Chosen
War of the Chosen is a huge expansion for the strategy game XCOM 2. Just as XCOM: Enemy Within (2013) completely updated and revised XCOM: Enemy Unknown (2012), improving every element of the game until it shone to perfection, so War of the Chosen attempts to do the same thing for XCOM 2.
In this game's case, it was more sorely needed. The vanilla edition of XCOM 2, released in 2016, was a fine game but also a slightly frustrating one. The turn-based combat section of the game was altogether more polished, more interesting, more varied and just plain more fun than that of the original game and its expansion. However, the strategic metagame was messier, less focused and less interesting than that of the original game. This left XCOM 2 as being a huge step forward over its predecessor in one area and a huge step back in another.
War of the Chosen certainly solves the biggest problem by giving you much more to do on the world map. The original generic Resistance faction has now split into three distinct groups you can ally with: the Reapers, an elite squad of ninja-like sharpshooters; the Skirmishers, a group of ADVENT soldiers who have escaped alien control and rebelled; and the Templars, a group of humans who have embraced the aliens' psionic powers. Winning the trust of each faction requires some work on the map screen, and in turn getting their support means you can aid them through covert actions, joint operations where XCOM and the factions work alongside one another in off-screen adventures. These operations also allow you to level up your soldiers outside of the traditional missions. The rewards - more intel, more Resistance contacts (allowing you to contact new regions without having to build more comm rooms) and even sabotaging the Avatar Project - are impressive and powerful. The factions are also fun in the sense that they had distinct characters to the game, voiced by veterans of Star Trek: The Next Generation.
The aliens, of course, can also bring more friends to the party. There are now 3 powerful special alien characters who are each given control of one-third of the globe. Doing missions in one of those regions can see the Chosen intervening in the battle, giving you a mini-boss to fight. The Chosen can be driven off (but not killed, yet) and they can also achieve their own objectives (usually knocking one of your troops out and scanning them to learn clues to tracking down the Avenger, XCOM's mobile headquarters). Defeat the Chosen and they gain weaknesses (such as a fear of explosives or greater vulnerability to snipers). Fail to do so and they become stronger, eventually amassing enough knowledge to assault the Avenger directly. This has a whiff of Middle-earth: Shadow of Mordor's Nemesis System, a great game mechanic I'm surprised more titles haven't stolen. With the help of the new rebel factions, however, you can also track down each Chosen's lair, eventually mounting an assault to finish them off once and for all.
There are also new ADVENT troop types (including a flamethrower soldier and one with psi abilities) and a new, neutral faction called the Lost. Effectively zombies, the Lost are humans adversely affected by those green alien pods dropped all over the globe at the start of Enemy Unknown. These appear in missions set in abandoned cities and are attracted by explosions and gunfire. Canny players can trick the lost into attacking ADVENT forces, which is very entertaining.
On top of this, you also have new weapons, new research and much greater character customisation, including the ability to form bonds between pairs of soldiers which increases their combat effectiveness when deployed together. Soldiers also become tired after missions and need to be given time off to recuperate, encouraging you to recruit more soldiers rather than just relying one one single super team for every job. There's also tweaks to gameplay, such as offering the ability to reduce the number of time-limited missions from the vanilla game (which everyone hated).
The result is a bigger, brasher and more confident game than the original XCOM 2. There's a lot more going on and you have a lot more choices to make which are more meaningful. The game gives you more control and you do feel like you're running a worldwide resistance movement as you order covert operations to be undertaken, research some much-needed new tech or decide to launch an assault on an ADVENT base. War of the Chosen fixes most of XCOM 2's problems in one fell swoop.
There are, however, some issues. The onslaught of all this new stuff means that campaigns now last a lot longer than previously (my first XCOM 2 playthrough lasted 30 hours, whilst my War of the Chosen playthrough lasted about 50), which means a typical campaign now goes on so long that the game risks getting stale. One of the key issues with XCOM 2, the ridiculous length of time it took to resolve an action (3 days to pick up supplies when you know their precise location? 8 days to rescue a stranded engineer?), remains firmly in place and can make the early game unnecessarily punishing as it takes forever to get going. However, when you do hit a stride the sheer range of option and missions available also means that you will be levelling characters to max level very quickly, leaving you with a huge roster of top-tier soldiers for most of the game who can curb-stomp everything. This leaves the new alien threats, particularly the Chosen, feeling underwhelming as a threat once you hit the mid-game and utterly trivial in the late game period.
There's also the fact that although War of the Chosen dramatically changes an XCOM 2 campaign, the still basic structure is in place underneath and, once you get over the new factions and the Chosen, the game won't offer any new surprises. This was also true of Enemy Within, but in that case it was a very modestly-priced expansion pack which also replaced the original game. War of the Chosen, on the other hand, has been sold as a full-price game which requires XCOM 2 to run, making it a fairly expensive undertaking (less so these last few weeks, when it's been more readily available on sale). For such a higher premium people might be forgiven for expecting much more content. Firaxis have realised this themselves, recently adding the Tactical Legacy Pack which adds more weapons and equipment, more map types and a 28-mission, story-focused campaign, which certainly helps add variety to the game.
XCOM 2: War of the Chosen (****½) improves the XCOM 2 experience and makes it a more rewarding, more fun, deeper and more compelling game. Both the strategic and tactical options gameplay are improved, and there's a richness in the experience that very few games can match. It's not perfect, though, and occasionally the game can feel a bit too whacky and crazy for a series originally rooted in paranoia and horror, whilst nearly doubling the length of the game risks it getting stale.
The game is available now on PC and via the online stores for X-Box One and PlayStation 4.
Monday, 22 October 2018
XCOM 2: Tactical Legacy Pack
It's taken well over a year, but the expansion has finally come down in price and I'll be checking it out in full soon. However, to make the expansion more worthwhile and better value for money, Firaxis have also released a new expansion for the expansion, the "Tactical Legacy Pack" to make it even better value for money, as it's completely free. Taking place between XCOM: Enemy Unknown and XCOM 2 proper, the expansion charts how the XCOM organisation brought itself back from the brink of extinction after the aliens successfully conquered Earth.
The Tactical Legacy Pack contains several key parts, including a collection of challenge maps which pits your team against a tough objective as well as new items and maps (some of them revamped versions of fan-favourite maps from the original game and its expansion). However, the meat of the pack is something new to the franchise: a narrative and story-focused single-player campaign. A standard game of XCOM consists of two parts, a strategic metagame where you recruit soldiers, research new technology and make decisions on what operations to carry out next against the aliens, and a tactical, turn-based combat mode where you deploy the troops you've chose and outfitted in battle.
The Tactical Legacy campaign throws out the strategic part of the game in favour of a series of missions. There's no research, flying around the globe with the Avenger or recruiting new soldiers (at least, not in the traditional way). Instead you go from battle to battle to battle, with objectives being laid out during the loading screens and in-mission voiceovers. It's an experimental change to the standard XCOM formula and one that is quite interesting, removing as it does the agonising decisions on what troops to bring on missions and what equipment to use, as your troops are selected and outfitted for you.
The campaign is divided into four episodes, each consisting of seven missions. That's 28 missions to get through the story, and will in total take a player between 10 and 15 hours to traverse (depending on the difficulty mode you select). Each of the four episodes has a different focus: "Blast from the Past" sees Bradford (aka "Central") escaping from the fall of XCOM HQ and teaming up with some other survivors to carry out a mission. Along the way he and his new team attract more support and they realise they could transition XCOM into a guerrilla resistance force. "It Came from the Sea" is a nod at the 1994 game X-COM: Terror from the Deep, with XCOM having to fight off an invasion of aquatic chryssalids (sadly, there aren't any actual underwater missions). "Avenger Assemble" sees Lily Shen reluctantly taking to the field as she scavenges crashed Interceptors, UFOs and Skyrangers to get the rebel carrier, the Avenger, ready for launch. "The Lazarus Project" sees both Bradford and Lily entering the field to recruit more elite soldiers for XCOM.
Completing these missions also unlocks weapons, soldier recruits, maps and some new enemy types, all of which will then appear in a subsequent War of the Chosen campaign. The Tactical Legacy Pack therefore offers both a significant amount of gameplay on its own terms as well as a lot of new bonus stuff to enhance a new playthrough of the standard XCOM 2 campaign (although only with War of the Chosen installed; this stuff won't work with vanilla XCOM 2). Also entertainingly, the expansions allows you change the game's soundtrack, between the standard XCOM 2 soundtrack, the Enemy Unknown soundtrack or, impressively, a remixed and upgraded synthwave version of the original 1993 game soundtrack, which is very well-done.
It's hard to knock this kind of material, especially as it's free. One of the criticisms levelled at the pack is that a set of linear missions isn't very XCOM-y, which I sort of agree with. All of the new generation of XCOM games have had linear story missions popping up at one point or another, but as a change of pace from the traditional gameplay type before getting back to the procedurally-generated missions. If you're a purist who hates linear missions, then yes, this might not appeal to you. More irritatingly, the only way to unlock all the stuff from the expansion in a standard game is to play through the missions.
That said, the missions are pretty good and interesting. Selecting troops, equipment and upgrades forces players out of their comfort zone and gets them acquainted with troop classes and weapons they might not normally deploy. You can also massively ramp up the difficulty on these missions to very high levels to make them even more of a challenge for hardened players.
It may be churlish to criticise this amount of free content, but there are a couple of issues that arise. One is that the new missions don't make many concessions to in-universe logic: your soldiers include Reapers and Templars (from War of the Chosen) long before you may have recruited those factions. XCOM 2's conceit is that XCOM lost the war in the original game very early on, but this game sees XCOM using advanced plasma and laser weapons in combat and also features crashed advanced Interceptors from the original game. If, like me, you've not played War of the Chosen yet and decided to join in the hype train with this expansion, there's a hell of a lot of stuff left unexplained (even moreso if you didn't play vanilla XCOM 2 either). Also, given that XCOM 2 launched two and a half years ago in a pretty iffy technical state and has been patched several times, it was somewhat dismaying to see the game still managed to crash several times during my playthrough with occasional graphics and game logic bugs taking place.
Having said that, these problems are more niggling than catastrophic. If you have that itch that only quality turn-based combat can scratch, the Tactical Legacy Pack (****) certainly delivers on that front. The expansion offers a solid gaming experience on its own merits, adds a lot of fresh content to your standard War of the Chosen playthrough, brings in a lot of new challenge maps and skirmishes, expands on the XCOM story and lore, and even brings in a whole new (and presumably expensive) soundtrack. It's a lot of stuff for exactly £0 ($0). The Tactical Legacy Pack is available now on PC and will download automatically for all War of the Chosen players next time you install the game. Firaxis have been unclear on when and if the expansion will be added to the XB1 and PS4 versions of the game.
Thursday, 19 January 2017
XCOM 2: LONG WAR 2 released
Long War 2 radically enhances the strategy game, adds a new soldier class (three if you count those incorporated from other mods) and gives the player many more options for fighting the alien menace, although the aliens also have more abilities to counter-attack. The early reception for the mod sounds highly positive.
The mod is available via Steam completely free of charge.
Wednesday, 18 January 2017
XCOM 2 to get revamped strategic layer
This will make for a much more strategically involving game and makes contacting new rebel cells far more important than it was previously. It also means that everyone is involved in the fight against alien occupation rather than just your single group on board the Avenger. The mod will also introduce the Technical, a new soldier class who specialises in rocket launchers and flamethrowers, and Coilguns, a new weapons class that fits between the Mag Weapon and Beam Weapon layers. The mod will be released in the next few months on PC.
Based on the cliffhanger ending to XCOM 2, it is likely that we will see an XCOM 3 around 2019. Meanwhile, the original creator of the X-COM franchise, Julian Gollop, is developing a similar strategy game called Phoenix Point for release in 2018.
Wednesday, 11 May 2016
CIVILIZATION VI announced by Lord Boromir Stark
This will be (obviously) the sixth title in the series that began with Sid Meier's original, classic strategy game back in 1991. I must admit I thought this was a bit soon, but then I saw that Civilization IV (which I still think of as quite new) was released in 2005 and V (which I own but haven't played once yet) in 2010. I think I can safely say that it will be some considerable time before I get around to playing this.
Civilization VI will build on elements of V and will come with all of the features introduced in that game's DLC as standard. VI also promises to "unstack the cities" in the same way that V "unstacked the armies". VI will feature areas around each city where you can place additional buildings and facilities. The developers are also promising a stronger focus on AI and diplomacy than ever before.
If Sean Bean is a character in the game, I can confidently predicted he will be nuked to death by Gandhi before the endgame is reached.
Thursday, 25 February 2016
XCOM 2
Now an underground resistance organisation, XCOM is creating sleeper cells around the world and stealing the aliens' technology to turn against them. All it needs now is a leader.
XCOM 2 is a sequel to 2012's XCOM: Enemy Unknown (and its expansion, Enemy Within), itself a remake of 1993's X-COM: UFO Defence. The X-COM/XCOM franchise has a reputation as one of the greatest video game series of all time, its combination of managing the defence of the entire planet with commanding individual combat missions against the aliens providing some truly sublime gameplay moments. XCOM 2 starts with a controversial premise: you lost the war against the aliens in the original game and now have to fight back with an underground resistance movement. There's a canonical (kind of) explanation for why you may remember winning in the original game, but you can just rationalise it as an alternate timeline if you really want.
Gameplay is similar to XCOM: Enemy Unknown, although there are a few twists. Once again you have a base of operations and have to upgrade it, building new facilities and carrying out research and development. However, your base is now a mobile
As the game continues (a first playthrough of the campaign will take around 25-30 hours) new, more powerful aliens are introduced so you have to stay on your toes, constantly researching weapons and armour so you can survive these tougher opponents and take them down. XCOM: Enemy Unknown sometimes forced you to compromise between different research tiers and trees, but XCOM 2 is positively evil in how it forces you to switch between different objectives, rush around trying to put out lots of fires simultaneously and in how long everything takes when the aliens are almost constantly attacking. XCOM 2 certainly makes you feel like you've got the whole world against you. It's a much, much tougher game than its forebear even on the equivalent difficulty levels.
It's also a game that gives you a lot of options. Character builds were something you could get away with not studying intently in the original game, but XCOM 2 is so tough that optimising your upgrade path is much more vital. For example, you can pick upgrades for your Sharpshooters that allow them to snipe enemy targets across the map with chained shots and using other soldiers to spot for them. You can also eschew that and pursue a gunslinger series of upgrades that give them up to six pistol shots a turn. A pistol doesn't do much damage, but upgrade it to a plasma pistol and fire it six times and it rapidly becomes one of the most powerful weapons in the game. The other classes get similar upgrades, with Grenadiers able to deal out masses of high damage with explosives and heavy weaponry and Specialists getting powerful drones that can dish out first aid and force fields (effectively) from right across the map. Rangers get excellent scouting and melee combat abilities that makes them formidable both at range and up-close.
For those who love rolling dice and comparing stats, XCOM2 is immensely rewarding. For those who want to just enjoy the game and get through to the end, don't be afraid to whack the difficulty down to easy ("Easy" in XCOM 2 is really not all that easy at all) and save-scum your way through the game. It doesn't take prisoners.
The game does hit the same sweet spot as the original of combining the widescreen, epic war for humanity's survival on a global level with individual combat missions, allowing you to customise your soldiers in almost any way that you please. However, whilst in-mission combat is tenser, more varied and more scenic than before - helped by the new, randomly-generated maps - the global strategic game is a lot more annoying. Some things take inexplicably long amounts of time - three days to pick up a supply drop you've just been given the coordinates to? - and you can bet that a vital, non-skippable mission will crop up 2 seconds before you'd have otherwise successfully researched your next tier of body armour. The game does a great job of making you feel like you're up against insurmountable odds, but all too often goes over that line and makes it almost impossible to proceed. The problem is that this steep increase in challenge abruptly falls off once you get the best weapons and gear and the game becomes, if not easy, than relatively straightforward.
XCOM 2 (****) is therefore a very good game, but ends up being frustrating. The combat is more interesting than in Enemy Unknown and represents a major step forward over it, but the grand strategic game feels random, arbitrary and at times tedious, and is a bit of a step back from Enemy Unknown's. Combined with the much more punishing difficulty level, this makes the game hard to recommend unambiguously. If you enjoyed the previous game and want more of the same, but more hardcore, XCOM 2 is certainly worth your time. If you haven't tried the franchise yet, I would definitely recommend starting with the previous game before tackling this one. XCOM 2 is available now on PC.
Technical Notes
XCOM 2 launched in a heavily bugged state on PC, featuring unusual lag, inexplicable CPU and GPU spikes and frame-rate drops, and occasional crashes. I was lucky in that I experienced only one actual crash in the whole game, and this guide helped improve performance immeasurably. However, waiting for a more comprehensive patch to fix the game's problems may be advisable.
Friday, 10 July 2015
XCOM: Enemy Within
XCOM: Enemy Within is a major expansion to the original XCOM: Enemy Unknown. It isn't a sequel to the original game, but instead completely expands and reworks it. The meat of the game remains the same: you command XCOM, researching new technologies, launching satellites to scan for alien ships and launching interceptors to shoot them down, and then deploying combat troops to fight the invaders through a turn-based battle system. The difference is that as well as fighting the aliens, you are also battling EXALT, a group of humans who have sided with the aliens. In addition to this, you can now develop G-Mods (genetic enhancements to your troops) and MECs (massive robot battle-suits) to expand the fray. Rounding things off are more advanced options to make the game harder or easier, or expand its length dramatically.
At its core, this is still the same XCOM experience as the original and if you didn't like that, Enemy Within doesn't do anything that will win you over. This is for players who enjoyed the original game and want more of it. Sadly, there aren't any new weapons (although there now more varieties of grenade) or armour, or new alien types beyond the Seeker, a flying squid-thing which can cloak and strangle soldiers without warning. The Sectoids can also now use MECs themselves, which makes this fairly nonthreatening species dangerous again at an advanced stage of the game, but still fairly easy to defeat.
A big difference is the introduction of EXALT, a sort-of anti-XCOM who use similar weapons and tactics to your own troops. They seem a bit more threatening as well, more likely to use Overwatch and their troop types includes heavy missile and sniper classes that the aliens lack. EXALT are a worthy new addition to the game, but also one that can be disposed of without too much trouble: in the course of the new 30-hour campaign I played for this review, EXALT were around for maybe 8 hours of it before I defeated them for good.
The G-Mods and MECs are interesting new additions to the game, but are of limited utility. MECs look awesome, but their weapons are frequently less capable than the ones your own troops sport and their inability to use cover means they tend to draw the fire of almost every alien on the map on every turn. This makes them, weirdly, more useful as last-minute reinforcements to use only when everyone else is committed rather than the front-line shock troops they seem designed to be. G-Mods give your troops formidable bonuses, but these tend to be more useful only on the more punishing difficulty levels.
Enemy Within does bring a huge amount of variety to the base game. There are many more map types and variety of maps, and the various optional DLC has now all been folded into the game. This results in more narrative-based Council missions and more stuff to research and build. There is also a rather nasty new surprise in the form of a punishing base invasion mission, where the aliens will actually assault your base at an inconvenient moment and you have to fend them off in one of the more tense encounters in the game.
All of that said, the basic game is still the same and some may find these new additions do complicate what was a perfectly-balanced game. Others, and such is my view, will find that the additions inject new life to a classic title and elevate it just that little more. Enemy Within (*****) is available now on console in the UK (X-Box 360, PS3) and USA (X-Box 360, PS3), and on PC via Steam.
Tuesday, 2 June 2015
XCOM 2 announced
The new game is set twenty years after the events of the previous ones and features a bit of an about-turn from the end of those games: the aliens have invaded, again, but this time in much greater force and have won, occupying the planet. XCOM has been forced underground, waiting until some degree of complacency has set in on the part of the aliens, and then striking back unexpectedly. The game features a mobile base, the Avenger, and XCOM teams launching attacks on alien forces both in rural areas and inside the gleaming, futuristic cities they have built for their human sympathisers/drones. There is more of an emphasis on stealth and guerrilla warfare this time around, with the game apparently drawing inspiration from the third of the original 1990s XCOM games, X-COM: Apocalypse.
The game will also use procedural generation to create battle maps, rather than simply rotating through the same eighty-odd default maps as in the original game. There will be new weapons, alien types and new character classes.
XCOM 2 is, unexpectedly, a PC exclusive with no console release mooted at the current time. Enemy Unknown did surprisingly well on console, so the decision to limit the release to PC only is interesting. Firaxis should be revealing why shortly, but there are theories that the new game will feature a much heavier modding focus than the previous ones.
Monday, 14 April 2014
Firaxis announce that next CIV game will be a spiritual successor to ALPHA CENTAURI
Alpha Centauri was Firaxis's first game, released in 1999 after Sid Meier and a group of colleagues had quit Micropose. Unable to use the Civilization licence, they instead developed a very similar (and non-copyright-infringing) strategy game which basically followed up on the question of what happened to the colonists who left Earth at the end of every Civilization game. Firaxis were later reunited with the Civilization licence thanks to Take Two's financial firepower, but in the process lost access to the Alpha Centauri rights (which remain with Electronic Arts). Civilization: Beyond Earth is therefore the official Civilization sequel that Firaxis wanted to make in the first place, just fifteen years later then planned.
The game will be a turn-based affair using hexes for movement that will allow players to build up their own civilisation and seize control of planets through diplomatic, economic or military means.
Game features will include:
- Seed the Adventure: Players will establish a cultural identity, select a leader and sponsor an expedition by assembling the spacecraft, cargo and colonists through a series of choices that directly impact starting conditions when arriving on the new alien planet.
- Alien World: Exploring the benefits and dangers of a new planet filled with dangerous terrain, mystical resources and hostile lifeforms unlike those of Earth, players will build outposts, unearth ancient alien relics, tame new forms of life, develop flourishing cities and establish trade routes to create prosperity for their people.
- New Technology Web: Reflecting forward progress in an uncertain future, technology advancement will occur through a series of nonlinear choices that affect the development of mankind. The tech web is organized around three broad themes, each with a distinct victory condition.
- New Quest System: Quests are infused with fiction about the planet, and will help guide players through a series of side missions that will aid in the collection of resources, upgrading units, and advancing through the game.
- New Orbital Layer: Players will build and deploy advanced military, economic and scientific satellites that provide strategic offensive, defensive and support capabilities from orbit.
The game will be released on PC, Mac and Linux this autumn.
Saturday, 12 October 2013
XCOM: Enemy Unknown - Slingshot
Slingshot makes a number of modest changes to a game of XCOM. It gives you a new character, a former Triad operative who quickly becomes a Lieutenant in your organisation. Starting a new game with Slingshot installed sees you get this character quite quickly, which can accelerate early-game progression. This has good and bad points. On the good point, you'll get him promoted (and thus access to the six-man squad upgrade) much earlier than normal. On the bad side, having a character of his level in your squad will also trigger the arrival of mid-game bad guys earlier than you normally would encounter them, which can cause a steep challenge if the new character is then injured or killed and has to sit out missions.
As well as a new character, there are also three new narrative missions. These missions see you taking down an alien battleship which is about to attack China. In the first mission you have to extract the new character and his intel on the alien ship. In the second, you have to install an alien homing device on a train to lure the ship into an ambush, and in the final one you have to storm the alien ship and capture it. This results in a significant early-game boost to XCOM's acquisition of new technology. It's all good stuff and can have a discernible impact on an XCOM playthrough. In particular, the much earlier unlocking of alloy rifles and other high-level weaponry (which usually are unlocked too late to make any major impact on a campaign) can make a big difference in how the endgame plays out.
For a modest cost, Slingshot (***½) does add some nice new features to an XCOM replay, though its feature set (but also the price) is dwarfed by the incoming changes from Enemy Within. For those who are already addicted to the game, Slingshot adds some welcome replayability.
Note: Slingshot is included as part of Enemy Within, so do not try to purchase this is you already have Enemy Within!
Wednesday, 21 August 2013
XCOM: ENEMY WITHIN announced
The game will be an expansion for PC users and a stand-alone boxed release for console gamers (where it will also incorporate the previously-published DLC for the original game). The bad news is that the campaign will unfold pretty much as before, with the same milestone missions such as attacking the alien base and infiltrating the enemy command ship. There's no new campaign as such. However, the existing campaign will be changed.
The most obvious changes include new weapons such as a flamethrower, which is devastating for short-range combat, and new enemies such as the Mechtoid, a Sectoid in a battle-mech suit. These battle-mech suits - known as MECs - can also be created by your forces, giving you a powerful new weapon on the battlefield. You can also genetically modify your soldiers using alien tech. Both MECs and G-mods will require a new resource called 'Melds' which need to be recovered during missions. However, the aliens will set the Meld canisters to self-destruct when you attack. This will introduce new tactical considerations to missions, with players having to choose to secure Melds, carry out their mission objectives more quickly or split their forces. Because the Melds are alien tech, it is possible for them to corrupt your soldiers if you are not careful, hence the title.
There will be 47 new maps and map-types, including much-requested farm layouts. The game will now also track how often certain maps are used and will pump in new maps to reduce repetition. The game's code has also been adjusted with some elements previously locked away in Unreal Engine files now transferred to the .ini files, allowing modders to adjust the game more thoroughly than before. However, enabling randomly-generated maps will not be possible.
This is positive news, although the lack of a new campaign or other much-requested features (like base invasions) is slightly disappointing. But anything that fleshes out the original, excellent game is certainly worthwhile.
Sunday, 10 February 2013
The Making of XCOM
Lots of great stuff there and confirmation at the end that an XCOM sequel is being looked at.
Wednesday, 31 October 2012
Wertzone Classics: XCOM: Enemy Unknown
XCOM: Enemy Unkown is a remake and update of the classic 1994 strategy game, UFO: Enemy Unknown (aka X-COM: UFO Defense in the USA), which in turn was heavily inspired by the 1970 Gerry Anderson TV series UFO. It's a turn-based strategy game in which you command the defence of Earth against an encroaching alien menace. The original game is still held as one of the best strategy games of all time (if not one of the best games of all time) and remaking it is a brave move, but one that Firaxis seem to have pulled off well.
As with the original, the game is divided into two distinct sections. Between missions you hang out at your base, which is initially small but can be expanded to incorporate new laboratories, workshops and other facilities. At your base you can research new technologies, recruit new soldiers and build new equipment for them. You can also upgrade your interceptor aircraft and build and launch new satellites to increase your chances of intercepting the UFOs before they can cause havoc. Increasing your satellite coverage is also important to mollify your financial backers: if a country suffers too much damage in an alien attack or does not feel that XCOM is protecting it, it will withdraw from the XCOM project, delivering a serious blow to your finances. Once you don't have anything more to do, you can hit a button to speed up time, with the game pausing again to let you know about important news (such as research being completed or the completion of a facility's construction) or with news of a fresh alien incursion. Sometimes you have to scramble interceptors to shoot down a UFO, but at other times UFOs will land of their own accord. In either case, once an alien hotspot has been detected, you can send a Skyranger dropship packed with troopers to investigate.
At this point the game moves onto a 3D map depicting the area of operations (sometimes a town packed with civilians, or an empty stretch of countryside, or an alien base).You move your troops around this area in turns. On each turn you can move your troopers, have them fire at any aliens in range or switch to an 'overwatch' mode, which basically stores up their move until the aliens' turn, when they can automatically fire on any aliens who venture into their line of sight. You have to be careful as the aliens often do the same thing, and moving might trigger an alien attack of opportunity on their turn. Combat is undertaken by your troops aiming at the enemy with a percentage chance being shown of how likely the attack will be. Cover is vitally important, with both full and half-cover available to protect combatants, so flanking is critically important, as is the use of heavy weapons that can destroy cover. As the game proceeds your squad size increases (from four to six troops) and you gain access to devastating new weapons, including laser and plasma weapons, as well as psi-powers and expendable robotic drones.
The game itself is fairly straightforward, but what prevents the standard prodcedure (research and build stuff, shoot down UFO, fight on 3D map, rinse and repeat) getting repetitive is the importance placed on your decisions. Do you expand satellite coverage early on, but then lack the funds needed to research new weapons? Can you risk neglecting your interceptors' weapons in favour of upgrading your troopers' rifles? This also extends to your individual (and highly customisable) soldiers, who gain experience and new abilities between missions. Gaining new abilities (such as the ability to use three medikits per mission instead of one) comes at the cost of sacrificing others, and careful decisions have to be made. You can be fairly ruthless, upgrading your troopers' offensive weapons whilst ignoring their defences, since recruiting fresh troops to replace the slaughtered is inexpensive. But experienced combat veterans have powerful abilities, so you may want to pump resources into armour instead. There are numerous approaches you can take to the game, which immensely rewards replayability.
Presentation-wise, the game is slick but not lightweight. The UI is straightforward and instinctively easy to understand, whilst the 3D graphics are more functional than impressive, but with an attractive art style and some cool explosions. Sound effects are good, the alien designs (many of them directly upgraded from the 1994 originals) memorable and interesting, and there's even some pretty good characterisation of your various advisors. One mild misstep is a lack of personality and character amongst your soldiers (since you have full control of their development), which makes some events in the endgame not resonate as strongly as they should.
The game is quite hard, even on the easier difficulty levels, and does not tolerate too many mistakes. Many players, particularly those not familiar with the original, may find themselves having to play through several dummy runs to get acquainted with the concepts and controls before launching a proper campaign (this is not helped by a story-driven tutorial mode which doesn't actually do a good job of giving you the tech you need urgently in the early game period). Still, it's a refreshing change to find a game these days which will punish you but not overwhelm you with frustration to the point where you stop playing. On the contrary, XCOM is compulsive stuff, with the "Just one more turn," mentality resulting in you staying up until ridiculous hours trying to acquire that plasma rifle or bring down that alien base.
On the negative side, the game does lack some of the freedom of the original, such as the ability to exchange equipment in the field and bring a lot more troops to the battlefield, whilst the inability to destroy cover deliberately with normal weapons seems a bit limiting. But these are fairly minor complaints. More serious is a series of crashes I experienced shortly after installation, but these stopped after an hour or so and never reoccurred.
XCOM: Enemy Unknown (****½) is a smart, intelligent and engrossing game, with compelling (but also challenging) gameplay and some fiendish opponents. It's a superb update of a classic game but also a great game in its own right, and a clear front-runner for game of the year. The game is available now on the PC (UK, USA), X-Box 360 (UK, USA) and PlayStation 3 (UK, USA).