What is the formula of successful reboot? Do everything exactly like grandpa did but with enhanced graphics! Well, here we are, ladies and gentlemen, XCOM: Enemy Unknown (Within)!
City A. Comms are down, panic in masses, what the hell is going on there? Brave squad of rookies sent to investigate the insurgence. “What do you have there?”, ask commander. People wrapped in green cocoons?What is the formula of successful reboot? Do everything exactly like grandpa did but with enhanced graphics! Well, here we are, ladies and gentlemen, XCOM: Enemy Unknown (Within)!
City A. Comms are down, panic in masses, what the hell is going on there? Brave squad of rookies sent to investigate the insurgence. “What do you have there?”, ask commander. People wrapped in green cocoons? Numerous metal machines of unfamiliar design? “Check that dubious warehouse, soldiers!”. “Everything is clear, commander. Wait! What is it?! Big headed big eyed noseless greenish creature with pistol that shoots green plasma? I thought such things are fantasies of conspiracy theorists!”
Well, you should have known better. The first contact was made, alien invasion has begun. In response to the threat, Council of Nation forms XCOM, Extraterrestrial Combat Unit, and appoints you, player, as its commander. Time to beat some aliens!
But first you need to set up base. Choose any continent you like but mind location bonus, not all world areas are equal. As soon as base is set you will be introduced to three faces you will regularly see throughout all 30 or so hours of gameplay: head of research Dr. Vahlen, engineer boss Dr. Shen and ‘everything-else’ man John Bradford. Those people symbolize main activities that you must do on the strategic level: reverse engineer alien technology, build the results of the research and, finally, use them to smash the scoundrels! For all that underground base is supplied with ‘construction cells’ where you can build various facilities that serves your commander needs: workshops and laboratories supply engineers and scientists, foundry allows to create advanced equipment, satellite uplink expands capacity of satellites.Classic buildings, like psi lab, return too - commitment of new XCOM to the original one is commendable.
Eventually, when you are done giving out orders, you will return to mission control room. Aliens are not dormant and actively assaults various locations of the Earth. Such assaults either directly reported by the countries, requiring your immediate intervention, or can be stifled in root by your aircraft or strike force. Latter though is only possible on areas falling onto your satellite coverage, that’s where uplinks come in handy. The countries you weren’t able to protect will panic, increasing their likelihood of withdrawal of support of XCOM. Eight such cases of withdrawal and the game is effectively over.
Countries that you *do* manage to please though, by stopping abdications or saving terrorized citizens, will reward you with money, workforce or soldiers in addition to decreasing panic. Such rewards and council’s monthly funding are primary source of cash, which is never in abundance. Black market of original game returns too but now you can’t ease your way out by selling alien weapons: they are destroyed automatically into components upon holder’s death.
To be honest, strategic level of new XCOM on normal level is extremely easy and trivial. Everything happens on its own, you only need to assist countries with highest panic and you will be fine. The fact that you need more satellite is only evident in mid game and initial interceptors can fight enemy ships even up to late game! Ship management overall was simplified to a minimum: just upgrade guns in manner of some jRPG.
I guess all creative efforts went into squad design which is totally OK. Your barracks accommodates up seventy soldiers but only up to six can be sent to mission. Soldiers can wear armor, carry two weapons and one usable item. It is the result of all your strategic efforts: the variety of equipment is astounding. You will start with ragged west and bullet guns but end with flying titan suits (oldfaqs, are you here?) and plasma gun. Following MMO tendencies, soldiers are divided into classes (assault, sniper, heavy, support) and have skills. The skill tree is simple but meaningful: ten promotions, eight choices between two skills. Yes, promotions are there - with experience soldiers will gain levels, making you feel like a successful parent. Enemy Within also added possibility of transformation of your chosen officers into giant japanese robots and genetic mutants. Latter is totally useless but former - oh yeah!
The combat itself I describe in three phrases and move one: ‘chance to hit’, ‘cover’, ‘one move-one action’. XCOM highlights are high number of maps, multistoried level design, destructible environment and smart AI (on classic or higher difficulty). Variety of enemies is not that great but everything is balanced. Is it ‘save-load’? I finished game on normal with Iron Mode without breaking the sweat but playing on impossible was impossible.
Brilliant strategically, addictive tactively, XCOM suffers from the same problem as original one: it’s generator of random fights. But this time around I noticed it only at very end.… Expand