XCOM: Enemy Unknown

XCOM: Enemy Unknown's First DLC Takes The Alien Fight to China


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).


XCOM: Enemy Unknown - contact@rockpapershotgun.com (Jim Rossignol)

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…)

XCOM: Enemy Unknown
XCOM: Enemy Unknown


Now that mysterious hidden achievements on Steam have all-but-confirmed that a DLC release is imminent for XCOM: Enemy Unknown, it got us wondering--what kind of DLC would we like to see? Judging by what’s already been revealed, it seems like a good bet that the first pack will include six new missions (Confounding Light, Deluge, Furies, Friends in Low Places, Gangplank, and Portent) and at least one new “ally” character (Soldier? Civilian? ...Alien?) that can be taken into battle. Read on to see what else we’d like to see in upcoming DLC for XCOM.

Turn the tables
 


Alternate campaigns are my single greatest wish, as tough and replayable as the default one is. How about a campaign where we take the fight to the aliens? After establishing a hidden base on their homeworld, we could send out our spy satellites to locate key installations to cut off their infrastructure and production. Special missions could be unlocked to cause panic in their cities and make them lose funding. Special mission types would have you repelling attacks on your base. This would be a great campaign for a veteran squad, and a perfect context to add more ranks, more weapons, and tougher aliens to match them. --T.J.

Fire and flamethrowers
 


Fire’s actually an existing but underdeveloped mechanic in Enemy Unknown—the description for Titan Armor mentions that it “confers immunity to fire and poison,” when in actuality stepping into a raging flame won’t singe any of your soldiers in XCOM.

This hints that fire was cut as a combat feature sometime during development. Flames still erode buildings between turn phases, but we’d love to see it weaponized—none of XCOM’s guns let you attack more than one target. A flamethrower could inflict harm on multiple tiles on a single shot, dealing low initial damage but causing fiery pain over time. As a point of balance, a flanked flamethrower-er might be vulnerable to having his flame tank asploded. --Evan

Location diversity
 


XCOM's boards are good-looking and well-designed, but they're not especially diverse. Outside of office buildings, convenience stores, and similarly Western structures, all you get are generic forests. How about some desert? Snow? And why does Egypt look sort of like the American Midwest?

In the dream department: UFO boarding. Instead of waiting for extraterrestrial saucers to land, a new air vehicle lets us board them in-flight and struggle to reach the control room. Imagine the risk: capture the ship and you can take it back to base to study, or even deploy against enemy UFOs. Fail, and it goes down with your squad on board—a dice roll determines who survives. --Tyler

Abduction 2.0
 


“More victimization” feels like a weird thing to request from DLC, but hey, XCOM isn’t just about getting what we want, is it? Here’s a devious campaign event I came up with: mid-mission, what if one of your soldiers was unexpectedly stolen from you? They’d be abducted and indoctrinated into the alien force, reappearing in a later story mission as a particularly powerful human-alien hybrid that you’d have to kill.

Having one of your soldiers switch sides plays into XCOM’s theme of turning your enemy’s resources against them. Chryssalids provide a similar threat in the context of a single mission, but it’s a concept we’d like to see expanded upon: there’s something especially heartbreaking about having to kill a soldier you spent time developing. --Evan

Going bump in the night
 


Sure, your Heavy barely flinches over acing a Sectoid squad with a laser chaingun, but that’s probably because he underappreciates his predecessors’ fear of the night. The much-venerated XCOM: UFO Defense utilized dusk as a curtain: it penalized your field of view and increased your reliance on flares and the illuminating power of incendiary ammo. Darkness used to be a true mechanic in XCOM, not an aesthetic elment, and the nail-biting challenge of fighting aliens with perfect vision hiding invisibly in shadowy corners was wonderful.

Enemy Unknown needs meaningful night combat, and a potential DLC mission pack could embellish what UFO Defense started with night-vision goggles, a boost to panic chance, or new nocturnal aliens with Predator-like vision. --Omri

More character customization options
 


I can’t make a soldier who looks anything like Dana Scully with the current character creator. That makes me terribly sad, because Mulder and Scully were going to be my lead team. Instead, my crew is all hulking monster-men and women with straight hair and unnaturally puckered lips.

They don’t all look awful, but it’s very hard to create a decent likeness (my Riker up there is OK, I guess, though I wish I could change his country of origin). I understand Firaxis chose an aesthetic and stuck with it, but character creation isn’t about what Firaxis wants -- it’s about what I want: Dave Lister, John Carter, Tony Stark, Ellen Ripley. Just dump a file full of new hairstyles, faces, and body types on us and we’ll sort out the rest. --Tyler

More multiplayer options
 


Though some players may have welcomed multiplayer to XCOM with the same enthusiasm Earth’s nations showed to its alien invaders, the unobtrusive two-player mode is simple and…okay, maybe it’s too simple. Two-player deathmatch between mixed-species teams is fun and all, but I’d love to see more options, such as map objectives (say, first player to recover the downed spaceship gets an advantage), matches designed for humans versus aliens, a practice mode against the AI, and some modes other than pure deathmatch. In fact, let’s go crazy and add support for a third player! Don’t worry… with a small team and a strict time cap on moves, you probably won’t fall asleep between turns. Probably. --Chuck

What's at the top of your wishlist for XCOM's future?
XCOM: Enemy Unknown



Evan, Chuck, T.J. and Omri convene to collate this week's news, recently-released games, and take a moment to talk about an XCOM mod. Along the way, we talk about the League of Legends Season Two Championship and surge in eSports popularity and raise the notion that 2012 is one of PC gaming's best years evar.

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XCOM: Enemy Unknown - contact@rockpapershotgun.com (Cpt Alec 'Zulu' Meer)

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…)

XCOM: Enemy Unknown
xcom late game team zoomed in


When helplessly watching your squad of veterans get disemboweled for the umpteenth time feels like a dull affair in XCOM: Enemy Unknown, it's time for a psi-blast of extra variety with Second Wave. First scoped by hawk-eyed gamers on the Nexus modding network forums, Second Wave was a planned feature by Firaxis to furnish extra gameplay options and tweaks for commanders starting a new single-player campaign after completing it once. And most of it is recoverable.

Former Community Manager "2K Greg" revealed Firaxis' intent to implement the extra bay of options, but time constraints caused the feature to be scrapped. The majority of Second Wave's files remain intact within XCOM, however, and a salvo of INI and profile tweaks -- all packaged neatly in a handy walkthrough over at XCOM's Nexus hub -- enables (mostly working) toggles for various mutations to weapon performance, soldier stats, and even guaranteeing critical hits while flanking.

Here's the full list of options Second Wave provides:

Damage Roulette: Weapons have a much wider range of damage
New Economy: The funding offered by individual council members is randomized
Not Created Equally: Rookies will have random starting stats
Hidden Potential: As a soldier is promoted, his or her stats increase randomly
(Bugged) Red Fog: Any wounds taken in combat will degrade a soldier's stats for that mission
Absolutely Critical: A flanking shot guarantees a critical hit
The Greater Good: The secret of psionics can only be learned from interrogating a psionic alien
(Bugged) Marathon: The game takes considerably longer to complete
Results Driven: A country offers less funding as its panic level increases
High Stakes: The rewards granted for stopping alien abductions are randomized
Diminishing Returns: The cost of satellites increases per construction
The Blitz: Aliens target a larger set of cities during abduction attacks
More Than Human: The psionic gift is extremely rare


XCOM: Enemy Unknown
xcom aiming, random foreground crows


The enemies in XCOM: Enemy Unknown may be very well known at this point, but until now, we've known considerably less about Firaxis' DLC plans. By taking a look at some Steam achievements, however, our research teams down in the labs have been able to extract some potential details.

While you can view the names of the achievements right on the game's achievements page in Steam, you won't be able to see the description text for how to unlock them. The image below, posted by user TheSpaceMushroom on the 2K forums, reveals the text to lend some additional guidance to our speculation:



"Confounding Light," "Deluge," "Friends in Low Places," "Gangplank," "Portent," and "Furies" all sound like DLCish names. The question is whether these will be separate campaigns, mini-challenges, or missions that integrate into the existing game. We can glean a bit of insight from their related achievements as well: Confounding Light will involve a turn timer, which we've seen before in the bomb squad missions.

Deluge seems to involve activating valves which, based on the name, probably involves lowering the water level. A mission that takes place in some sort of downed submarine where your whole squad dies if you take too long would certainly be a new and interesting challenge. Friends in Low Places hints at a new, unique squad member of some kind. We'll keep interrogating our extraterrestrial captives for more concrete info. What are your hopes for XCOM DLC? (You'll be hearing about ours later in the week.)
XCOM: Enemy Unknown

XCOM Isn't Dumbed Down For Consoles, It's Smartened UpEvery 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]


XCOM: Enemy Unknown - contact@rockpapershotgun.com (Alec Meer)

The story of my Classic difficulty, Iron Man mode XCOM campaign so far is here. As a result, we’ve got a pretty solid team forming now, which means only one thing: let’s go get someone killed. (more…)

XCOM: Enemy Unknown - contact@rockpapershotgun.com (Alec Meer)

a queue to buy a turn-based strategy game, yesterday

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…)

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