Xenonauts is a strategy game in which you control a multi-national military organisation defending a Cold War-era Earth from alien invasion, using small squads of persistent soldiers to eliminate the extraterrestrials and recover their technology in turn-based ground combat.
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Fecha de lanzamiento: 16 de Jun, 2014

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"With deep strategic systems, omnipresent dread, and clean turn-based combat, Xenonauts is a triumph of rebooted game design."
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Actualizaciones recientes Ver todos (21)

31 de Julio

"Extras" Update!

The update today does not change the game files at all, it just makes available a new folder called "Extras" in the root directory.

This contains our Kickstarter rewards - the game soundtrack in a zip, the developer post-mortem article, the game novella and some wallpapers. Feel free to check them out if you are interested.

We've also updated the compatibility version for the Mac version of the game. This is in a new zip in the Mac Steam game folder called Xenonauts_compatibility.zip and it should help if you have blurred text or have white tiles / periodic crashes on the larger maps.

It won't affect many people, but should make troubleshooting smoother for those of you having game issues on Mac!

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23 de Julio

Xenonauts V1.09 Released!

We've just released Xenonauts V1.09, which contains all of the fixes from the reverted V1.08 and V1.08HF builds and some new fixes for the soldier equipment screen issues in V1.08HF.

As far as we are aware it is stable and working properly - but please let us know if you find any additional issues caused by the update. If does prove unstable we will just return to V1.07 again until we can fix the issues.

CHANGELOG: (combined from V1.08, V1.08HF and V1.09)

  • We have added the Developer Diary / development postmortem to the game, which is found in the launcher (under the Extras button).
  • The Mac game now show install instructions when you try to run it.
  • We have made performance improvements on many of the maps.
  • Harridans no longer occasionally fly out of the map and crash the game.
  • Fixed some Soldier Equip screen crashes.
  • Fixed a crash when dragging one soldier's equipment into the inventory of another.
  • Reapers no longer have a 0 reaction fire modifier.
If you are playing a modded game, you will likely have to reapply any mods that affect "weapons_gc.xml" (i.e. anything with custom weapons) as this file is being updated in this patch.

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Análisis

“The result is a deeply engaging, indie version of an alien invasion that stands toe-to-toe with X-COM—the classic and the reboots.”
85 – PC Gamer

“Xenonauts is a faithful modernization of a classic. It retains the features that made X-COM such a tense and memorable game, with base invasions and a gigantic open-ended campaign of depth and freedom. If Firaxis' revamped take on the series felt a little too directed and linear for you, then Xenonauts is likely to delight.”
80 – Strategy Informer

Acerca de este juego

Xenonauts is a strategy game in which you control a multi-national military organisation defending a Cold War-era Earth from alien invasion, using small squads of persistent soldiers to eliminate the extraterrestrials and recover their technology in turn-based ground combat. A detailed strategic layer allows you to co-ordinate the defence of the planet, using your interceptors to shoot down UFOs and researching captured artefacts to learn about your foes and unlock new combat equipment to use on your missions.

Xenonauts is a spiritual successor to the classic X-Com strategy games from the 1990s. We aim to improve the graphics, add new content and streamline the interface whilst still retaining all of the key mechanics of the original games. Devoted fans should love this game, but we're also keen to introduce the joys of old-school grand strategy to a whole new generation of players who might not otherwise experience it!

Key Features


  • Ground Combat: Xenonauts delivers tense turn-based combat across realistic, varied and fully-destructible battlefields, against almost fifty different variants of enemy. Missions range from capturing crashed UFOs or alien bases to defending cities (or even Xenonaut facilities) against alien attack. You'll experience the chill of encountering a new alien for the first time and the joys of test-firing a new weapon for the first time. Deeply asymmetric combat keeps the battles interesting - after all, you're fighting intergalactic invaders with 1970's ballistic technology!
  • Strategic Management: You will also be managing the defence of the planet, dealing with the invading alien UFOs with your customisable interceptors. You need to balance the needs of your funding nations with your own. Your funds are limited - are you going to spend them on battlefield equipment, more scientists, or expanding your coverage of the planet? Your priorities must be balanced carefully if you are to win the war.
  • Research Tree: Xenonauts has an extensive research tree with almost a hundred projects to unlock, each with its own unique description and painted artwork. It slowly reveals the intentions and origins of the invaders, while also unlocking new battlefield equipment, aircraft and vehicles for you to use as you harness alien technology and turn it against them.
  • Persistent Soldiers: Soldiers in Xenonauts are persistent from mission to mission, improving their stats and gaining ranks with combat experience - but their deaths are always only a single bad move away. You will grow to care about the brave men and women under your command as they slowly grow from green rookies into hardened veterans, but that only makes it more painful when their heroic tale is cruelly cut short by a burst of plasma fire...
  • Detailed, Emergent Simulation: Xenonauts contains no scripted missions, just broad rules setting the pace of the invasion. As such, no game plays out the same twice. If you shoot a Scout UFO down over a polar area, you get a Crash Site mission where you can capture a crashed Scout UFO in an Arctic tileset. Commence a battle at night and you'll be fighting the mission in the darkness with reduced sight range. If your base is attacked, you fight the defence in a perfect replica of your base. A lot of time has gone into weaving the two very different halves of the game together into something that feels both natural and enjoyable.

Requisitos del sistema

    Minimum:
    • OS:Windows 8 / 7 SP1 / Vista SP2
    • Processor:Intel 2 GHz
    • Memory:1 GB RAM
    • Graphics:Integrated Graphics
    • Hard Drive:3 GB HD space
    • Sound:Integrated
    • Monitor:1280x720 pixels minimum
    Recommended:
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
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En diciembre de 1994, buscando algo que regalarme de los expositores de videojuegos del Corte Inglés de Valencia, acabé escogiendo una caja grande con el llamativo nombre de UFO: Enemy Unknown. Yo era (y lo sigo siendo) un gran aficionado a la ciencia ficción, pero lo que de verdad me sedujo no fue el título, sino la contraportada del estuche. El texto que servía de sinopsis hablaba de la invasión extraterrestre de nuestro planeta, uno de mis temas favoritos del género, mientras las ilustraciones mostraban a una tropa de soldados saliendo de un transbordador para hacer frente al enemigo alienígena. Como en aquella época aún me fiaba de la intuición a la hora de seleccionar un videojuego, la mezcla de La guerra de los mundos de H.G. Wells y la perspectiva isométrica me pareció irresistible. Había acertado con la compra.

Para los que no conozcan el juego al que me refiero en la anécdota, aclaro que tras su éxito de ventas se publicó de nuevo con el título de X-COM, siendo esta la denominación habitual del que se convirtió en uno de los más representativos ejemplos del género de la estrategia para ordenador. Han pasado ya desde su salida veinte años, y precisamente con este nombre la empresa Firaxis Games sacó a la venta en 2012 una nueva interpretación de la invasión alienígena, que demandaban desde hacía tiempo los aficionados al juego original, publicado por MicroProse. Sin embargo, los más puristas reclamaban un juego fiel al primer X-COM, sin facilidades o concesiones al público general y que conservara las características más aplaudidas. Exactamente con esa idea partía Xenonauts hace un par de años, el proyecto de la compañía independiente Goldhawk Interactive, que usó la plataforma Kickstarter para financiarse. Acabó con éxito su empresa, recaudando más de 150.000 dólares y, por fin, el pasado mes de junio se hacía oficial la versión comercial del juego, que se puede adquirir en distintas tiendas de distribución digital.

El argumento de Xenonauts es similar al de X-COM y se basa en la hipotética invasión terrestre de una civilización alienígena, aunque aquí la acción empieza en el año 1979, en vez de en un futuro cercano, como sucedía en el original. Al mando de una organización militar internacional, nuestro objetivo será, como cabe imaginar, el de repeler la invasión y averiguar los detalles del plan enemigo para conseguir su aniquilación. Para ello tendremos que compaginar la gestión de nuestra infraestructura con el combate de guerrillas al que se enfrentarán las tropas. Así pues, en Xenonauts nos haremos cargo de dos fases diferenciadas de juego: Por un lado dispondremos la ubicación planetaria, la construcción y la administración de las instalaciones militares pertinentes, incluyendo la dirección del personal técnico, científico y militar, así como la maquinaria móvil ofensiva. Por otra parte, una vez situada la acción en el combate específico de las tropas, tendremos que dirigir cada escaramuza o reconquista en una batalla táctica por turnos.

En la primera etapa del juego, administrativa y de construcción, debemos posicionar nuestras bases de operaciones a lo largo de la Tierra, tratando de abarcar la vigilancia del mayor territorio posible para su salvaguarda. El dinero disponible estará limitado a las aportaciones de las diferentes naciones, por tanto, nuestros recursos dependerán del capital; la eficacia de nuestra contraofensiva determinará las cuotas de cada región, ingresadas en nuestra cuenta mensualmente. Las decisiones estratégicas que tomemos, aunque parezcan poco relevantes a corto plazo, serán importantísimas en el futuro porque una gestión incorrecta nos llevará a la ruina económica o al fracaso militar, sin la posibilidad de enmendar nuestros errores pasados. Tan importante es la localización geográfica de nuestras bases como la dotación de sus defensas, la contratación del personal científico, técnico y militar, la investigación de los proyectos adecuados y la construcción de armamento.

En la pantalla principal, representada por un mapamundi, disponemos de una vista general de la cartografía mundial y el emplazamiento de las bases. Desde aquí podremos acceder a las pantallas específicas de cada una de ellas o, dejando transcurrir el tiempo, nos servirá para dirigir los ataques aéreos contra las aeronaves enemigas avistadas; con nuestros aviones tendremos que derribarlas, decidiendo que este proceso sea automático (se nos informará de las probabilidades de éxito) o dirigiendo manualmente el movimiento de los aeroplanos.

Una vez derribado el enemigo o localizada alguna de sus bases, enviaremos al lugar a uno de nuestros grupos de asalto en una nave de transporte, pasando a una segunda etapa del juego en la que tomamos el control de nuestros soldados y vehículos terrestres. El escenario cambia entonces a una proyección isométrica del terreno próximo a nuestro aterrizaje y cada miembro de la tropa tendrá un control individualizado. En esta fase se ejecuta la acción por turnos alternativos entre nuestro bando y el del enemigo. Los protagonistas de la batalla, tanto unos como otros, tienen asignados unos puntos que se consumen con cada maniobra que ejecutan, bien para disparar como para moverse, y que no se vuelven a recuperar hasta el comienzo del siguiente turno. Teniendo esto en cuenta, debemos desplegar nuestra tropa para que ocupe las posiciones propicias dentro del escenario, que está dividido en una cuadrícula como si fuera un tablero. La victoria, que se alcanza con la muerte de todos los alienígenas o la ocupación de la nave enemiga durante al menos cinco turnos seguidos, depende de nuestra estrategia, para la que habremos de considerar, además del terreno, con sus obstáculos, parapetos y edificaciones, los puntos de movimiento, las armas equipadas y la puntería de los soldados y vehículos.

En Xenonauts el progreso hacia la victoria final es, por tanto, un camino largo y paciente, de muchas horas en las que se han de concatenar las victorias aéreas y terrestres con el acierto en la gestión de nuestros recursos y descubrimientos. La dificultad del juego, del mismo modo que en el original UFO, es alta y progresiva, lo que nos obligará a grabar constantemente para poder volver atrás a enmendar, si es posible, las peores decisiones y movimientos tácticos. La mecánica, aunque a grandes rasgos bastante repetitiva, no se hace monótona porque varía según progresamos en el tiempo, complicándose con la escalada de los recursos ofensivos extraterrestres y nuestra cada vez más delicada administración del mapa geopolíticoLas virtudes de Xenonauts son las mismas que las del juego de MicroProse, pues prácticamente es un calco de aquel, aunque este parecido pueda ser un arma de doble filo, ya que su valoración tiene un condicionante sentimental. Después de veinte años quizá se pueda exigir la mejora de algunos de los pequeños defectos que encontrábamos en X-COM, como una mayor personalización de los soldados

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Publicado: 8 de Julio
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A 6 de 8 personas (75%) les ha sido útil este análisis
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Muy artistico, estratégico, emocionante y muy entretenido. Remake del X-Com de los años 90 (considerado, por algunos, el mejor videojuego de la historia) con toque retro pero moderno a la vez.
Muy recomendable para los que le gusta la estrategia por turnos. Los gráficos son muy artísticos, detallados y pulidos. Las animaciones son estupendas y recuerda los juegos de aquella época pero con las mejoras de esta. Es un juego muy especial donde te sumerges profundamente en el juego.
En el foro encuentras las traducciones a diferentes idiomas como el español.

Excelente!
Publicado: 17 de Agosto
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A 248 de 273 personas (91%) les ha sido útil este análisis
69.0 h registradas
Xenonauts – a remake of a game of old.

UFO: Enemy Unknown is one of the most influential games ever made. This is clearly visible by the amount of games that tried to mimic its gameplay like Altar’s UFO series or UFO Extraterrestrials and XCOM Enemy Unknown to name a few. Still some people were not satisfied by the above and wanted to recreate the know experience to their liking. One such project is Xenonauts.

My first encounter with this game was not a rather positive one. I saw it at a friend. The game was half finished with tons of missing graphics and an unfinished campaign. After this experience I forgot about this game for several months until some sale on Steam and since I had some extra cash I gave the game a second chance (I’m a sucker for his kind of gameplay and own every commercially released UFO game and their clones for PC).

The game itself is almost a direct clone of UFO: Enemy Unknown though there are several differences. Setting wise, the game is set in 1980’s during the cold war. As a bonus to the game you get a free novella in a PDF format, titled “Crimson Dagger” by Lee Stephen, which serves as an introduction to the game setting and describes in detail the first human contact with the aliens (quite a nice read). Apart from the setting, the most obvious difference is seen as soon as you start the game – there is no rotating globe, just a flat map of the earth. Than again the graphic design of the game is very nice, esthetic and functional. The core gameplay is identical to the original – you start with one base, some interceptors, a troop transport, soldiers, scientists and engineers and slowly advance the story by assaulting shot down or landed ufos, researching alien tech, acquiring new weapons, armor, craft and vehicles up until the final mission when you save the earth for good. And this all works pretty well. A nice touch is the casualties counter which track the number of people killed due to alien activities and also the on map reports of various event like forest fires, tidal waves, strafing runs ets. which might help to track a ufo outside of radar range. Some people might not like that certain parts of the game are more streamlined. There is no need to buy the basic weapons or ammunition, for both soldiers and jets. All is provided free and in unlimited quantity. Furthermore, jets have a fixed set of armaments per jet type and all upgrades to weapons installed on them are done automatically after researching certain technology, also free of charge. This take a lot of base management of ones mind though it comes at a price in ingame currency. First, funds are scares and getting stuff from ufos for sale is a must. Second, loosing a country is quite easy as building a new base is expensive, not to mention the prices for manufacturing new craft, armor or weapons for you troops. Furthermore, there is no possibility of self funding your efforts by selling weapons that you manufacture as the selling prices are way below the production costs.

As for the combat part of the game, there are two types – dog fighting ufos in the air and ground combat in the form of assaulting grounded ufo, alien bases or defending cities in terror missions. The air combat is the part I like the least about this game. Its done with a pseudo radar view of the situation where a squadron (1 to 3 jets) you sent to deal with a ufo is under your direct command in an RTS like manner. You have to manage the position of your craft, range of your and enemy weapons, represented by cones projected from craft silhouettes, fuel reserves and craft health. The key it to either take out the enemy with your long range missiles or to try to get you planes in the ufo’s blind spot and use you short range weapons. If you get in trouble you can press special keys to dodge incoming fire or use the afterburners to fly quicker but use more fuel. If things get nasty, you can order your jets off the combat field and run away. All in all I’m very glad that the creators of the game gave players the option to auto resolve this part of the game. For me it’s a blessing as I really didn’t like this particular air combat system.

The ground combat, on the other hand, is done extremely well. The graphics are sharp, clean and present different types of object on the map in a way that players will immediately understand. The animations of units, both your and aliens are nicely done and you rarely have problems distinguishing units one from another. Terrain sets are varied and depict farmlands, cities (in Eastern European, US and middle east styles), military bases, forests and sub-polar regions. The alien craft themselves are varied and interesting on their own. The combat itself is done in turns using a time units system for performing actions. What is nice is that the game will inform you how many points an action costs before performing it (e.g. little numbers by the target indicator before a shot is fired) or how many time units will be left after moving a desired distance. Furthermore, a cover system is implemented, not unlike the XCOM Enemy Unknown, which has to be always taken into consideration when positioning your troops. It works by reducing chance to hit a target that is obstructed by a peace of cover, be it a bush, a fence or a fridge inside a kitchen (the game show which objects reduces the to hit chance by how many %). But its done only when you actually want to take a shot and you never know how good your soldiers cover actually is. Another interesting feature is the suppression system. Every weapon has a chance of suppressing an opponent and machineguns excel at that. A suppressed unit immediately looses all time units it currently had (especially dangerous when your soldier is suppressed by reaction fire), and on their next turn their starting time units are reduced by half. Add riot shields to the mix, which soak up damage very nicely and leave one hand free to fire a pistol or use a stun baton, and you can get a lot of combat options unavailable even in other remakes. On the down side, grenades have no primer regulation. Regular ones explode at the end of the turn while smoke or stun ones immediately after they land on the ground. Additionally, in certain situations the units can get behind object which the game engine does not make transparent. This is annoying as it is difficult to position your men to you liking or you can just “loose” them on the battlefield and not use them for a turn or two. But still, tactical combat should satisfy most of the old UFO fans. As with the air combat, there is also an option not to go and clean up a shoot down ufo and just air strike it. This way you get a fixed amount of cash, dependent on the ufo type. The downside is that you don’t get any special resources from the ufo and after performing a ground mission you always get more cash.

Lastly, sound and music. As for the sound design all is done OK. Every alien, weapon, action has its own distinct sound and after w few hours into the game you will know what happened just by the sound produced, which is especially important in ground combat missions. The part that made a really big impression on by was the music, especially the one in tactical missions. For some time I was looking for a good modern version of the track played on the original – this creepy midi, with a heart beat motif and loads of strange sounds accompanying it. Well, Xenonauts delivered 11 very good tracks made by Aleksi Aubry-Carlson which you can linsten here . Ground Combat Day 2 is the one I had looked for.

All in all I am really happy with my purchase of Xenonauts. It’s a very good take on the classical UFO formula, faithful to the original concept but still bringing its own setting and story that drive you forward to uncover the alien secrets and save the earth once more.
Publicado: 17 de Junio
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This is a solid strategic game. Sure, it doesn't have the eye-popping 3D graphics of the current XCom games, but what it's lacking there it more than makes up for in challenging gameplay. And by challenging, I don't mean aliens picking you apart while you hide in full cover and wonder what the point was. The aliens here will find ways to flank you with the same type units that at other times often would hole up defensively instead. Sometimes it takes carefully placed explosives / flashbangs / stun gas into an area just to give you a leg up vs. them. It is also a difficult game to master in terms of having a good gameplan finance-wise. Will you spend a pile of your initial funding on science research to get a better technological balance vs. your foe, or will build extra hangars to combat the increasing ufo assault? How much of that funding will go to engineers to help you build better weapons & vehicles quickly enough to be of real use, and how much of it will you spend on soldiers to have enough to stop terror missions while still defending your own base? Or I should say, 'bases', because one will not be enough, as the threat is ongoing and everywhere. It's a fine line to walk (and I'm just talking about normal difficulty here).

So if you get distracted easily, or you're looking for a lot of gloss and entertaining Wow - factor, this game might not be for you. If you're into a game that'll hand you your ♥♥♥♥ the first few times you play it and demand that you improve your strategy, well then you've come to the right place. :)
Publicado: 16 de Junio
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A 105 de 110 personas (95%) les ha sido útil este análisis
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I finally completed my first Normal Ironman run in Xenonauts after many rage quits, forced restarts... and forgetting to deactive my C4 explosives only to pink mistify half my squad (way... waayyyy too many times). There were many moments that had me mumbling at my screen in frustration or outright had me getting up from the computer, going to the gym, and lifting things up then putting them down over and over again to get the angst out.

It was incredibly frustrating to have some of my wet-behind-the-ears soldiers survive a few missions and pulverize some Xeno scum, only to watch them get one shot by a well placed shot or devoured by a Reaper I didn't plan for. Cover isn't intuitive (or at least for me it wasn't) and there were multiple times I took position only to watch the alien turn, smirk at me, then plant a plasma bolt square between the eyes of one of my soldiers. Refer back to the rage and lifting portion.

Eventually, after epic (and possibly unhealthy) amounts of nerd rage and QQ'ing over cheating alien scum, how insanely difficult breaching UFOs is (Corvettes! I'm specifically hating on you!), and having to make aggrevating economic decisions... I learned from my mistakes (gasp!), had to learn to accept losses, and got better.

I actually started using squad level tactics like hugging walls, throwing down smoke grenades if I absolutely had to turn a blind corner with no indication of what could be waiting on the other side, NOT sprinting down the middle of the street with my entire squad, then getting upset that I got sniped from a random window, making liberal use of explosives even if it meant I lost some money breaching UFOs, and generally just accepting I'm supposed to be out gunned.

The game is remarkably well paced, freakishly so. Due to the ticker implementation RIGHT when you finally have outfitted your fighter jets or soldiers with the appropriate gear new bigger, badder aliens show up that almost make your hard fought gains obsolete. One step forward, two steps back is a common theme throughout the game that makes you BETTER because you have to actually think about WTF you're doing and why.

I'm a father of three, married, and I have a job that has me at work anywhere from a standard 40 hours a week to almost 60, so it took me a month to get through the game. I guess I could've used the common complaint/logic "I don't have that kind of time" or "I want something I can sit down and beat in a few days" but this was far more rewarding. Yes, there were days where after a 12 hour shift I certainly didn't come home and boot up any games, but the time invested was worth it.

I'm glad I stuck with Xenonauts despite my initial frustrations and will be putting many more hours into it either by tweaking the config file or by downloading mods. I actually tried playing XCOM: EU again and couldn't bring myself to do it.

If you've made it through the wall of text (hurray!) I guess I'd split it into three categories:

The Good:

-Excellently designed game that gives you total freedom, no ♥♥♥♥ty tutorials shall be thrust on you here.

-The pacing is genius! I don't know how long it took them, but the game ups the difficulty at the right moment. (unless you're playing bad, then you'll never catch up)

-Soldiers have no role, you determine what they do based on what equipment you give them. Have a guy with high TU (action points)? Make him your scout! Have a guy with amazing accuracy but maybe his HP is kind of low? Sniper! Found a meat shield with high HP and incredible strength, but he couldn't hit the broad side of a barn at point blank range with a fully automatic weapon? Give him a metal shield and let him be a bullet sponge! Or don't do any of those things, it's up to you.

-Aliens appropriately out tech you through out pretty much the entire game. You genuinely feel an overwhelming sense of dread as you play the game.

-You will take losses, but that doesn't mean you'll lose the game. You can have pretty substantial set backs and still come out on top. (kind of like how life is!)

-Using squad level infantry tactics ACTUALLY works and is necessary.

-Well thought out tech tree and research progression.

-You can mod and edit the crap out of the game to your liking.

-Music is well done and adds to the setting.

The Bad:

-Even on Easy this game will be too much for a lot of people. This will be viewed as an "elitist" comment, but I think that's more indicative of the gaming industry as a whole and not to Xenonaut's detriment. Nintendo games were soul crushingly difficult and only had one mode, now many games I can hand my six year old that he can beat without having to read any of the text.

-Still some glitches/bugs, namely shooting through walls. It doesn't happen too often, but it can make a huge difference to how that one map will play out.

-The game doesn't explain a lot of the mechanics adequately. This can amplify frustration or make it more rewarding as you progress, depends on your perspective.

-Mind control late game is a bit out of whack. I thought it added a great deal of intensity and dread, but it was depressing to watch two of my colonels that had managed to survive +30 missions get possessed and murder each other. I think it's a great (and necessary) part of the game, but still needs tweaking in either lower % success rate (which you can do yourself) or a turn delay the same way Wraiths can't teleport and shoot in the same turn.

The Ugly:

-Graphics. Eventually they grew on me, but it was admittedly jarring at first.
Publicado: 22 de Julio
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