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…)

XCOM: Enemy Unknown
xcom competition


My favourite XCOM cutscene is the one that triggers the first time you shoot down a UFO. The camera switches to the control room where your officers jump up from their banks of computers and whoop in a display of joy fondly known as the "NASA Clap." I reckon NASA have been hamming up their control room applause ever since Apollo 13 hit cinemas in 1995 but that scene is still imprinted on our collective consciousness, and now you can enjoy that imprint in XCOM at shiny 1080p resolutions thanks to the patch that landed this weekend.

The update also contains a few fixes according to the Steam patch notes. The sniper's "squad sight" ability that lets him pick targets based on allied sight lines has been optimised, apparently. Which might make that a much more appealing skill tree pick. There's good news too for XCOM's robots. "SHIVs that are damaged will no longer become unusable."

There is a bug in XCOM that afflicts dying soldiers with sudden baldness. It's as though their hair has been shot off, which in the case of the retro XCOM haircut, is no bad thing. It doesn't look like that has been resolved but a bug in which haircuts penetrate dense fog. This is essential stuff, Commander. We must maintain optimal fashion levels in the face of the poorly coiffeured alien menace.

• Various visibility/hiding optimizations
• Multiplayer text chat support (J to activate)
• Mouse 4/5 will switch soldiers in the Barracks
• ESC hides the movement grid if you do not want to commit to a move while it is activated
• Squad Sight ability optimization
• Fixed issue when equipping two grenades with Deep Pockets.
• Fixed Rapid Fire sometimes consuming too much ammo.
• SHIVs that are damaged will no longer become unusable.
• Fixed some hangs/soft crashes in tactical combat.
• Replaced software cursor with the operating system cursor to reduce lag and framerate dependence.
• Fixed rendering bug which causes some soldier’s hair to appear as if it is rendering on top of environment fog.
• 1080p movies are now used at all times on the PC.
XCOM: Enemy Unknown - contact@rockpapershotgun.com (Sgt Alec 'Zulu' Meer)

I’m playing an XCOM campaign at Classic difficulty in Iron Man mode, with soldiers named after RPS writers past and present. John Walker and Kieron Gillen are dead – who will be next? We’re off to somewhere near home – Liverpool, on an abduction mission. There’d been a choice of rewards, and between the Sergeant promised for this one and the fact that the UK is in a slightly higher state of panic than the others, Scouseland it is.

Rookie Stone is still wounded, as is wet blanket Rossignol. We can now take five soldiers out on missions, so looks like we need two more recruits. Who’s up for a visit to the meatgrinder? (more…)

XCOM: Enemy Unknown



Tyler, Omri, and T.J. discuss what a wonderful time it is for PC genres that were once considered forgotten. Dishonored brings back stealth simulation, XCOM: Enemy Unknown is a sleep-depriving boardgame, Star Citizen asks why resource-intensive PC space sims ever left us, and Project Eternity takes a pre-rendered isometric point-of-view on the whole modern RPG situation.

All that in PC Gamer Podcast 332: Yo genre so old...

(Plus more weird tangents. Like Garfield.)

Have a question, comment, complaint, or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

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XCOM: Enemy Unknown - PC Gamer
podcast_rgct


Graham, Rich, Chris and Tom F return after a long hiatus, discussing Little Inferno, XCOM, The Walking Dead, playing competitive games in order to relax, the ethics of teleportation, and what Worms says about you.

Ever wondered what we look like? Ever wondered what we look like to Marsh? Well, wonder no more! Our brand new web editor has furnished us with the podcast caricatures that you see above. Look at our little faces. They are pretty much all the same, but: Rich, Graham, Chris, Tom, from left to right.

Show notes:
 

The official site for Little Inferno.
Chris' XCOM Ironman guide and Evan's review.


Show notes bonus round: 'AWFUL IF TRUE' ANSWERS REVEALED!

Post-show research has revealed that Borderlands 2's Season Pass does not include the Mechromancer DLC, Dishonored is currently at number two on the Steam Charts, and dogs are flammable.

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

You know how I said doing ‘Meet The Squad‘ was probably a futile endeavour? Well, two things happened.

Number one, my PC’s secondary hard drive, where the ‘My Games’ folder is kept, had a wobble, which corrupted my XCOM Iron Man save. Not a huge issue as I was mere moments into the game, but the randomly-generated nature of the soldiers means that John’s now a dude and Kieron’s now a girl. Perhaps that is as it should be. Other than that, it’s the same setup as before.

Number two, half the squad got themselves killed. (Note – ‘got themselves.’ It definitely wasn’t my fault. Nuh-uh.) (more…)

XCOM: Enemy Unknown
aiming inside bus 2


Just in case you've been sealed in a laboratory within a secret subterranean military complex for the last week or so, we bring you the shock news that XCOM: Enemy Unknown has been released! And now, finally, in Europe, too! And that it's also really quite excellent - as you will discover by reading our XCOM: Enemy Unknown review.

And after you're done reading the review, why not bone up on the alien threat with our massive XCOM: Enemy Unknown guide? Or, if you've already mastered the elementary aspects of Earth defence, you might take a look at our XCOM Ironman video guide, for the best survival strategy in the game's hardcore mode. (Good luck with that.)

Have a look inside for our screenshot gallery - though, spoiler-averse players be warned, it may dispel a few of those titular unknowns.































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