Some time later. >
Things haven’t gone badly, per se. We lost Keza MacDonald in the alien base, but other than that there have been no fatalities since last we spoke. Indeed, our ranks have been bolstered by sniper Sergeant Craig ‘Alpha’ Pearson, assault Corporal Porp Entine, support Captain Robert ‘Pox’ Yang and sniper Squaddie Jeremy Laird. But there have been wounds. Many, many wounds. As Muton and Floater Elites entered the fray, and the first terrifying encounters with psychic species presented a whole new thread, most of our once-strong team is laid up in hospital. Even our SHIV tank is damaged. Three other soldiers are out of action because they’re being evaluated for psychic aptitude.
And so it is that we meet our darkest hour in what should have been our brightest hour. (more…)
XCOM: Enemy Unknown is a turn based strategy game...or is it? While I acknowledge that I am a grade-A wuss in all things frightening, XCOM can still feel scary—almost like a horror game.
You're incredibly vulnerable, for starters. Regardless of how much I upgrade, the alien threat is always capable of destroying me. So I urgently seek out cover—but even behind full cover, I can feel myself tensing up whenever it's the alien's turn. I don't feel safe, how could I? Cover doesn't guarantee anything, and my soldiers—modeled after people I care about!—aren't coming back if they die.
Unless the Chryssalids get to them. Then your soldiers might be screwed. The spider-like creature doesn't just kill its victims. It impregnates them with a Chryssalid egg, which can then take over the host. That host might be your best friend or something, but guess what: you have to put the poor sod down now. Because if you don't? A Chryssalid hatchling will burst out of your soldier's body. Gruesome. Some fates are worse than death indeed.
But that's not as bad as the hair-raising Cyberdisk unraveling its simple saucer to reveal an elaborate mechanical creature, now looming menacingly above your soldier. Suddenly your soldier feels tiny. Suddenly you feel tiny. And that thing hasn't even blasted its high-powered weapons yet.
But the back and forth of a firefight isn't as terrifying as everything that happens before it. You start off matches with locales that once held people, but are now haunted by a dark navy fog of war haze. Sometimes you're navigating those empty, eerie streets for entire minutes—but you know that the aliens are lurking somewhere in those shadows. You don't know where, but you know they're there.
If nothing else, the unnerving screeches and guttural animal sounds before the alien's turn tells you they're waiting for you. That enemy that's bioengineering abominations, that enemy that's kidnapping humans and using them for god knows what, that enemy that can bring the dead back to life...that enemy is waiting for you.
It almost feels like they're waiting for you to accidentally put yourself in a compromising position, and the inability to see ahead thanks to the fog of war doesn't help that. If you happen to cross into the enemy's vision, they are immediately granted a turn that they can use to better position themselves.
It's difficult not to feel like you're screwed for just coming into contact with your enemy, even though you're there to eliminate the alien threat. This is especially true if you discover the aliens on your final soldier's turn, because it's like the aliens are granted two turns in a row—one for discovery, and one their actual turn. It kind of doesn't feel fair.
So I play the game as if paranoia was my guardian angel. I gotta make sure I don't let any one soldier stray too far from the group. Stay close, stay safe. I overwatch like crazy, on the lookout for whatever is sifting through the shadows. I almost feel like that crazy person in horror movies that nobody believes when they start talking about the dangers of that thing out there. But I just want to keep myself alive, man.
Terribly sorry, but this chunk of the diary might be a wee bit boring. Not a lot really happens, you see. That speaks to something that tends to happen in XCOM – the early game (at Classic difficulty and above) is characterised by regular and sudden losses because your squad are weak, scaredy and under-equipped, but if you can keep a core team alive for a little while you get over the hump and able to cope better in the field. (Until the psychic aliens arrive, at least). That’s basically where my RPS-themed squad has gotten to now- we’re on the (vital and satisfying) busywork, as we prepare to take the fight to enemy somewhat.
Think of this as one of those mid-season episodes in a TV drama where they’re just killing time until the big denouements and cliffhangers at the end of the series. Like that rubbish episode of Battlestar Galactica with the black market, or something.> (more…)
As is the custom of most games that have been out longer than three seconds, Firaxis’ journo-murdering (and also wonderful) XCOM revival is about to receive its first* helping of DLC. Titled “Slingshot,” it takes the form of a three-mission Council campaign centered around “enigmatic Triad operative” Zhang. As ever, it doesn’t take long for combat to ensue – but this time, it takes place in both China and the sky>. So, in short, you get a “special” new playable character, a few new missions, and… well, that’s pretty much it.