XCOM: Enemy Unknown is getting something new with its Slingshot DLC: a self-contained story.
Players tend to create a number of their own stories in XCOM, through customizing their squads and telling stories about what happens to them as they undertake missions. The Slingshot DLC is a little different: it comes with a specific background, a specific look, and a specific story to tell.
The Slingshot content adds an arc of missions to XCOM, XCOM lead producer Garth DeAngelis and lead DLC designer Ananda Gupta explained in a call. Players receive the new assignment from the Council. In a set of three linked missions, players move through a mini storyline taking place on new maps with new gameplay. The Slingshot DLC also adds a new, unique squad member, with a different backstory, voice, and customization options. After completing the DLC, players can take their rewards and new squad member back into the "core" game.
"We're trying to take the concept of the funding council a little further," Gupta explained. "In XCOM, we're not heavy-handed with the story," he added. "We're a strategy game, we like the players to sort of dictate that themselves." The idea, then, is that players can jump into this story, experience it briefly, and then return to XCOM as usual.
"I'm a huge fan of the emergent narrative aspect of [XCOM]," DeAngelis added, "but this really gives you more of the designed narrative, and you get a specific character as a result of completing these three missions."
A second piece of DLC will follow in the same "story within a story" style, but there is as yet no comment on what that DLC might be or when players might expect to see it.
2K Games has not yet announced either the price or the release date for the Slingshot DLC.
Players can, however, now purchase the "Elite Soldier Pack" on all platforms. The Elite pack was included as a pre-order bonus with XCOM, includes the "classic" looking soldier (with a well-known hairstyle) and allows players to decorate and dye soldiers' armor. The Elite pack runs for 400 Microsoft points (360) or $4.99 (PC/PS3).
That headline doesn’t refer to the times when games break and throw up oddball bugs for our amusement, but rather when games throw so many problems at the player that they become a sort of jeopardy-based experience in crisis-juggling. Earlier today I was running through my game collection and thinking about what I might like to play. It wasn’t Dishonored. Three things other stood out: Day Z, FTL, and X-Com. I began to think about what those had in common which, and what that said about my enjoyment of this year’s immersive masterpiece.
And I realised it was this: peril>. (more…)
My self-indulgently RPS-themed XCOM Classic/Iron Man campaign diary continues.
Having just lost Tim Stone and Dan Griliopoulos we’re feeling a little shakey, but at the same time we’ve got some veterans on the team now. And laserguns. Can’t argue with laserguns. So, are we ready for our first Terror Mission?
Today, two RPS writers die and four more join.> (more…)
Every time a classic PC game is moved over to consoles, we tend to hear the same worries: It's been dumbed down; it's oversimplifed, rendered toothless and worthless. When XCOM: Enemy Unknown was released on both PC and consoles, it would have been easy to jump to the same conclusions.
And in many ways, XCOM has indeed been greatly simplified when compared to its PC predecessor. You'll only have one base, only a few mission variants, and most crucially, action points have been removed. But the end result isn't a dumber, casual-friendly version of the X-Com we all know and love. From top to bottom, it's a smarter, more economical and gripping game. Firaxis somehow managed to keep the essence of XCOM while still making it simple enough to be managed with a controller.
When I first started up the preview code of Enemy Unknown, I just thought of it as a PC game. I didn't really think through how a controller would work, or think much about the console versions at all. However, I'd moved my PC over to the TV to play that game's super good PC version on the big screen. I wanted to play XCOM, so I figured I'd try it with a controller. I was amazed.
This game works just fine with a controller, which makes me happy to recommend it to anyone, regardless of platform. (This is good, because I like recommending XCOM to everyone I possibly can.) In fact, some aspects of the game work better with a controller, particularly the finicky grenade-throwing and level-switching.
The key is that the most complicated machinations take place in your brain and aren't represented by on-screen nomenclature. In what order should I move my team? Can I damage this enemy enough that an un-covered attack will kill it? Shall I heal first, then move, or move, then heal? When should my team reload?
In this smart, spot-on article at Gamespy, Rob Zacny breaks down the way XCOM's strategy works, and how, in his words, "Granularity isn't greatness." Zacny points out that as much as he likes the moves granular systems let him pull in games like X-Com: UFO Defense and Jagged Alliance 2, there's actually a point of diminishing returns for granularity. In reality, he tends to think in broader strokes like the ones represented in Enemy Unknown.
XCOM:EU may be simpler, but the problems I'm using its tools to solve are as thorny as those I've encountered in more hardcore wargames. You can move and take an action, or you can move far and take no action. This is pretty much the same choice I face 95% of the time in a wargame. The difference is that XCOM:EU expresses it simply as a "run, or take a smaller move and shoot." A more "serious" game expresses the same dilemma as "use 13 points for movement and crouch for 1, or use 6 points for movement and take a shot for 8." XCOM:EU never wants you to spend your time worrying about those numbers and counting spaces; it just wants you to move from tradeoff to tradeoff. That might give you less freedom and fine control over your troops, but it also means that XCOM:EU moves along as a great pace, as opposed to the occasional tedium that could mire Jagged Alliance and old X-COM.
I'm right there with Zacny—I'm amazed at how complex and smart XCOM is, whether I've got a mouse and keyboard in my hand, or a controller.
XCOM: Enemy Unknown and the Alleged "Dumbing Down" of Strategy Games [GameSpy]
The UK game retail charts are about as relevant to PC gaming – and indeed gaming as a whole – as Mars Bars are to the red planet, knickers are to a fish or kindness is to the Murdoch dynasty. Nonethless, I feel compelled to mention this week’s, purely because they suggest that even the most mainstream field of games isn’t as resistent to new ideas and thoughtfulness as the moneymen who think Call of Honor is the only profitable game in town might believe.
While the deathless Fédération Internationale de Foot-to-ball Association retained the number one spot, Dishonored snuck straight in to 2 and XCOM to 7. Hurrah for new things doing well! (more…)