XCOM: Enemy Unknown

Image courtesy of Reddit user wagman2013.

Never has there been a more controversial topic in the history of strategy gaming than the use and abuse of RNG, otherwise known as Random Number Generators. I know this from experience, since my last game, Chaos Reborn, reveled and delighted in the liberal use of RNGs (it wasn’t called 'Chaos' for nothing). 

It was based on a ZX Spectrum game I made in 1985 called Chaos and published by Games Workshop (a company not shy of randomness itself—usually in the form of buckets of dice rolled in their army games). In Chaos Reborn you play a wizard, and the casting of spells and combat were subject to binary outcome randomness. The combat is especially brutal, with a success killing a target outright and a failure doing nothing at all. Even a lowly giant rat had a 10% chance to kill a dragon. 

Many players loved it, and to them the extreme use of RNG is what made the game different and unique. The tension of each battle was enhanced by the rapid turnarounds, plans thwarted, and opportunities grasped. However, the game is certainly not without a high skill factor, since the best players frequently topped our monthly leagues. The fact that games were short, and very many games could be played in a month, either asynchronously or in live matches, meant that any element of luck would even out. 

The turn-based wizard combat of Chaos Reborn.

Unfortunately, a significant group of players loathed the RNG aspect of Chaos Reborn with a vengeance, and they wrote about it copiously. Our Steam reviews were suffering, mainly from this single issue. We did our best to warn potential players that the game used a lot of RNG and required a lot of risk mitigation, but to no avail. So eventually I decided to make a reduced RNG mode for the game which did not use any randomness in the spell casting or the combat. It created quite a different experience which played quite well. 

The negative Steam reviews faded away, but it is debatable whether it made a more interesting game. Long-term Chaos Reborn players still preferred the more random ‘Chaos’ mode. On reflection I think there was probably a better way to manage the randomness in the game, and other games have dealt with the RNG problem in different ways. 

Firaxis’ XCOM: Enemy Unknown also suffered from an anti-RNG backlash, due to its explicit hit percentage mechanics. "That’s XCOM, baby," was the answer creative director Jake Solomon is reputed to have given. But in XCOM 2 the RNG is subtly manipulated to make it feel less random, at least at lower difficulty levels. 

I'm definitely not going to miss this shot, because I missed the last one.

I now understand that human beings are not very good at evaluating probabilities. In particular when an RNG generates repeated sequences a human will cry foul. For a human, randomness usually means ‘evenly distributed without any detectable pattern or repetition’. This is basically how random numbers are manipulated in many games to meet player’s expectations. One poor result immediately results in a bias towards a better result.

I love dice particularly special dice with strange symbols on them.

Now some of you might want to point out that computer random number generators are actually only pseudo-random. They generate a repeatable sequence of numbers with an even distribution, but they are very, very long sequences. In practice a human would not be able to tell the difference between a decent computer generated pseudo-random number and a more genuinely random number. This doesn’t reduce the suspicion of computer RNGs though, which is another problem that game developers have to deal with.

The unique dice of Warhammer Underworlds: Shadespire. Bucket not pictured.

Those of you have been board gaming or roleplaying since the '70s or '80s, like me, would be completely used to randomness in games. I love dice—particularly special dice with strange symbols on them. My current obsession is the awesome new Warhammer Underworlds: Shadespire board game from my erstwhile Chaos publisher, Games Workshop. There doesn’t seem to be a real equivalent of these lovely, tactile dice for videogame players. 

Players without any board game or pen-and-paper roleplaying game experience tend to be a lot more hostile to the explicit use of RNG in video games. They do respond well, however, to the more subtle psychological manipulations of randomness which developers and publishers employ these days. 

As for myself, I prefer the honest and open use of random numbers where the mechanics are not hidden and fate is not predestined, but I may be in a dwindling minority.

XCOM: Enemy Unknown

Will there be an XCOM 3? I have no idea. All I know is: the first two games, and their expansions, were brilliant, and the XCOM formula is just too good to fade. Whether you preferred the sedate, sandbox pace of Enemy Unknown, or the tough guerrilla fightback scenario of the second game, the differences in the two show how flexible the XCOM format can be. There's surely another great game or five in the series, right? Here are a few things we'd like to see in a sequel.

A new setting

We have saved Earth a few times now. Paradoxically we have both saved Earth from being invaded and then liberated it post-invasion. We have broken the alien threat in city streets, sewers and green fields. Could you face doing that all over again, even with a different alien threat? It is time for a change.

The original X-COM games went to the ocean for variety. A modern take on Terror From the Deep could be interesting, but I need something bigger to really get excited. Could XCOM take the fight to the alien threat on their home ground? Would XCOM work on a solar system scale? It's a dangerous move. The transition from defender to unstoppable aggressor is an important part of XCOM's fantasy, and you risk losing the personal touch that you get managing a small group of elite soldiers. Maybe a move to a smaller city-scale game in the mould of X-COM: Apocalypse would work.

In this regard the series is a victim of its own success. XCOM: Enemy Unknown and XCOM 2 are so replayable XCOM 3 would need to be bold to tear me away.

Even more squad customisation

Firaxis' XCOM has loads of squad customisation, and War of the Chosen added bonds and a surprisingly great poster-making tool to better capture the successes and cruel deaths of our favourite soldiers. XCOM does plenty to let me turn my soldiers into heroes with backstories and relationships, but I cannot get enough of this sort of thing. The squad bonds system in War of the Chosen is a great example of the sort of feature allows the game to tell more complex stories. An outstanding array of hairstyle options is also a must, of course. 

Clearer campaign mechanics

Chances are you've loaded an earlier save in XCOM to undo a horrible turn, or take another shot at a mission because you got wiped by an enemy you'd never met before. 

In the first few playthroughs of a campaign trial and error is an essential part of XCOM. The game wants to tell a story, with surprised and twists, which means holding back information you need to make sensible decisions. I don't mind being surprised by enemy reveals that kill a bunch of soldiers. I enjoy the horror of first contact, and the pleasure of learning how to deal with them—besides, you're supposed to lose soldiers in XCOM. However I wish that the games were clearer about campaign-level mechanics, where ambiguity can waste a lot of time. 

Take the Avatar project. The game very strongly implies that XCOM is screwed if it maxes out, but I found myself wondering what would really happen, and I was unsure about how fast it would grow and how easily I could bring it back down. Likewise the necessity of satellites in Enemy Unknown came as a surprise to a lot of players. These uncertainties can lead to five-hour rollbacks on an opening campaign, or an outright restart.

A changing story

The worst thing about restarting an XCOM campaign is the static story. You can skip cutscenes and breeze through all of the exposition, but you are locked into a series of story missions linked by periods of compulsory research. I like XCOM's characters, world and art style, but I wish that there was a way for campaigns to branch or change to keep the surprises coming after several campaigns.

I think XCOM benefits a lot from the inclusion of a story, beyond the entertainment value of the Chosen's delightfully cheesy intro scenes. Story creates impetus, and on the strategy layer level XCOM is a game about racing the campaign's beats. I'd love an XCOM 3 campaign that allows those beats to change to keep me in a state of terror and despair for longer.

Better base building

The rooms look cool and I like being able to see XCOM members working away in the hive, but hollowing out the Avenger never really felt like I was building a base. The long excavation and build times made it feel as though the base was denying me cool stuff rather than unlocking it for me, and the layout never seemed to matter hugely, even with adjacency bonuses. The base functions felt as though they were spread out over too many rooms. Whatever shape an XCOM 3 base might take, I'd room placement to involve more interesting decisions with less waiting around.

Continued mod support

Another 'more of this please' entry. The Steam workshop has been great for XCOM 2 and The Long War campaign—a must play, comprehensive redesign of XCOM 2—adds dozens of hours of value to the game. There are loads of new enemies and weapons out there, but my favourite mods are the ones that make small UI tweaks to meet my preferences. Here's a selection of our favourite mods for War of the Chosen.

Malleable classes

Firaxis' XCOM tends to give you a choice of two upgrades when you level up. The left and right skill columns represent different builds of that class, which ultimately encourages you to come down one way or the other to hit the best synergies. 

War of the Chosen introduced training that let you unlock a few extra abilities in each class. The introduction of just these few extra options made the classes feel deeper and more flexible. I appreciate XCOM's determination to keep levelling simple, and to carefully define class roles to keep them distinct and interesting, but a degree of class cross-pollination could encourage more build-tinkering and squad experimentation. We'd want to see some new classes too, of course.

Factions, rivalries

War of the Chosen introduced several organisations that existed beyond the remit of XCOM. The resistance factions had their own tactics and fashion sense, and you had to work to earn their trust and get their cool toys. 

It worked great, and there are many ways to expand upon factions more broadly in a sequel. It's easy to imagine mercenary factions that could join the aliens or the humans, for a price. Firaxis experimented with EXALT in Enemy Within, so there's precedent for these shady, ambiguous factions.

I can't ignore how effective the Chosen were in War of the Chosen either. In fact, we reckon they are some of the best gaming villains out there. Having powerful villains that taunt you face-to-face creates great rivalries, and if a new XCOM didn't have a take on this, I think I would seriously miss it. Whether the game generates alien bounty hunters to hunt you down, or adopts a Shadow of Mordor style nemesis generator (a wronged Sectoid ties a bandana around its forehead comes back with a vengeance), I want strong antagonists whose defeat I can truly savour.

A new threat

XCOM's aliens are too familiar to be the sole focus of another game. The second game smartly revamped Sectoids and turned the skinny poisonous men in black into giant orange Cobras. Ultimately, though, Sectoids are going to mind control stuff and Muton's gonna Muton. For a third game I want to face enemies that feel alien again. I want the thrill of watching a unit's intro animation play in a battle and thinking 'what on planet Earth can that thing do?'

The return of shadowy "Hello, Commanderrr" guy

Other than the G-Man, is there a more ambiguous and intriguing figure in PC gaming than the mysterious silhouette guy who phones up to judge you once a month? I don't even know why he's in charge in XCOM 2, but I'll always pick up the big man's calls to hear him say "well done, commanderrrr", or "you suck, commanderrr". If there is to be an XCOM 3, he must reprise his role, and nobody tell him where the light switch is.

X-COM: UFO Defense

All images courtesy Julian Gollop.

Welcome to my first column for PC Gamer. What’s it all about, you may ask? You can look forward to my musings on games, the games industry, and also follow progress on my new XCOM-style game, Phoenix Point, which is underway at Snapshot Games in sunny Bulgaria.Phoenix Point was first announced at the PC Gamer Weekender event in March last year, where I argued that XCOM is now an established genre, thanks to the tremendous success of the Firaxis games. Ever since I signed over the X-COM rights to MicroProse back in 1997 I have been trying to build a new X-COM-style game, but I never quite succeeded, despite releasing several turn-based games over the last 15 years. The XCOM genre is something special and distinct, and diverging too far from its fundamental design pillars results in something less than satisfactory.

At the Game Developer s Conference in 1996 sessions on pathfinding for RTS games were packed with hundreds of developers with standing room only. The Dune II seed had become a forest.

MicroProse/Hasbro learned the hard way when they attempted to attach the X-COM name to games that weren’t really X-COMish enough, such as X-COM Interceptor (a space sim) X-COM Enforcer (an FPS) and the cancelled X-COM Alliance (a team-based FPS). Publishers, it seems, were no longer confident in the old school strategy/tactics style of X-COM. In the heyday of grand turn-based strategy games we had Civilization (1991), Master of Orion (1993), Master of Magic (1994) and the first X-COM (1994). All of them were highly successful games, and they were all published by MicroProse.

X-COM: Alliance, a cancelled team-based FPS.

Then something dramatic happened—the RTS genre became the dominant game genre on PC, thanks largely to Warcraft (1994) and Command & Conquer (1995). Although Dune II established the genre on PC, it took a while for the seed to grow. By 1996 it seemed like every developer was working on some kind of RTS game. 

At the Game Developer’s Conference in 1996 sessions on pathfinding for RTS games were packed with hundreds of developers with standing room only. The Dune II seed had become a forest. It’s fair to say that this turn of events did influence me to give X-COM Apocalypse a real time tactical mode (but with an option for turn-based battles). However, in no way could the game be called an RTS, as it was defined by Dune II.In 1999 I began development on a new XCOM-style game called The Dreamland Chronicles: Freedom Ridge for our new publisher, Virgin Interactive. I believed at that time that the PC market was going to be increasingly difficult to make a profit from, so the game was intended for the Playstation 2 as well as the PC.  

One planned feature for The Dreamland Chronicles: Freedom Ridge was destructible terrain.

It’s true that PC gaming was having a bit of a crisis, due partly to rampant piracy, spiralling development costs and generally poor quality, buggy releases. There was also a general lack of design innovation. The flood of RTS clones had ended, but there was nothing new and exciting to replace it. Although Dreamland was destined for the PS2, it was still fundamentally an X-COM-style game, with turn-based battles and a real-time geoscape. It did, however, involve a number of adaptations to the console game format. The soldiers were controlled by directly moving them in third person with the controller. An ‘action point’ bar diminished as the character moved. The shooting used a first-person view, allowing the player to freely aim via a controller stick, if desired. It was eerily reminiscent of a PS3 game released in 2008 called Valkyria Chronicles (since released on PC). Sadly, Dreamland was cancelled after Virgin Interactive was sold to Interplay, and then Interplay to Titus Interactive in short succession. After my studio, Mythos Games, was liquidated, the code base for Dreamland would be given to Altar Interactive who went on to produce UFO: Aftermath, although not much remained of our original story and game mechanics. 

Shooting in Dreamland Chronicles used a first-person view.

In 2005 Take-Two purchased the rights to sci-fi strategy franchise X-COM from Atari (formerly Infogrames) after Atari had lost interest in the X-COM franchise following the cancellation of X-COM: Alliance in 2002. Reorganised under the 2K umbrella, the former Bioshock 2 studios, 2K Marin and 2K Australia, began development on a new XCOM game. When it was finally announced to the public in April 2010 it was presented as a “Mystery-filled first-person shooter from the creators of BioShock 2.” The E3 trailer portrayed a 1950s setting with amorphous ink blob aliens and shapeshifters. A camera was used to collect evidence that then had to be ‘researched’. It looked like it could be an interesting game, but it just wasn’t X-COM, and unsurprisingly the reaction from X-COM fans wasn’t very favourable. Christoph Harmann, president at 2K Games, explained that “the problem was that turn-based strategy games were no longer the hottest thing on planet Earth. But this is not just a commercial thing—strategy games are just not contemporary."

Phoenix Point, Julian Gollop's current project.

 I felt dismayed by these comments, and it spurred me to put a team together with the idea of raising funds on Kickstarter to make my own spiritual remake. At that time there was also another X-COM-like game in development by a small indie collective called Xenonauts, but I felt there was room for both of us.  

However, when Firaxis announced that they were going to release their own X-COM game everything I planned for seemed superfluous. If anyone could do X-COM properly, then it would be Sid Meier’s studio. But here we are five years after the success of the Firaxis remake and Phoenix Point is a thing. We raised $760k in March through fig.co, and my own take on an XCOM style game is well under way. There is such a thing as 'the XCOM genre', and I am really excited for the future. I am not alone any more.

XCOM: Enemy Unknown

Despite founding the series in 1994, X-Com mastermind Julian Gollop has admitted his current project Phoenix Point wouldn't exist if it weren't for Firaxis' 2012 Enemy Unknown reboot . 

In 1994, Julian Gollop, alongside his Mythos Games team, redefined the turn-based strategy genre with the creation of UFO: Enemy Unknown—otherwise known as X-COM UFO Defense. A direct sequel—X-COM: Terror from the Deep—followed, before the series changed scope and jumped genres with Gollop and his team no longer on board. 

Two cancelled games in the early '00s effectively buried the series, before it was revived and rebooted by Firaxis in 2012. XCOM has since went from strength to strength, with Gollop's original creation becoming its own sub-genre. 

"I think it's fantastic," Gollops tells PC Gamer. "When you think that for so long I was trying to make this kind of game and no publisher was even interested, what it proves that there's now an audience for this style of game. It may not be absolutely massive, but it's a pretty solid, dedicated audience. 

"People have been asking me to remake X-Com, or Laser Squad, or anything forever. They've always asked me to do it. It's just getting commercial interest from a publisher to actually do it has been very difficult."

Gollop suggests MOBAs have in many ways overshadowed RTS games in recent years, but he admires how Firaxis has "managed to resurrect" X-Com, in turn finding critical and commercial success. Despite being responsible for the foundations of the X-Com as we know it today, Gollop reckons its current guise champions a new genre—one that his latest venture Phoenix Point is happily part of.  

"It just goes to show that maybe I was right to pursue this kind of game," Gollop continues. "But what the new XCOM game has allowed me to do is make Phoenix Point, because without it, I doubt I even would've attempted it. God knows what I'd be doing. I think it's fair to say it's now a new genre of game. It's now established, and there are people who are actively looking for this style of game, and there will be more like them, which is really cool. It's brilliant. From my point of view, it's great.

"When you think about it, all the X-Com games, going back to the ones I worked on, the strategic layer is the thing that's changed the most. So the original was set on a globe, Terror From The Deep sort of copied that, but X-Com Apocalypse was radically different. XCOM: Enemy Unknown is reminiscent of the original but is actually quite different, because it's a much more scripted sequence of stuff. It's more like a min/maxing management sim. With XCOM 2, they changed it quite radically again. So this seems to be the area of the X-Com genre-style game that's changing the most."

Gollops continues, suggesting Phoenix Point—said to be a spiritual successor of the '94 X-Com—will do something different again, while retaining "this core tactical turn-based gameplay which is more familiar across all the X-Com games."

Look out for our full interview with Julian Gollop—wherein he discusses Phoenix Point, X-Com and more—later today.  

XCOM: Enemy Unknown

Rarely does a week go by when some publisher or retailer isn't giving away a game for free. Spending nothing in exchange for something is great, and this is an especially nice offer: the Humble Store is giving away X-COM: UFO Defense, or for those outside of North America, UFO: Enemy Unknown.

It's the first instalment in the XCOM series, of course, and be forewarned that as far as I can remember it was the first game to make me incredibly angry. The offer is valid for another day and a half, so you'd best go and grab it now before you forget. 

XCOM: Enemy Unknown

Last September, I went to the Firaxis offices when they were in the fairly late stages of polishing XCOM 2. I met Jake Solomon there and showed him what XCOM: Enemy Unknown modding looked like. He wondered aloud if I had closets full of chains and leather.

John Lumpkin, otherwise known as JohnnyLump, is the co-creator of XCOM: Enemy Unknown s ultra-difficult Long War a mod that adds a slew of surplus stats, extra weapons, more campaign missions, more challenges, more squad members and, inevitably, more death to the original game. To those those uninitiated, Jake Solomon Enemy Unknown s creative director once described Firaxis official top-selling reimagining of Julian Gollop s 1994 turn-based classic as a 20-hour tutorial for Long War, which gives a sense of how comprehensive Lumpkin and partner Rachel Norman s hobbyist modification is.

Lumpkin tells me that he in fact doesn t keep a cupboard-full of S&M accessories at home not that there s anything wrong with that but that Solomon s tongue-in-cheek reference points to how inaccessible Enemy Unknown is to would-be modders. First you re required to essentially hack into the game s files to make it read INI files, Lumpkin says. Then you need to review the game s code, translate it into hexadecimal, before making changes to functions and classes so as to ensure your alterations don t crash the game. Lumpkin pauses, as if suddenly aware of how confusing this might sound to those unfamiliar with programming jargon.

It s strange, he says. I had 12 hours of computer science in college, my training was primarily as a journalist, but it gets to the point where you know the scene in The Matrix where Neo is looking at the code falling? You get to that point where you can start reading the code and you can see the Unreal script that it makes. It s a weird place for your head to get to but it can get there.

Getting there saw Lumpkin sinking two to three hours a day into his pet project as a distraction from studying at grad school media studies with a side of political science and international relations back in 2012. He d often have to force himself to pursue his dissertation, and admits partner Norman, when away from her job working in the US defence industry, almost certainly spent more time on the coding side of things as the project s engineer.

Although inspired by UFO: Enemy Unknown (XCOM: UFO Defense in the US) at 43 and 42 respectively, both Lumpkin and Norman are self-proclaimed veterans of the old days the idea for Long War was born from the simple fact that Lumpkin had finished the 2012 remake, wanted more, but couldn t find anything user-made in the game s small but growing community. He took matters into his own hands and, with the help of Norman, began to push the envelope on what was possible.

It kind of grew organically but as we figured out how to do something like how to add new weapons or how to have aliens upgrade themselves, we d add these new capabilities and release a new version, says Lumpkin. The Enemy Unknown campaign was 35 or 40 missions and I had a great time playing it and then it was over. I wanted more of the feel of warfare in terms of these great victories but also reversals that you have to address.

If you think of American sports we have NFL football here, where it s a 16-game season and every game is a big deal that have huge effects on your season. I wanted to switch that to make it a bit more like baseball, which has 160-odd games in a season and is much more about performance over the long term and statistics. I always thought of what we did to XCOM a little like that Enemy Unknown was the football season and we made it more like the baseball season with ups and downs and variety of challenges.

Before long, the ever-burgeoning Enemy Unknown community began to take notice of Long War. A healthy body of brave players had started playing, offering feedback and in essence became Lumpkin and Norman s QA team. Beta versions received tens of thousands of Nexus downloads courtesy of its barrel-load of new stuff, and it was discussed favourably by the games press. One of my real pleasures from all of this was going on Reddit or the Nexus feedback and watching people debate strategy in a real productive way, adds Lumpkin. There was nothing toxic about it, these were people having these really interesting discussions and it was so fun to read.

About mid-way through development, Jake Solomon started tweeting about his enjoyment of Long War. Julian Gollop praised the unofficial expansion during presentations. Eventually, first contact was made with Firaxis by way of its community manager Kevin Schultz. One of the things players wanted was soldiers not to sound like they re from Iowa, says Lumpkin, before explaining Jonathan Emmett, the mod s sound editor, had just figured out how to implement new voice packs.

They had enlisted volunteer voice actors from the UK, Australia, and the US, and had turned character Peter Van Doorn who appears briefly in Enemy Unknown with a great gung-ho delivery of his lines into a soldier that could be added to the game. Schultz reached out and said: hey, we ve got some leftover lines from that voice actor, do you want them? We said, you bet, and were able to make a custom voice pack for this particular character.

By early 2015, the Long War team had grown to a small core group of four, as well as four senior contributors, and, behind the scenes, Firaxis had begun work on XCOM 2 a direct follow-up to 2012 s Enemy Unknown that would make modding a priority by boasting day one mods and Steam Workshop support from launch. It was looking for help in this area, therefore publisher 2K reached out to Lumpkin, put him and his team under NDA and asked that they take the helm of three day one mods.

While working towards Long War 1.0, Lumpkin had also begun flirting with the idea of creating his own game Terra Invicta: another alien invasion-inspired game on a strategic level, that he planned to crowdfund down the line. He was, however, delighted to receive official recognition. What s more, this was immediate paying work. It was a chance to see all the procedures and processes involved in how a game is made, and to learn about proper QA and all of the different roles. In short: this was the Long War team s education.

In August 2015, Long War Studios was formed, it brought on an artist adding art to Enemy Unknown was very difficult, Lumpkin recalls and set about crafting the agreed XCOM 2 day one mods, while working on Long War s final release in the background. The latter launched its version 1.0 last December, while Long War s first batch of XCOM 2 mods went live on launch day; with a second and third lot releasing in April and July too.

We had this big list of ideas and had a bit of a back and forth with them, explains Lumpkin when I ask if Long War s creative freedom was sacrificed in this new, non-hobbyist setup. We asked what they wanted and they suggested the kind of things they were after for these day one mods. We threw some specifics at them and they thought it sounded great. If there was any freedom sacrificed on the creative side it was more to do with things like deadlines than it was us being told what to do.

They wanted to show off these modding tools, and we were conscious of that therefore came up with things that showed off different kinds of things you could do within the time frame that we had. There s an approval process, of course and a bit of further back and forth.

To this day, there are still but a few hundred mods available for XCOM: Enemy Unknown, not to mention no Steam Workshop support. XCOM 2 s Steam Workshop, however, boasts 1,994 at the time of writing testament to how more accessible this game is to prospective modders of all levels. Long War Studios still plans to pursue Terra Invicta down the line, something which seems a certainty now off the back of the Long War mod s reception, and what the team has learned from its work on XCOM 2.

I therefore ask Lumpkin if we can expect a Long War 2 mod for XCOM 2 at any point in the future.

We certainly know how we d do it, he says before pausing. And that s probably the most I can say right now.

XCOM: Enemy Unknown

Earlier in March, PC Gamer hosted the PC Gamer Weekender; a weekend of PC games from... PC Gamer. Look, the title was pretty self-explanatory.

During the event a number of gaming luminaries were around to host talks and generally delight us all with their insight — like, for example, a few folks from the Star Citizen team.

Also present was creator of X-Com, Chaos and all-round strategy mastermind, Julian Gollop, who took to the stage to chat about the past, present and future of X-Com/XCOM. It is, as they say, very interesting.

PC Gamer

Remember when buying a game didn't feel like a guarantee of seeing the ending? There are still hard games out there, Dark Souls flying the flag most recently, but increasingly, the challenge has dripped out or at least softened, often leading to sadly wasted opportunities. What would Skyrim be like, for instance, if its ice and snow wasn't simply cosmetic, but actually punished you for going mountain climbing in your underpants?

With a quick mod—Frostfall in this case—you're forced to dress up warm before facing the elements, and things become much more interesting. That's just one example, and over the next couple of pages you'll find plenty more. These aren't mods that just do something cheap like double your enemy's hit-points, they're full rebalances and total conversions. Face their challenge, and they'll reward you with both a whole new experience and the satisfaction of going above and beyond the call of duty.

Realism Overhaul

Game: Kerbal Space Program

LinkKerbal forums

Kerbal Space Program is not an easy game to begin with, and the addition of any extra manageable parameters adds only more complexity to the brilliant flying sim. The realism overhaul wasn t intended to create a punishing experience, it merely brings a few things in the game in-line with the real world. Solar panels are lighter, for example, but produce far less power. Cockpits and components that weigh the same as their real world counterparts, and engine propellants are more accurately simulated. The fact that all these changes make the game seem new and incredibly hard? Well, that s rocket science for you. It s also a great baseline for other mods, like the punishing Deadly Reentry mod.

Frostfall

Game: The Elder Scrolls V: Skyrim

Link: Nexusmods

Frostfall stands out among survival mods for complementing the open-world game underneath and not just demanding you stare at a temperature gauge and eat a deer every few minutes. Skyrim s blizzards will kill you. Nighttime will kill you. The water will kill you faster than you can say, Rose, make room on the bloody raft! Big deal, right? All survival games do that. Frostfall alters how you understand the world, forcing you to find crossing points, plan your excursions and select gear based on more than its stab resistance. Simple quests become scenes from The Revenant. In the unlikely event Frostfall doesn t make a human-sized ice lolly out of you, you ll feel like a true Nord.

Infection Mode

Game: The Witcher 3

Link: Nexusmods

Zombie outbreaks are easy to handle if you catch them early, as you ll find out if you install Infection Mode for The Witcher 3. The mod summons a Devourer, who you can kill immediately if you choose. If the Devourer attacks a villager, they become a Devourer too. Anyone they attack will join the Devourer legion, even children. The results are quickly horrifying. Go for a walk for a short while and return to the region for an enormous fight, or let one loose in Novigrad and watch the nightmare spread.

I Am Legion

Game: Dying Light

Link: Nexusmods

Day is night and night is day for Dying Light s breed of zombies. In sunlight they plod around in small circles, not really paying attention. By night they suddenly become a lot more frisky. The circadian difficulty loop is a key part of the game, giving you the chance to scavenge during daylight hours and hold up at night in your favourite safehouse. I Am Legion disrupts all that. Zombies are more lively by day, and there are more of them, while a reduction in bandit numbers means choked access to vital resources like bullets and weapons. More than this, the mod transforms the tone of the game. Suddenly it feels like a true fight for survival.

Motion Tracker Remover 

Game: Alien: Isolation

Link: ModDB

The motion tracker is your best friend aboard the Sevastopol. Guns immediately draw the attention of the bullet-proof monster, so until you get a flamethrower, there s very little standing between you and brutal slaughter. The motion tracker is a little green beacon of light in a world of shadows and fangs, which only makes it crueller when this mod snatches that away from you. With a broken tracker you're forced to rely on your senses—headphones are recommended—if you want to make it to the next room alive. If you eventually get the hang of that, consider installing Unpredictable Alien at the same time, which tweaks the frequency at which the Alien chooses to roam in different areas.

Misery

Game: Stalker: Call of Pripyat

Link: ModDB

All those weapons scattered around? Gone. Anomalies? Now more dangerous. Magic mini-map? Forget it. Valuable quest rewards? Good luck. Things you do get: thirsty, and factions who send goons after you if you anger them. On the plus side Pripyat is much more active, with a complete sound overhaul, and new NPCs to meet—who all have to play by the rules too, with no more infinite ammo. If you can survive here, you've got a good chance when the actual apocalypse comes.

Project Nevada

Fallout: New Vegas

Link: Nexus Mods

Nevada is a good example of making things more difficult without being openly psychotic. Levelling is slower, players and NPCs get less health, and obvious features are now in, such as armour only being a factor in headshots if the target actually has head protection. It's also possible to toggle some extra-hardcore options, such as food no longer healing and taking care of hunger/thirst/ sleep on the move. There's a sack of new content, and an Extra Options mod is also available, offering even more control.

Brutal Doom

Game: Doom

Link: ModDB

Despite what modern 'old-school' shooters would have you think, Doom was a relatively sedate experience—fast running speed, yes, but lots of skulking in the dark and going slow. Not any more! Brutal Doom cranks everything up to 11, then yawns and goes right for 25.6. We're talking extra shrapnel, execution attacks, tougher and faster monsters, metal music, and blood, blood, blood as far as your exploding eyes can see. It's compatible with just about any level you can throw at it, turning even E1M1 into charnel house devastation. The enemies don't get it all their own way, as Doomguy now starts with an assault rifle rather than simply a pistol, and a whole arsenal of new guns has been added to the Doom collection—including the BFG's big brother.

Full Combat Rebalance 2

Game: The Witcher 2

Link: RedKit

This streamlines the combat and makes the action closer to how Geralt's adventure might have played out in the books. He's more responsive, can automatically parry incoming attacks, begins with his Witcher skills unlocked, and no longer has to spend most fights rolling around like a circus acrobat. But he's in a tougher world, with monsters now figuring out counterattacks much faster, enemies balanced based on equipment rather than levels, and experience only gained from quests, not combat. Be warned this is a 1.5GB file, not the megabyte Hotfix that's claimed.

Requiem

Game: Skyrim

Link: Nexus

Elder Scrolls games get ever more streamlined, and further from the classic RPG experience. Requiem drags Skyrim back, kicking and screaming. The world is no longer levelled for your convenience. Bandits deliver one-hit kills from the start. The undead mock arrows, quietly pointing out their lack of internal organs with a quick bonk to your head. Gods hold back their favour from those who displease them. Most importantly, stamina is now practically a curse. Heavy armour and no training can drain it even if you're standing still, and running out in battle is Very Bad News. Combine this with Frostfall, and Skyrim finally becomes the cold, unforgiving place it claims to be.

Radious

Total War: Shogun 2

Link: TWCenter

Not only is this one of the most comprehensive mods any Total War game has ever seen, its modular nature makes it easy to pick and choose the changes that work best for the experience you want. Together, the campaign AI is reworked, as are the skills and experience systems, diplomacy and technology trees. There are over 100 new units. Campaigns are also longer, providing more time to play with all this, with easier access to the good stuff early on in the name of variety. There's even a sound module that adds oomph to rifles. Add everything, or only the bits you want. It's as much of a tactical decision as anything else on the road to conquering Japan.

Game of Thrones

Game: Crusader Kings II

Link: ModDB

Real history doesn't have enough bite for you? Recast the whole thing with Starks, Lannisters, Freys and the rest and it will. This doesn't simply swap a few names around, but works with the engine to recreate specific scenarios in the war for the Iron Throne. Individual characters' traits are pushed into the foreground, especially when duels break out. Wildlings care little about who your daddy was. It's best to know a fair amount about the world before jumping in, and the scenarios themselves contain spoilers, but you're absolutely not restricted to just following the story laid down in the books.

Realistic Weapons

Game: Grand Theft Auto IV

Link: GTAGarage

Guess what this one does. A bowling league for Roman? Cars that drive themselves? A character who appears to tell Niko You have $30,000 in your pocket, you don't need to goon for assholes after Act 2? No, of course not. These guns put a little reality back into the cartoon that is GTA. The missions weren't written with that in mind, obviously, but there's nothing stopping you from giving it a shot. Worst case: murdering random civilians on the street is much quicker, easier and more satisfying. At least until the cops show up to spoil the fun. Range, accuracy, damage, ammo and fire rate are all covered, though be warned that you shouldn't expect perfect accuracy from your upgraded hardware. This is GTA after all. Realism is not baked into its combat engine.

The Long War

Game: XCOM: Enemy Unknown

Link: NexusMods

You're looking at eight soldier classes, many more missions, invaders as focused on upgrades as your own science team, and a much longer path to victory. Research is slow, not least to make early weapon upgrades more useful, while the aliens are constantly getting more powerful. Their ships are better, their terror missions are more regular, and more of them show up for battle. In exchange, you get to field more Interceptors, the council is easier to appease, and the ETs don't cheat as much.

Ziggy's Mod

Game: Far Cry 3

Link: NexusMods

Ziggy makes Rook Island a more natural place, removing mission requirements for skills, cutting some of the easier ways to earn XP, increasing spawn rates to make the island busier, and throwing away the magic mini-map in favour of a compass. The second island is also unlocked from the start. Smaller changes include randomised ammo from dropped weapons, being able to climb hills that you should realistically be able to, and wingsuit abilities made available earlier to get more out of them.

Terrafirmacraft

Game: Minecraft

Link: Terrafirmacraft

Minecraft has a Survival mode, but it's not desperately challenging. Terrafirmacraft takes it seriously, with hunger and thirst that must be dealt with at all times, and key elements added such as the need to construct support beams while mining to prevent cave-ins, and a seasonal cycle that determines whether or not trees will produce fruit. Many more features are to be added, but there's enough here already to make survival about much more than throwing together a Creeper-proof fort.

Synergies Mod

Game: Torchlight II

Link: Synergies Mod

This adds a new act to the game, over a hundred monsters, new rare bosses, a new class—the Necromancer—more and tougher monsters and the gear to take them on. There are also endgame raids to add challenge once the world is saved yet again, and more on the way—including two new classes (Paladin and Warlock). It's the top-ranked Torchlight II mod on Steam Workshop, and easily the most popular. Be aware that it's still in development, and has a few rough edges.

Civilization Nights

Game: Civilization V

Link: Steam Workshop

While Brave New World has officially given Civ V a big shake up, for many players Nights remains its most popular add-on. It's a comprehensive upgrade, adding new buildings, wonders, technologies and units, with a heavy focus on policies and making the AI better. The single biggest change is how it calculates happiness, citizens adding cheer simply by existing, but the slow march of war and other miseries detracting from the good times. Annexed a city? Don't expect too many ticker-tape parades. Yet keeping happiness up is crucial, as it's also the core of a strong military. This rebalancing completely changes how you play, while the other additions offer plenty of scope for new tactics and even more carefully designed civilisations.

Ultimate Difficulty Mod

Game: Dishonored

Link: TTLG Forums

This makes Dishonored's enemies more attentive, faster and able to hear a pin drop from the other side of the map. When you get into a fight, it quickly becomes an all-out street war. The biggest change is to Dishonored's second most abusable ability: the Lean (Blink of course being #1). Corvo can no longer sit behind scenery, lean out into an enemy's face and be politely ignored. He's now much more likely to be spotted—especially in ghost runs, where his advantages are now limited to the Outsider's gifts rather than the Overseers' continued lack of a local Specsavers.

Hardcore

Game: Deus Ex

Link: ModDB

New augmentations! Altered AI! Randomised inventories! Also a few time-savers: instead of separate keys and multitools for instance, a special keyring has both, while upgrades are used automatically if necessary. Difficulty also changes the balance considerably, from the standard game to 'Realistic' mode where you only get nine inventory slots, to 'Unrealistic', which makes JC Denton the cyborg killing machine he's meant to be, but at the cost of facing opponents who warrant it. In this mode he gets double-jumping powers, and automatically gobbles health items when he gets badly wounded. Good luck though, I still got nowhere.

XCOM: Enemy Unknown

The latest Humble Bundle is a veritable cornucopia of Firaxis fun, with XCOM: Enemy Unknown, Sid Meier's Pirates!, the Ace Patrol Bundle, and Sid Meier's Civilization III Complete all packed together for whatever price you want to pay. But wait—there's more!

If you beat the average purchase price, which at the moment is a little under 7 bucks, you'll also pick up Sid Meier's Civilization IV: The Complete Edition, Sid Meier's Civilization V, Sid Meier's Starships, the XCOM Elite Soldier Pack, the XCOM Slingshot Pack, the XCOM: Enemy Within expansion, a ten percent discount off a Humble Monthly subscription, and more games that will be revealed later—next Tuesday, I'd wager.

Still not enough? We're not done yet! For $15 or more, you can pile on Sid Meier's Civilization: Beyond Earth, the Civ: BE (I'm tired of typing "Sid Meier") Exoplanets Map Pack, and a coupon for 33 percent off the Civ: BE Rising Tide DLC.

Infomercial-esque hyperbole aside, that's a really good deal at any level, and especially at the beat the average price. And as always, your money can be aimed in any portion you like at 2K Games, the Humble Bundlers, and charity, in this case Action Against Hunger, a humanitarian organization that works to save the lives of malnourished children while providing communities with access to safe water and sustainable solutions to hunger.

The Humble Firaxis Bundle is live now and runs until February 2.

XCOM: Enemy Unknown

We recently described XCOM 2 as "more of the same, just bigger and better," but that's not to say nothing substantial has changed. In fact, quite a bit about how you play, promote characters, and upgrade your base requires a fundamentally different strategy than before. So much so that special guest Maxwell McGee of the GamesRadar+ parish decided to break down the big differences between XCOM: Enemy Unknown and its upcoming sequel. Watch the video above to see the biggest changes between the two games.

You can also watch our in-depth look at the character customization here, and the see the 10 most important things we discovered after spending time with the full game here.

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