The martians are coming, but we don't mind because we've got PSI power!
XCOM: Enemy Unknown is a turn-based, top-down strategy game that tests ones resolve to stick through a grueling campaign. The game throws a host of obstacles at the player and is never apologetic. With the included Ironman mode and a range of difficulties, to suit the needs of every player type, there's always a new challenges to keep you going. Ironman mode can be accepted when the player first begins the game, it allows for an added challenge by removing the players ability to constantly reload. Reloading ,you see, will become mandatory on many an occasion, especially for those unfamiliar with turn based strategy games; This is because XCOM includes the permanent death of your cadre of troops--if they go down on assignment, they are gone for good, unless you reload on a none Ironman play-through.
The learning curve is almost non-existent, again, this is unless you have never played a turn based strategy game. Though even for those new to the genre the tutorial missions quickly get players of all skill levels up to speed. As a matter of fact, one could be forgiven for mistaking the games simplistic overlays and user-interface for a simplistic experience. The game is deep in content, rife with strategic opportunity and tactical necessity. The simple, easy to use interface and controls on the PS3 are fantastic, and they contribute to an experience that is overall not burden by the need to master minute and basic tools. This allows optimal time for learning the ins-and-outs of troop management, base building and the tactics of battle. This all boils down to a smooth experience for the gamer.
Moving ones troops around the battlefield is only one portion of the XCOM expericence, and I would argue that it is not overly difficult--though I did only play on Normal /Ironman--,but what truly makes it click is the sense of accomplishment at defeating a vicious horde of aliens and/or recovering a large number of survivors. This is because the CPU utilizes as many tactical advantages it can; whether this means flanking your operatives positions or getting to elevated space, which allow for extra damage and protection on their part. The tactics available for the enemies are also available for you--the commander--and by extension your troops, when you choose, carefully, how to position them on the field of battle. I realized how delicate a situation most battles were, in fact, I didn't breathe without moving the cursor--which can be moved freely about the outlined surface of the field of play--around to check all possible surroundings for advantages and, more importantly, disadvantages; this includes elevation and vantage points for snipers and full cover, as opposed to partial or no cover at all--which will ( read: will) result in either a dead soldier or one wounded to the point of depreciated Will (which is a measured attribute that controls a soldiers resolve in battle--i.e. will they panic after seeing the limbs of a partner ripped from their sockets). Full cover is represented by a full shield and partial cover by, you guessed it, half or a portion of a shield. Remember, Do No Get Caught Out Of Cover.
After the soul crushing and aggressive enemy A.I., there is base building and operative customization. The Base building is a fun distraction that at first seems shallow, but within a couple of hours can surprise you with its necessary planning, at least if you want to have an efficiently run base of operations. Deciding on when to research alien parts vs. new alloy technologies or whether to put in that extra research facility in-order to gain a bonus to the production speed of your research team, instead of building another satellite facility--which are extremely important-- can determine the strength of your team going into future assaults. This can result in a sense of the permanency to ones actions, especially if you either forgot to save or are using Ironman mode--which, again, forces you to live with one save file and restricts how far back you can reload. Thus,careful, if not all too thought absorbing, planning should also be considered with regards to base building (specifically placing buildings; ranging from research facilities, workshops and energy generators), and choosing research and engineering priorities ( the later of which has the added detriment of costing you cash ). Then there is the source of immediate emotional attachment--that is, aside from the fact that the planet is at risk-- the custom soldiers that you groom, from squadie to major to even Psionic-class, these guys and gals are the blood that carries out the many physiological functions of the XCOM body. Soldiers can be named and minimally customized, the amount of time and care that you may put into those avatars of destruction can all be wiped away within a split second; this combined with the overall permanence of your troop movements, weapon selection, base building, in-battle tactics/or strategy adds to the already present tension and thrill of what, at times, can feel less like the preconceived notions of what comprises a typical turn-based strategy game, and more like an action experience.
The thrill of XCOM can be found in its gameplay, its premise: aliens overwhelming the earths forces, thus, resulting in the activation of the XCOM project, where you, as commander, must fight a desperate battle against fully loaded forces; The overall ethos of XCOM is formidable indeed, but nonetheless enjoyable. There are tense missions of survival rescues, priority personnel pick-up, abductions, UFO aerospace interception and straightforward assault missions. The variety of missions mash up recycled environments with decent art direction. While the art direction and overall graphics are nothing to write home about, the graphics aren't painful to behold by any stretch. The story isn't the main driving force, especially trying to endure the rough campaign, all the while racking up lost comrades, but, rather, it's the simple to play, yet deep enough to not feel shallow, gameplay, combined with the inherent decision making( like deciding which nation to attempt a rescue mission in and basing it on which nation has a satellite--remember those, well satellites are important in decreasing panic, which is itself another tense mire of decision making, when panic rises too much you lose nations from the ring of supporters to the XCOM project, when you lose too many its game over).
Overall XCOM: Enemy Unknown is an example that publishers who care enough can indeed make a successful turn based strategy title that is both welcoming, faster paced, and still earnestly merits the title of strategy. While there are a few technical hick-ups here and there, my game froze about two or three times and there was some minor slow down during intense combat-- for example lots of enemies on the field, plus explosions, etc., it is nothing unbearable or game breaking.
XCOM: Enemy Unknown was reviewed for the Playstation 3
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