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XCOM: Enemy Unknown

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XCOM: Enemy Unknown
Developer(s)Firaxis Games
Publisher(s)2K Games
Producer(s)Garth DeAngelis[2]
Pete Murray[3]
Designer(s)Jake Solomon (lead)[4]
Artist(s)Greg Foertsch (lead)[5]
Composer(s)Roland Rizzo[6]
Michael McCann[7]
SeriesX-COM
EngineUnreal Engine 3[8]
Platform(s)Microsoft Windows, PlayStation 3, Xbox 360[9]
Genre(s)Turn-based tactics[10]
Tactical role-playing[11]
Strategy[10]
Mode(s)Single-player, multiplayer[12]

XCOM: Enemy Unknown is a turn-based tactical role-playing strategy video game[10][11] developed by Firaxis Games for publisher 2K Games, released on October 9, 2012, in North America and three days later on October 12 in Europe and Australia for Microsoft Windows, PlayStation 3 and Xbox 360. The game is a "reimagined" remake of the 1994 cult classic strategy game UFO: Enemy Unknown (also known as X-COM: UFO Defense).[13] The game returns to the roots of the X-COM series, differentiating it from the previously announced shooter XCOM by 2K Marin.[10][9][14]

Set in the near future following an alien invasion of Earth, XCOM: Enemy Unknown puts the player in control of an elite multinational military organization called XCOM (extraterrestrial combat), which is tasked with defending the Earth against the alien forces.[10][11][13] The player commands troops in the field in a series of turn-based tactical missions; between missions, the player directs the research and development of new technologies from recovered alien technology and captured prisoners, expands XCOM's base of operations, manages XCOM's finances, and monitors and responds to alien activity.[10][11]

XCOM: Enemy Unknown was critically acclaimed, with averaged ratings of close to 90% for all versions at both GameRankings and Metacritic. Upon its release, it was often regarded as one of best titles in its genre. Several reviewers also commented on the game's very high levels of difficulty, replayability and addictiveness.

Plot

Premise

The game is set in the near future, as a global alien invasion begins.[14] Prior to the start of the game, a group of countries called the Council of Nations has banded together to create XCOM, the most elite military and scientific organization in the history of mankind, tasked with defending them from the alien attack.[10][15] The player assumes the role of the commander of XCOM, and proceeds to engage in a war against an extraterrestrial enemy with overwhelming technological superiority.[10][13][16]

Story

After developing a weapon that allows the capture of live alien specimens and building a facility to house such captives, XCOM's head of research Dr. Valen requests that a live alien be captured for interrogation. Capturing one and conducting the interrogation reveals vague information about the Outsiders, crystalline beings encountered aboard UFOs that are shot down. Dr. Valen then requests that XCOM capture an Outsider for study. The Outsiders are discovered to be similar to antennas, receiving a signal broadcast from a location buried underground. XCOM dispatches a team to investigate the signal; it is found to be coming from an alien base where experiments are performed on abducted humans. During the mission, the base commander's psychic communication device is recovered and reverse engineered. The device reveals a previously-hidden "Overseer" UFO, which when shot down is found to hold powerful psionic enemies, called Ethereals, and a strange psionic artifact. Once the Overseer is shot down, the massive enemy "Temple Ship" reveals itself and attacks the Earth, causing earthquakes even as far away as XCOM HQ. The reverse-engineering efforts enable XCOM to unlock the latent psionic powers of its own troops, and through them to attack and board the Temple Ship, using one "Volunteer" who taps into the alien hive mind. During the final battle aboard the ship, the Ethereals reveal that they have been testing and experimenting on other species, searching for a race that is perfect in mind and body, and that the various aliens the player has encountered have all been failures in the Ethereals' experiments. By feeding human their technology a few steps at a time, the Ethereals allowed humans to evolve to a fuller potential, and believe that humanity may be the culmination of their search. Because of their own failure to evolve with the rest of their species, they intend to dominate the human race and use them to further their own evolution. After slaying the leader of the Ethereals, the Temple Ship begins to self-destruct, and the psionically-gifted Volunteer takes control to fly it high above Earth, where it explodes while the rest of the unit escapes.

Gameplay

Much like its predecessor, XCOM: Enemy Unknown casts the player as the commander of an elite military organization. As commander, the player directs his or her soldiers in turn-based combat missions against alien enemies; between missions, the player directs the organization's research and engineering divisions in creating new technologies and improving XCOM's base of operations, and manages the organization's finances.[4][10]

The combat view. See the file description page for an extensive explanation of the elements shown.

The turn-based ground combat uses an isometric 3D perspective. The player controls a squad of between four and six human soldiers or robotic units as they hunt the aliens on the map and attempt to complete other objectives dependent on the mission. Fog of war hides the aliens and their actions from view until the player's soldiers are in range and have line of sight on them, and enemies will normally not act at all until the squad initially comes within line of sight. Soldiers can carry items and learn special abilities as they gain combat experience. Use of these items and abilities is controlled through a toolbar on the HUD and can include waiting for enemies to emerge and then firing on them automatically, launching explosives, healing allies, and more.[2][10][13][17] Soldiers can take cover behind walls and objects in the environment to gain a measure of protection. Units can use suppressive fire to disadvantage enemies and use active camouflage to maneuver around enemies.[14][17][18][19] Cutscenes and dynamic camera movements emphasise particularly exciting gameplay moments, such as kill sequences and use of special abilities.[3][17][20] The game includes some tactical RPG elements, whereby the player's soldiers can gain new abilities as they survive more battles.[10] Psionic combat from the original is retained.[21] Some gameplay features of the 1994 original have been removed or adapted. The time units system, the always-visible grid map and the inventory system of the original have been removed. The initial mission phase of disembarking from the transport has also been removed - missions now begin with troops deployed outside the craft. Map layouts are not randomly generated, but enemy placement is.[7] Elements of the tactical gameplay were described in some previews as similar to Valkyria Chronicles and Silent Storm.[22][23]

File:XCOM Enemy Unknown, illustration of the strategy UI.jpeg
The "ant farm" view of the X-COM base in the strategy mode

The game's strategy element occurs between missions. XCOM's underground headquarters is presented in a view dubbed the "ant farm".[10] From this view, the player manages construction, manufacturing and research projects underway, and directs how the scientists and engineers use resources recovered from missions and received from XCOM's sponsors. A holographic view of the Earth called the "Geoscape" allows the player to keep track of the situation around the world, ordering their aircraft to intercept UFOs and dispatching soldiers to engage aliens on the ground.[3][10][13][17] This also influences the panic level of XCOM's member nations. Responding to situations in certain areas decreases panic, and ignoring them results in a rise in panic and potential for the nation to pull out of XCOM. The "ant farm" also allows the player to observe their soldiers relaxing or exercising at the base's gym. A memorial wall to soldiers killed in action is also viewable.[3][17][20][24] Unlike the 1994 original, only one XCOM base exists, the location of which is chosen at the beginning of the game. Passive bonuses are provided depending on which continent the player locates their base. The player widens their ability to detect alien activity by launching satellites and positioning them over territories of interest.[7]

Although there are some differences in the interface between platforms, unlike other games such as Firaxis' Civilization Revolution, the content is not simplified for the console versions.[25] The PC version features a mouse-driven UI and "the ability for modability".[26] The series' veterans can play the game on higher difficulty levels: Classic (in a reference to the original game) and Impossible, each with the option to enable the "Ironman" option (which limits players to a single save file) separately for each.[27] Jake Solomon, lead developer, has stated on numerous occasions that he believes that the "truest XCOM experience" is playing without the ability to reload saved games.[28] On the higher difficulty levels, the random nature of battles, where soldiers under the player's command can permanently die from one lucky enemy attack, the against-all-odds nature of combat against the unknown and technologically-superior enemy, and the requirement to sacrifice some resources - including soldiers and even entire countries - for the greater good combine to create a bleak atmosphere where the player feels the weight of command.[29]

The game also features a multiplayer mode for one-on-one tactical battles. Players spend a predefined points budget on assembling a squad of up to six humans, aliens, or a mixture of both. Human units are customizable in terms of weaponry, armor and gadgets. A simplified version of the single-player perk system is also present. Alien units may not be customized but possess the abilities of corresponding aliens types in the single player mode of the game.[12]

Development

System requirements
Minimum Recommended
Microsoft Windows
Operating system Windows Vista or Windows 7
CPU 2 GHz dual core or better2.4 GHz dual core or better
Memory 2 GB RAM4GB RAM
Free space 20 GB hard drive space
Graphics hardware NVIDIA GeForce 8600 GT or ATI Radeon HD 2600 XTNVIDIA GeForce 9000 series or ATI Radeon HD 3000 series
Sound hardware DirectX compatible sound card

The game went into development in early 2008 as a "very, very big budget" project with about 50-60 team members[30][31] led by Jake Solomon.[4] Its prototype was actually a quite straighforward remake of the original 1994 game UFO: Enemy Unknown with all the classic gameplay features.[3][31] The game subsequently went through many revisions, with adding, testing and removing features to create the final result.[10] XCOM: Enemy Unknown was officially revealed on January 5, 2012 by Game Informer.[9]

XCOM: Enemy Unknown was developed independently of 2K Marin's XCOM and the two games are set in entirely different universes, but the developers of both games have been in contact with one another.[2][3] It is also the first title developed by Firaxis Games not to feature Sid Meier's name, who served as the director of creative development but was not directly involved in its development day to day.[11][32] They also made an internal board game to help get the "feel" of the game right.[33]

The interface team was split into halves to develop separate GUIs for the PC and console releases.[34] All members of the development team have played and finished the original Enemy Unknown game - they were required to do so if they had not already when they joined the team.[35] Roland Rizzo, who has been working with the X-COM series since the beginning, became the audio lead for the game and was tasked with reimagining and updating the famous music score of the original game.[6] Michael McCann, composer for Deus Ex: Human Revolution was also involved in creating the game's score.[7] The Civilization series' art director Greg Foertsch was given the task of reimagining the look of X-COM,[5] including redesigning the classic alien species.[36] The aim was to have the characters resemble action figures[37] and resulted in a stylized, bright, flat-textured look.[5]

The game's playable demo version was released on Steam on September 24,[38] on October 9 for the Xbox Live (for the Gold subscribers of the Xbox Marketplace) and on October 10 for the PlayStation Network.[39]

Release

Pre-order bonuses included the "Classic X-COM Soldier" (a recruit for the player's team based on the male white troops from the original game), different customisable aesthetic options for soldiers' armor and customisable additional colors for the armor.[40] Those pre-ordering the PC version on Steam also received bonus items for Valve's Team Fortress 2 and a free copy of Firaxis' 2010 strategy game Civilization V.[41]

XCOM: Enemy Unknown was released on October 9, 2012 in North America and October 12, 2012 for Australian and European consumers. It is also available through digital distribution via Steam. On PC, two editions were released: a normal edition and a special edition which includes a variety of unique items, including an art book, fold-out poster of the XCOM headquarters, XCOM insignia patch, and a collection of digital bonus assets such as desktop wallpaper, soundtrack and more.[40]

Reception

The early version of XCOM: Enemy Unknown received highly positive previews by, among others, PlayStation: The Official Magazine,[61] Official Xbox Magazine[62] and Rock, Paper, Shotgun.[63] The full version of the game also received a high praise from critics. Adam Biessener of Game Informer awarded the game a score of 9.5/10, calling it "a singular achievement that every gamer deserves to experience."[58] Ian Dransfield of PLAY (9.5/10) called the game "a phenomenal reimagining of a classic title and an instant classic in its own right."[60] It was also described as "a hallmark of excellence" by Destructoid (9.0/10)[64] and "an exemplary turn-based strategy game" by Joystiq (4.5/5).[27]

Dan Stapleton of GameSpy gave it five stars out of five, commenting, "I consider the 1994 turn-based tactical masterpiece X-COM: UFO Defense to be the single best videogame ever made. Compared directly to that impossibly high standard, Firaxis' 2012 remake, XCOM: Enemy Unknown, does remarkably well."[51] GamesTM (9/10) called "a worthy reboot of the franchise, easily the most addictive game this year, and one of our favourite Firaxis games ever," with the final verdict of it being "fresh, yet authentic – a stunning reboot."[48] Josh Harmon of Electronic Gaming Monthly (EGM), who gave the game a score of 9.5/10, wrote: "To say that XCOM: Enemy Unknown is a phenomenal remake would be selling Firaxis’ monumental accomplishment short. The developer hasn’t just managed to capture the spirit of the original; they’ve also tweaked, trimmed, and innovated enough to deliver the freshest, most engaging strategy game in recent memory, if not ever."[54]

Eurogamer's review by Rich Stanton, awarding it a score of 9/10, described XCOM: Enemy Unknown as "a winner" and "a fantastic game" that "brings back and revitalises a classic."[56] Alex Rubens of G4 (4.5/5) called it "an exceptionally solid return for the series, and one that every turn-based tactics fan should experience," adding that "even if you never played the original, XCOM: Enemy Unknown is turn-based tactics and management at its finest, and a perfect introduction to the genre."[57] Similarly, David Houghton of Game Revolution also gave it a score of 4.5/5, adding that despite its flaws, the game "feels like the revival of not just a brand, but a genre."[65] The Verge's Russ Pitts (8.5/10) criticized the "weird dichotomy" of the game's strategy component, but praised the tactical gameplay, calling it "one of the best and most artfully-designed strategy games in recent memory."[66] Edwin Evans-Thirlwell of Official Xbox Magazine (9/10) stated that it "isn't just Xbox 360's finest strategy experience - it's also a strategy game which changes how you think about strategy games."[29]

The game's difficulty received both praise and concern. G4's review noted that "the extreme difficulty of the game might not be welcomed by all players"[57] and Official Xbox Magazine described the game as "reliably unforgiving".[29] According to EGM, "XCOM hates you. XCOM wants you dead. And XCOM will see you dead, over and over again."[54] Game Informer called it "one of the most challenging, intense gaming experiences of this generation."[58] PLAY's review stated, "dying is back in fashion."[60] Bob Mackey of 1UP.com compared the unforgiving gameplay to that of the previous year's Dark Souls.[14] Several reviews also commented on how addictive the game can be for the player.[48][67] Erik Kain of Forbes called it "one of the most addictive games I’ve ever played" that "falls somewhere between chocolate and crack on the scale of addictive substances."[68] Allistair Pinsof of Destructoid, in pointing out how easily one could be absorbed in the game, told readers to "take the act of me wiping XCOM from my hard drive as high praise. It speaks volumes on how addictive and replayable XCOM is."[64]

In a retrospective article about the original from 1994, Alec Meer of Eurogamer compared both games, coming to conclusion that "X-COM and XCOM are completely different games, both ingenious and both flawed in their own ways."[69] According to Chris Schilling of VideoGamer.com, "Enemy Unknown is respectful of Julian Gollop's 1994 turn-based strategy classic, but it's not reverential."[7] Charlie Hall of Ars Technica wrote that "in the end, this is not the X-Com that everyone was expecting. It’s more. It’s better. If you’re merely looking for a highly competent re-skin of the original X-Com, keep your eyes peeled for the upcoming Xenonauts."[70]

See also

  • The Dreamland Chronicles: Freedom Ridge - a previous, abortive attempt of a 3D remake of UFO: Enemy Unknown by its original creator Julian Gollop.[71] XCOM: Enemy Unknown lead designer Jake Solomon said Gollop is "a personal hero" of his and he has been in touch with him "on a very high level".[72]

References

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