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 jun. 2014

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4 de febrero

Xenonauts 2 confirmed and expected in 2017!

We have now officially confirmed we are working on Xenonauts 2, and we're currently hoping for a 2017 release for the game!

The full statement and some basic details on the sequel can be read here (with more to follow in the next couple of months): http://www.xenonauts2.com

Thanks to everyone that has supported us by buying the first game - the experience we've gained making it and the feedback received from the community should allow us to create something even better second time around!

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Críticas

“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!

Please note that the native Mac / Linux versions of the game are still in beta, however older WINE-wrapped "ports" are available and known to be stable whilst development of the native ports is still ongoing.

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

Windows
Mac OS X
SteamOS + Linux
    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
    Minimum:
    • OS:OSX 10.6 or better
    • 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
    Minimum:
    • OS:Any Linux distribution since 2010
    • 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
Análisis de usuarios
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Publicados recientemente
ballomed
( 76.5 h registradas )
Publicado el 22 de julio
Some tips for playing this game:
1.Play Iron Man mode.
2.Get your veteran team through 30+ missions.
3.Get them the best equipment.
4.Watch them kill each other in the near end missions.
5.Uninstall the game.
¿Es útil? No Divertido
equus
( 4.5 h registradas )
Publicado el 18 de julio
A worthy successor to the XCOM crown, albeit substantually less glitzy than 2K's reboots.

Still, an enjoyable way of killing a few hours and proof that catching a retro feel doesn't need pixel art style graphics
¿Es útil? No Divertido
SpectreKelevra
( 0.2 h registradas )
Publicado el 12 de julio
This game is literally unplayable on my screen, I tried every single resolution available and the text is always way too small to read, It's not just hard, it's impossible to read.

They promised better UI, but that was back in 2013, I just wasted my money on this game.
¿Es útil? No Divertido
Binary Stylus
( 1.4 h registradas )
Publicado el 11 de julio
I'ts great... But Another game where the aliens NEVER miss but you will fire shot after shot after shot after shot and every time they will miss. It's just not fun to play. I'm 1 and a half hours into this. And my soldiers HAVE NOT landed more than a single, solitary, hit on the enemy. I have had to keep reloading and trying again. I think this is what people call "hard core". Yeah - I haven't even managed yet to get all my troops off the back of the helicopter. It's like that bit in Saving Private Ryan, at the beginning where they are trying to get off the life boat things, except the American's can't hit a thing and they have machine guns, and the germans have a pistol and every shot they fire kills a GI.

All of the XCom games have sort of done this and I've always thought it sucked. The worst were the games in the UFO trilogy. I imagine that this game NEEDS you to have a maxed out Stat squad to stand a chance later on in the game? So you simply CAN NOT tollerate taking a casualty? Is it another of those? Because if you have to replace someone with a Private later on and they come out like this.....

The game has been a hugely dissapointing and not-really-fun waste of an hour and a half so far.
¿Es útil? No Divertido
Xealot
( 49.2 h registradas )
Publicado el 7 de julio
This game is wonderful if you prefer X-COM over XCOM, but with Xenonauts 2 nearing release it's hard to recommend this game to any fans of the original. Xenonauts 2 might not fill the niche it needs to, however, so keep an eye on this one.
¿Es útil? No Divertido
maraudershields
( 19.0 h registradas )
Publicado el 7 de julio
Xenonauts is one of the best games I have played since the original X-COM was released over 20 years ago. I love how it stayed true to the original, but it managed to streamline the tedious parts, such as ammo management.
I just wish that increasing the difficulty would improve the AI instead of improving alien stats, but that's what most of the games do anyway.
I can't wait to see the sequel.
¿Es útil? No Divertido
Vortigaunt Steve
( 74.6 h registradas )
Publicado el 7 de julio
It's XCOM if you want better graphics than the original, or don't like the newer XCOM games/dont have a good enough computer. Either way, it's fun, It's brutal, and it's addicting.

Also you can shank aliens.
¿Es útil? No Divertido
Rougert
( 0.2 h registradas )
Publicado el 7 de julio
In many ways an impressive game.

With many hours of extremely fun gameplay.
It's a game you should own and should have played.
I finished the game offline and Steam did not count my hours, but I spent probably 80-100 hours playing it.
The first two tries I failed than I played at easy and with a changed strategy.

It's very close to the original XCOM which IMO is a really good thing
as it is still one of the best games to ever have been made.
But the graphic of the original is dated and this game even improves
some over the original.

Because its depth, atmosphere and gameplay.
Many remakes have been tried and failed because they lacked
one thing or the other that made the original so good.

They lacked turn-based rounds, they lacked how high the soldiers
were standing as a tactical part of the game or buildings were not destructible etc.
This game have it all! The music has the exact right kind of atmosphere.
The graphics is not too cartoony as some in the first new XCOM by Firaxis, its just right.

It is not an easy game to remake, as it has a lot of depth but Goldhawk made it
very good and in some ways even improved upon the original.

Also the graphics is much cooler than on the screen-shots.

There is no such thing as a perfect game but this comes close.
What brings it down is the difficulty level of the game.

I played it to the end and when I look back they made the game
a little too hard even on easy, which will cause a lot of frustration.

The best tactics you are supposed to use to complete the game is not
explained. This means that you may end up spending a lot on new weapons
to your soldiers, but that makes it impossible to complete the game which
you will only discover after 12-20 hours later on in the game when you have
lost a country which means you will get too little money to build new bases,
and new airplanes, which means you will lose other countries.

In this way it is old-school and close to the original game, which you could easily
spend 100 hours on and still not manage to complete.

For those that want to avoid having to replay here is a winning strategy:

To be able to complete the game one
strategy is to try and as soon as possible establish three bases with up to 3 radars on
each and with mainly lots of hangars and fighter-jets.
As shooting down UFOs will mean that the countries will raise your income and you will
keep the alien invasion under control and when you attack a UFO with the maximum amount of fighter-jets.
you will almost never lose a plane.

Do not put too much into producing expensive soldier weapons at first.
Do not spend money on missile defense as those are not needed in the first 10 hours of the game.

What is not perfect.
When on missions it is almost
impossible to not get soldiers killed, which later on in the game
becomes frustrating as the soldiers after completing 20 missions
are much better than new recruits.

They aim better, can do much more during a turn and can carry much more.
This makes new soldiers frustratingly bad when you are in the middle of the game.

In order to manage this, you have to either constantly have twice the amount of soldiers
that you cycle through on missions, which is just tedious and also slows down the
leveling up of your soldiers, but could easily
also affects the game in that later on in the game
some of the weapons are very expensive and takes very
long time to produce and if you produce them for every single one of your soldiers you
have wasted money on weapons instead of base upgrades fighter-jets. etc.

One way to save that money is to reuse the same weapon for whatever
soldier that you are sending on a mission, sure it is nice to think of that as a way to save money similarly
as to how governments try to save money, but swapping the weapons before missions just to save money is not
that fun in the long run.

So what you will end up doing later in the game instead of cycling through several soldiers and swapping their weapons is kind of cheating.
You will save very often, almost after every action a soldier has taken,
and if a soldier of yours is shot down you will reload and replay.
Because the game will force you to do so in order for you to know that you
will at least stand a chance of being able to complete it.
The problem is that you can do everything right, you place your soldiers in strategic positions guarding all exits and entrances.
Letting them have time units left to react and fire at any aliens that comes around a corner.
But they still get shot at because an alien can see from a longer distance than you or your soldiers can lose
their mind and start to fire at their own squad.

So even if you do everything right you will lose soldiers in a somewhat unfair way which makes you grow tired
and you feel forced just starting to save often and replay instead.

In that way they should had made the game much easier and more forgiving on Easy.
Easy right now is what you would expect normal or hard to be.

However the game is still extremely fun and entertaining during many many hours.
And for many reasons it is one hell of a game.

One of the things that makes it so is how research works.
Unlike other games you do not know really know what
the result of researching a new technology or interrogating an alien will be.
This makes it hard to stop playing as you find that you just have to research that new
weapon or technology to find out what it is and when you have you find out it is an
awesome new weapon that will toast the aliens. Now you just need to produce that weapon.
Than you get greedy and want all your soldiers to have it so you continue playing and
along the way you discover new things to research and your intelligence will report new
things they have discovered to you.
And just when it starts to get tedious a new element is
introduced.
The AI of the aliens is also quite good and you will find some of them doing quite smart things later on in the game.
Don't put your squad members to close together or they might throw a grenade at your group!


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Crispynugget
( 30.3 h registradas )
Publicado el 6 de julio
old school X-Com. amazing.
¿Es útil? No Divertido
stalker.michele
( 27.1 h registradas )
Publicado el 6 de julio
wooow, if you like turn based games this is a must!
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A 22 de 23 personas (96%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
Recomendado
65.2 h registradas
Publicado el 24 de junio
This game is the chinese food of strategy. Ugly as hell, it's kinda hard to approach, and if not prepared right it'll make you sick. But a few awkward bites and you'll be scoffing it down.
This is basically XCOM but losses feel like your own fault. The tactical depth created by line of sight, orientation, diablo-style inventory, weight and ammo management, and flexible turn-based combat means you'll be spending more time fighting aliens instead of fighting the dice.

The campaign is equally deep as the combat. Rather than waiting for aliens to turn up, you must build several bases and actively send aircraft on patrol to areas with UFO sightings. The aircraft have fuel range and ammunition, as well as speed which means they might not always catch up to your target. Even the helicopter that transports your squads has travel time and should be escorted to the crash site in case a UFO shoots it down along with your soldiers.

Soldiers don't have XP, but their stats go up depending on what they do. A soldier that carries lots of equipment gains strength stat and can carry even more as a result. This makes soldier rotation extra important, as you can have multiple squads en-route to raid crashed UFOs. Soldiers can be literally any role you want with how the equipment and inventory systems work (my favourite is when a sniper is buff enough to casually carry a spare bazooka. Also try riot shield + 25 grenades in backpack inventory + another 8 grenades on belt inventory. Mix incendiary, frag, smoke, flash and gas grenades for maximum tactic00l flexibility. Heck, you can even have a weaponless soldier who's sole job is to carry spare ammo and rockets).

Also appealing is the hardcore Cold War SWAT feeling. Getting hit without armour usually means death, but once you nail the pattern of suppressing fire, flashbangs, and other confined-space-tactics, you'll feel like you're raiding these aliens instead of fending them off.

Downsides are the learning curve and functional but slightly ugly graphics.

The right way to play this game is with the Community version (opt in through beta). It's been modified and fixed up by players, and includes a bunch of essential mods by default. The map packs will save you from being exposed to the same layout over and over again.
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A 8 de 8 personas (100%) les ha sido útil este análisis
Recomendado
6.6 h registradas
Publicado el 25 de junio
OK. I have seriously mixed feelings here.

I am one of those folks who spent hundreds and hundreds of hours Playing the original XCOM. I played it on Playstation, even with all the crappy control bugs it had, including the awesomeness of having your soldiers run right out into the middle of an empty area with aliens all around when you tried to end a turn.

And I loved every controller-throwing moment of it. It was and forever will be my favorite game of all time.

This game is essentially an XCOM: UFO Defense clone. Same technologies (laser weapons, plasma weapons, interceptors, avalanche missiles, etc.). It's almost like the XCOM universe equivalent of Spaceballs, only instead of the Force and the Schwartz, you've got Sectiods and Caesans, Elerium and Alenium, alien alloys and...alien alloys.

It's virtually THE SAME GAME.

Depending on who you are, that's either a really, really good thing or a bad thing. This title brings back things that made the old game feel more tactical than the 2K version like time units, rotating soldiers to look different directions, and multiple bases. It feels much more like the old Microprose game than the 2K reboots. There are some new elements like scrambling squadrons of interceptors rather than individual planes, a tactical air combat battle system that didn't exist in the original, doors on the sides of the Skyranger (oops, I mean dropship), which is nice so you don't have to knowingly unload all your operatives out the back into certain death in certain situations.

It's definitely fun and nostalgic.

I picked it up on sale so I'm more or less content, but in all honesty I was hoping for more originality and less blatant copying of the original format.

If you pine for the days of the original XCOM and The Long War mod for the 2K version didn't tweak the AAA reboot enough, I recommend this game and give the devs props for their faithful recreation (and slight enhancements). If you're looking for a title that's breaking new ground, I would look elsewhere.
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A 4 de 4 personas (100%) les ha sido útil este análisis
Recomendado
24.9 h registradas
Publicado el 26 de junio
This is honestly what I expected the X-Com remake to be, and was disappointed that I didn't get. It's a tasteful homage to the originals, with an art direction all its own. The developers have obviously put a lot of thought into making a beautiful and fun game. I like it a lot 11 hours in, and I can see myself sinking 40 more into it.

"Meh" things:
The combat is a bit simpler than I like in my TBS games. I feel like they could have worked in more complexity to movement/posture/aiming (like JA2 did), and come out with a more engaging, tactical game. However, it's still a step up from the remade X-Com, so I won't nitpick here too much.

The maps feel a bit same-y after a few battles (crashed spaceships are generally in the same location relative to your skyranger).

Don't be dissuaded, though - this is good stuff. 7/10 or so.
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A 6 de 9 personas (67%) les ha sido útil este análisis
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No recomendado
52.5 h registradas
Publicado el 2 de julio
I really love & hate this game. The entire premise is fantastic. What I really hate is that aircombat is frustratingly stupid (fighters won't fire their missiles even when they have a lock sometimes). Ground combat has the oddity of even seasoned soldiers overreacting and shooting your own guys when they see an alien. These buggy bits could be argued to be realistic... but only slightly. Also everytime your soldiers are in sick bay and then come back they conveniently forget all the items they were carrying into battle before. I know you can make new roles... but it's all a huge pain in the rear.

You can't lob a friggin grenade anywhere you can't visually see... which is pretty much how grenades are supposed to be used.

The ultimate armored suit doesn't seem to be that effective (pretty sure my guy gets hurt just as much in that thing as out of it.

Berserking is stupid... your guy will decide to turn around and shoot his own people.

Also... no one warned me you could lose countries and not gain them back. Even though the death toll only states there's a few thousand killed. It makes no sense unless the aliens really did cleanse the earth in those places, which they didn't.

This has the makings of a great game. Xenonauts 2 will hopefully improve upon this because the idea is really really great in conception but not execution. Just too many frustrating things (especially the combat that leaves a 95% burst with 0 rounds impacting on target) Also the heavy machine gun should carry about 200 rounds per drum... but you only have 30 rounds per.
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A 2 de 2 personas (100%) les ha sido útil este análisis
Recomendado
460.4 h registradas
Publicado el 2 de julio
I heartily recommend this game once you install several mods:

1. Most important -- the Xenonauts: Community Edition (X:CE) which is an improved version of the original game, including additional bugfixes and various new features that do not fundamentally alter the intended game experience (rather, they just make it play better).

I also used:

2. Skitso's Map Pack
3. Reinforcements
4. Instant Grernades
5. Random Map Pack Artic Collection
6. Random Map Pack Desert Style
7. Khall's More Protraits
8. Khall's Tundra Tileset

The game play is faithful to the original XCOM game. Your primary concern overall is money. You must keep nearly all of the countries satisfied and contributing funds or you will lose. Tips on how to keep them satisfied:

1. Destroy alien bases immediately as they are discovered.
2. Stop terror attacks as soon as they start.
3. Stop bombing attacks as soon as you can.
4. Shoot down as many UFO's as you can.

Radar coverage of the map is key to all these. I used only three bases, leaving only South America uncovered. The loss of South America alone is not too damaging to your funds (I completed the game with almost $2 million in hand) My bases:

1. North Africa. First base, positioned (coords 4822/1707) so that three radar's coverage included all of the african continent, all of Europe including Great Britain, and extending to east into Indochina and the Soviet Union.
2. North America. Positioned (coords 1827/1358) on the North America/Central America border, with radar coverage extending from the artic icecap to cover all of Central America and all of North America with the exception of Alaska.
3. Indochina. Positioned (coords 4574/1527). Coverage of all of Indochina, central Soviet Union, and half of Australia.

Base contents.

North Africa.
1. 3 Radars
2. 4 Batteries
3. 5 Hangers (4 fighters, one troop aircraft)
4. 1 Hospital
5. 2 Research labs
6. 2 Workshops
7. 2 Living Spaces
8. 1 Storeroom

North America
1. 3 Radars
2. 5 Batteries
3. 6 Hangers (5 fighters)
4. 1 Research lab
5. 1 Living Spaces

Indochina
1. 3 Radars
2. 5 Batteries
3. 6 Hangers (5 fighters)
5. 1 Living Spaces

To build new fighters you transfer one fighter from North Africa to one of the other bases, and then build the new fighter at North Africa. 5 batteries are sufficient to prevent aliens from succeeding in attacking and destroying your bases, so there is no need for soldiers in North America or Indochina.

Major Spoilers for Air Combat
You will need to use manual combat for the air once the alien craft get dangerous because you can't afford to lose your aircraft. Fortunately there is an easy way to do this. When your fighters intercept the alien craft, always select one of the "Follow" options. After a few seconds you can click on your fighters again, and this time select engage. Your fighters will appear directly behind the enemy ship. Turn on all after burners and wait until your craft launch their missles. Immediately stop the battle and set your craft way points so the they fly behind the enemy craft. Once they are clear, click on the X to get them to exit the map.

Bombers are always escorted by two fighters. Use two fighters to lure the alien fighters to the east and west. Have your third fighter move to the tail of one of the alien fighters and shoot it down. Get the second fighter in the same way, then exit. The bomber will now be an easy kill for another of your flights.

Second flights are necessary not only because two are needed for bombers, but also because as the alien craft get bigger and stronger they can not be killed by the six missiles carried by one flight. Only three fighters can be in one flight, but fortunately each base can put mulitiple flights into the air at once. Simply click on the UFO and select intercept, and assign three planes to attack. Then click on the UFO again, and you can assign a second flight to the same UFO.
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A 2 de 2 personas (100%) les ha sido útil este análisis
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Recomendado
72.2 h registradas
Publicado el 29 de junio
Faceblast was an excellent soldier, a true hero, victor of many battles. He had an amazing collection of medals, including multiple purple hearts. He never abandoned his trusty shotgun (well, maybe once when he panicked).
His only mistake during his otherwise excellent military career was throwing that grenade. Into his own feet. Killing him. And several of his comrades. Maybe explosives weren't for him?
10/10, would throw grenades again. For mankind!
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A 1 de 1 personas (100%) les ha sido útil este análisis
Recomendado
0.2 h registradas
Publicado el 7 de julio
In many ways an impressive game.

With many hours of extremely fun gameplay.
It's a game you should own and should have played.
I finished the game offline and Steam did not count my hours, but I spent probably 80-100 hours playing it.
The first two tries I failed than I played at easy and with a changed strategy.

It's very close to the original XCOM which IMO is a really good thing
as it is still one of the best games to ever have been made.
But the graphic of the original is dated and this game even improves
some over the original.

Because its depth, atmosphere and gameplay.
Many remakes have been tried and failed because they lacked
one thing or the other that made the original so good.

They lacked turn-based rounds, they lacked how high the soldiers
were standing as a tactical part of the game or buildings were not destructible etc.
This game have it all! The music has the exact right kind of atmosphere.
The graphics is not too cartoony as some in the first new XCOM by Firaxis, its just right.

It is not an easy game to remake, as it has a lot of depth but Goldhawk made it
very good and in some ways even improved upon the original.

Also the graphics is much cooler than on the screen-shots.

There is no such thing as a perfect game but this comes close.
What brings it down is the difficulty level of the game.

I played it to the end and when I look back they made the game
a little too hard even on easy, which will cause a lot of frustration.

The best tactics you are supposed to use to complete the game is not
explained. This means that you may end up spending a lot on new weapons
to your soldiers, but that makes it impossible to complete the game which
you will only discover after 12-20 hours later on in the game when you have
lost a country which means you will get too little money to build new bases,
and new airplanes, which means you will lose other countries.

In this way it is old-school and close to the original game, which you could easily
spend 100 hours on and still not manage to complete.

For those that want to avoid having to replay here is a winning strategy:

To be able to complete the game one
strategy is to try and as soon as possible establish three bases with up to 3 radars on
each and with mainly lots of hangars and fighter-jets.
As shooting down UFOs will mean that the countries will raise your income and you will
keep the alien invasion under control and when you attack a UFO with the maximum amount of fighter-jets.
you will almost never lose a plane.

Do not put too much into producing expensive soldier weapons at first.
Do not spend money on missile defense as those are not needed in the first 10 hours of the game.

What is not perfect.
When on missions it is almost
impossible to not get soldiers killed, which later on in the game
becomes frustrating as the soldiers after completing 20 missions
are much better than new recruits.

They aim better, can do much more during a turn and can carry much more.
This makes new soldiers frustratingly bad when you are in the middle of the game.

In order to manage this, you have to either constantly have twice the amount of soldiers
that you cycle through on missions, which is just tedious and also slows down the
leveling up of your soldiers, but could easily
also affects the game in that later on in the game
some of the weapons are very expensive and takes very
long time to produce and if you produce them for every single one of your soldiers you
have wasted money on weapons instead of base upgrades fighter-jets. etc.

One way to save that money is to reuse the same weapon for whatever
soldier that you are sending on a mission, sure it is nice to think of that as a way to save money similarly
as to how governments try to save money, but swapping the weapons before missions just to save money is not
that fun in the long run.

So what you will end up doing later in the game instead of cycling through several soldiers and swapping their weapons is kind of cheating.
You will save very often, almost after every action a soldier has taken,
and if a soldier of yours is shot down you will reload and replay.
Because the game will force you to do so in order for you to know that you
will at least stand a chance of being able to complete it.
The problem is that you can do everything right, you place your soldiers in strategic positions guarding all exits and entrances.
Letting them have time units left to react and fire at any aliens that comes around a corner.
But they still get shot at because an alien can see from a longer distance than you or your soldiers can lose
their mind and start to fire at their own squad.

So even if you do everything right you will lose soldiers in a somewhat unfair way which makes you grow tired
and you feel forced just starting to save often and replay instead.

In that way they should had made the game much easier and more forgiving on Easy.
Easy right now is what you would expect normal or hard to be.

However the game is still extremely fun and entertaining during many many hours.
And for many reasons it is one hell of a game.

One of the things that makes it so is how research works.
Unlike other games you do not know really know what
the result of researching a new technology or interrogating an alien will be.
This makes it hard to stop playing as you find that you just have to research that new
weapon or technology to find out what it is and when you have you find out it is an
awesome new weapon that will toast the aliens. Now you just need to produce that weapon.
Than you get greedy and want all your soldiers to have it so you continue playing and
along the way you discover new things to research and your intelligence will report new
things they have discovered to you.
And just when it starts to get tedious a new element is
introduced.
The AI of the aliens is also quite good and you will find some of them doing quite smart things later on in the game.
Don't put your squad members to close together or they might throw a grenade at your group!


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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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Xenonauts es un, principalmente, un clon del X-COM / UFO original adaptado a los tiempos modernos, con interfaz y gráficos más modernos y usables, y sólo por eso ya merece la pena.

De qué van XCom / Xenonauts

En el juego controlamos a una organización creada únicamente para defender el planeta de una inminente invasión alienígena con tecnología muy superior a la humana. Se divide en dos partes, la estratégica (gestión económica y de bases, e intercepción de platillos volantes), y la táctica (combates por turnos manejando a un puñado de unidades).

La parte estratégica es, en mi opinión, la que define el espíritu X-COM: Decidir qué investigar primero, si gastar recursos para intercepción de platillos, para mejorar a los soldados, o para acelerar el desarrollo en el futuro, vigilar que los paises que financian la operación no se cambien de bando... Es algo que se ve en pocos juegos y que le da el toque de ambientación adecuado.

La parte táctica también es en la que pasaremos la mayor parte del tiempo (por duración de las misiones), y es un combate por turnos más normalito, con puntos de acción, estadísticas y niebla de guerra / línea de visión. Como la IA no es muy buena, el juego le da ventaja a los alienígenas dándole stats por encima de las nuestras, y aumentando su distancia de visión, de forma que nos ven primero a menos que sepamos utilizar el entorno. Esto es especialmente notable durante el combate nocturno, donde los humanos normales no ven 3 en un burro pero los alienígenas sí (tenemoss bengalas a nuestra disposición para ayudarnos, pero lanzarlas consume puntos de acción).

Esto, a grandes rasgos, es XCom / Xenonauts.

Ahora la review, principalmente comparativa:

Estratégica / Mapa de situación

Las mayores diferencias entre Xenonauts y XCom se ven en la parte estratégica, en general para bien. Aparte de la evidente mejora de usabilidad del interfaz (el juego anterior era de la época VGA 320x200) muchas de las tareas molestas se han eliminado o mejorado.

Probablemente la más importante que ya no es necesario fabricar/comprar munición/granadas para las tropas o los interceptores, se da por hecho que se pueden obtener en cantidad suficiente y punto. Así, lo único que hace falta fabricar son aviones, armaduras y las armas de las tropas, pero no hace falta preocuparse de fabricar munición por adelantado, etc.

También hay un puñado de cambios que afectan al balance, por ejemplo ya no se pueden fabricar kits médicos para luego venderlos y obtener beneficio, aquí el dinero se obtiene o bien destruyendo Ovnis o bien con la financiación de los continentes. Esto era un exploit importante en el otro XCom así que es normal que se haga así.

El árbol de investigación es muy similar al original (casi insultantemente), por ejemplo: Armas de fuego -> Armas láser -> Armas de plasma, añadiendo un nivel más allá del plasma (superando a los propios alienígenas), aunque los requisitos de investigación son distintos (en general son por encontrar un objeto de un enemigo o ovni). Las investigaciones que no aportaban mucho al juego y eran más bien de Lore (autopsias principalmente) se realizan de forma automática, de forma que todas las investigaciones tienen algún efecto en el juego.

Por último, la forma de interceptar los ovnis se ha cambiado, podemos manejar escuadrones (en el original también se podía pero era complejo) y el combate se realiza sobre una rejilla cenital, en tiempo real con pausa. Hay que tener en cuenta las trayectorias de los aviones y su velocidad, etc. Aunque no está mal, no es lo bastante variado como para querer repetirlo muchas veces, por lo que afortunadamente hay una opción para resolver automáticamente. Es posible que haciéndolo en manual nos salga un poco mejor, pero cuando el juego avanza hay tantos combates aéreos que es casi impensable el resolverlos todos a mano.

Táctica / Combate en tierra

Aquí Xenonauts no difiere mucho del original, más allá del aspecto, aunque los puntos en que se diferencia son importantes y a mí me pilló por sorpresa.

La principal diferencia es la forma en que funciona la cobertura. En el XCom original (si no me equivoco), cuando dispárabamos se simulaba el proyectil viajando hasta el objetivo. La puntería del soldado indicaba cuánto se podía desviar el proyectil. Es decir, cuanta más cobertura hubiese alrededor del objetivo, más difícil iba a ser darle.

En Xenonauts la puntería es más sencilla de calcular (aunque no está bien explicado). La fórmula usa los valores de puntería del soldado, el arma, la distancia, etc. y después le aplica un modificador en base a la cobertura más fuerte que haya por el camino, y punto. Aunque si te paras a pensarlo puede no ser muy distinto a la realidad (no cambiará mucho el que haya un coche entre tú y el objetivo, o una hilera de ellos), lo que no tiene en cuenta es la distancia de dicha cobertura. Y definitavemente no es lo mismo disparar por encima de un seto que está a dos metros de nosotros, que de un seto tras el que está agazapado el enemigo. Pero el juego no tiene en cuenta esto.

Mis dos primeros intentos a este juego fallaron por culpa de eso: Le daba a la cobertura la importancia equivocada, de forma que gastaba demasiado tiempo en intentar posicionar bien a mis soldados, y evitaba disparar a los alienígenas a menos que hubiese una línea de tiro más o menos clara (cuando en realidad daba igual cuanta cobertura hubiese, sólo contaba una). La forma en que se muestra esta información no ayuda tampoco.

Por lo demás no hay mucha diferencia: Los soldados suben sus stats realizando acciones relacionadas con dicho stat, y hay una nueva mecánica de supresión que nos permite bloquear los movimientos de un alienígena a base de hacerle llover balas sobre su cabeza.

Dificultad

Es un juego difícil, sobre todo a mitad de partida. Lo intenté en Difícil un par de veces y decidí bajar a Normal tras perder a toda mi tropa principal (usaba guardados y cargados pero de forma esporádica, y nunca en medio de una batalla).

En la parte estratégica la dificultad viene principalmente por el aspecto económico: El dinero es muy escaso y si nos quedamos en números rojos la investigación no avanzará, con lo cual estaremos en problemas serios. Para perder hace falta que los paises nos retiren la financiación, pero aquí hay más margen, simplemente nos ahogaremos primero.

En la parte táctica la dificultad es puramente numérica: Los enemigos son más, reaccionan antes, tienen más puntería y hacen más daño que nosotros. Por supuesto es nuestro cometido el compensar esto con buenos posicionamientos y tácticas, pero dependiendo de la situación puede resultar una tarea realmente ardua. Afortunadamente, la pérdida de un soldado no significa que perdamos el costoso equipamiento que llevaba, por lo que perder a uno o dos soldados por batalla (cosa que pasa todo el rato) no es tan serio como lo era en el XCom original.

Diferencias con XCom: Enemy Unknown

No se puede terminar esta review sin mencionar las diferencias entre el remake de XCom y Xenonauts. Xenonauts es más fiel al original, pero EU lo que busca es mantener el espíritu con mecánicas más modernas. Creo que en el proceso se perdió parte de la esencia del juego, y especialmente la parte estratégica perdió mucho de su encanto. Aun así, la parte táctica del nuevo XCom es mucho más amena, aunque en muchas ocasiones peque de recordar más a un juego de tablero que a un juego de estrategia.

En cualquier caso, ambas aproximaciones me parecen perfectamente disfrutables, y se les puede dedicar mogollón de horas a ambas.

En Resumen

Si no has jugado aún a un XCom, prueba XCom Enemy Unknown. Si lo terminas y tienes ganas de más, juega a Xenonauts después (al menos para amenizar la espera al XCom 2).
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A ver... si te gusto el UFO "Enemy unknown"... es lo mismo pero con mejores graficos.

Aspectos mejorados, logicamente, los graficos, entre otros. Las ciudades estan mas trabajadas, los coches explotan, los obstaculos al tiro modifican el exito del mismo, puedes tirar un edificio entero a cañonazos y se incorporan novedades tales como terrores aereos, la guerra en el aire tiene mayor importancia, asi que hay que gastar pasta en tener una buena flotita de interceptores...

Contras... para mi, que soy un fanatico de la saga X-COM... solo una, que es esta: El porcentaje de tiro a veces es meramente decorativo. Ej: tio pegado cara con cara con un alien, armado con recortada, dispara una vez y 3x miss, segunda... miss, 13 de daño, miss... si a la maquina le sale de las pistolas que un tio muere... aceptadlo... morira en el 90 % de las ocasiones.

Pero pese a los pegas de deseperacion en algunos terrores... el juego es una pasadaaaaa!!!!!
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