PC Gamer
Wasteland Kings concept


Wasteland Kings, Vlambeer's post-apocalyptic roguelikelikelikelike is no more. It has ceased to be, bereft of life - but in its place you'll find the eerily similar Nuclear Throne. Upon closer inspection, it's the same damn game, only with a brand new name that couldn't possibly be misinterpreted as having something to do with the revived Wasteland series. If you don't believe me, see/hear it in Vlambeer's own words below (skip to the 32-minute mark), along with a bonus explanation for the game's sudden remonikering.



Vlambeer's Rami Ismail explained the decision in the following blog post. "We’re announcing today that Wasteland Kings, the project of which we’ve been livestreaming development for the past few weeks, will from now on be named 'Nuclear Throne'. It’s a bit of an haphazard announcement, with Justin Chan’s beautiful artwork above still not being finished, without us having a new logo and before we’ve been able to properly change the name on all the platforms officially, but we thought that if we’re doing open development we might just as well be open about it."

You may have noticed that 'Wasteland Kings' and 'Wasteland 2' share a word in common, and given the similar subject matter I guess it does make a little sense that someone might worry about potential confusion between the two. In this case Vlambeer "were contacted by a Dutch employee of InXile Entertainment, the studio behind 1988 title Wasteland and the recent Kickstarter for Wasteland 2. They explained that InXile CEO Brian Fargo and some of the team were worried about possible brand confusion and argued that Wasteland Kings could be misinterpreted as a title in the ‘Wasteland’ franchise."

Thankfully, the issue was revolved amicably between both parties over email/Skype, without cease-and-desist-wielding lawyers getting involved. The polar opposite of that whole Scrolls/Elder Scrolls thing, then.
PC Gamer
the dead linger


The Dead Linger promises an entire procedurally generated planet full of zombies, the ability to "interact and explore every item, weapon, object, and building that you can see", and the chance to actually suffer infection after you've been bitten, something that's bugged me in zombie games from day one. Sandswept Studios' open world game has been available to pre-order (giving you access to the alpha) for a while now, and now it's shuffled its way to Steam Early Access.

The Dead Linger's development was started before DayZ, and the game differentiates itself through its ginormous, procedurally generated world, along with barricading and proper, non-fast zombies. Sandswept are aiming to update the alpha build every couple of weeks, each one accompanied by developer 'vlog', the latest of which can be found below.

The Dead Linger will set you back £14.99. (Cheers, Polygon.)

Mount & Blade
mount and blade 2


Somehow, we seem to have missed TaleWorlds' announcement of Mount & Blade II a couple of days a year ago, but we can't very well deny its existence now that it's spilling screenshots all over the place, can we? Mount and Blade II: Bannerlord is the sequel to Mount & Blade: Warband (wouldn't that make it M&B3...or even M&B4 if you count With Fire & Sword?), and so far we know...um, zip. Stick around for some rather lovely screenshots, however, and a trailer featuring GIANT WORDS coming out of the screen.



"The drums of battle will beat again. And swords will sing their grim song." And bows will make a nice whooshing sound, presumably. OK, so it's a teaser trailer, and therefore light on actual details - I do feel suitably teased though. How about you? I'd say it's telling that TaleWorlds are name-checking Warband on the site, rather than the original M&B or Fire & Sword - I'm also quite excited by the thought of a 'proper' M&B sequel, despite deciding that the original wasn't quite for me. The lure of medieval combat/eventual Game of Thrones mods is too strong to resist. (Speaking of which, you've read Chris Livingston's experiences with Warband's A Clash of Kings mod, right?)

You'll find some Mount & Blade II screenshots below (the rest are here on the official site). It looks quite a bit fancier than the original games, and features all the mounts and blades you were probably expecting. Also: bows, barefoot urchins, cities.







PC Gamer
FF7 Random Encounter


Obviously Final Fantasy VIII/IX/XII/Dissidia 012: Duodecim Final Fantasy is the best FF ever made,
but I think we can all agree that FFIX/Mystic Quest/FFVII is a close second. The adventures of Cloud, Gun-Arm, Dead Flower Girl and co. was re-released on PC a year ago with added achievements and cloud-saving - but with rubbish-sounding music compared to the original PS1 game. Players quickly found a way to replace the music files, but if you don't want to risk the wrath of Ultimate Weapon by modifying the game's folder contents, you'll be pleased to hear that Square Enix has finally issued an update that does the same.

As this blog post reveals, the update will automagically be applied next time you launch the game, whether it's via the Square Enix Store or via Steam. It won't do anything to soothe your broken heart over poor old Aeris, but it will "upgrade" the audio in some way. No details are given on how the audio has been upgraded, but I'm hoping it will at least be on a par with the original PS1 game now. (One Winged Angel really shouldn't sound like this.)

Cheers, PCGamesN.
PC Gamer
PCG257.life_re.g2_rgb


Reinstall invites you to join us in revisiting classics of PC gaming days gone by. This week, Cory takes a deep breath, braces himself, and journeys back into the hellish depths of the Von Braun in System Shock 2.

It’s still out there. I can hear it through the door, wandering around the hallway. I lean around the corner quickly to look, catching the back of its head as it turns the corner. “Is... someone... there?” I hear it ask, dragging a shotgun along and searching for the intruder – me. I have no ammo, and I’m out of psi-hypos. My only chance is to bludgeon it with a wrench before its friends show up. Seizing my chance, I rush out, holding the mouse button down in order to prep my wrench swing. But it sees me, shoves its shotgun out and shouts, “Kill... me!”

System Shock 2 is about fear and scarcity above all else. Irrational Games’ first game is where it developed the mechanics familiar to anyone who’s played BioShock: build a world the player wants to explore, drop them in, and watch them uncover how that world fell apart. Nothing builds fear and tension like isolation, with limited resources and no one to help you. But while the studio’s later games are shinier, its first outing is both more complex and, ultimately, more terrifying.



The sense of isolation is present from the beginning, where you generate your cybernetic soldier by choosing a base classsystem gun-toting Marine, hacking-heavy Navy officer or psionically-enhanced OSI agent – and then customise them through a predetermined set of ‘missions’. Even though I had played SS2 years before, I couldn’t remember how the bonuses would affect my character, and the game doesn’t really explain the benefits. A tutorial shows me how the three classes will play, but there’s no tutorial text for the customisation options. Luckily, you’ll tailor your character further throughout the game by finding cybernetic modules and spending them at upgrade kiosks.

Each step you take has a weight to it, so movements like crouching or strafing feel more deliberate than in modern shooters. Attacking includes that same sense of weight. You won’t swing your wrench like a master swordsman, but must pull it back to attack position before bringing it down on an enemy. Guns – once you’re lucky enough to find one – also degrade with use, requiring constant repair and occasional modification. If this sounds complex, it is: you’re not a superhero in SS2. In fact, you’re just trying to survive.

Even your interactions with the world will leave you vulnerable. The game’s inventory classsystem uses a drag-and-drop grid system overlaid across the playing window, and accessing it doesn’t stop the monsters from hitting you. Security crates, cameras, turrets and vending machines can all be hacked through a ‘match-three’ minigame, which interrupts the action far less than BioShock’s pipe-building puzzles. The desks on board the Von Braun starship are filled with items you can pick up; some, like credits and hypos, are immediately useful. Others, like orange juice or potted plants, may not be. It’s an obsessive level of detail that makes the Von Braun feel lived in, and while rare back then, it’s a detail found in many games since.



System Shock 2’s backstory is told through audio logs discovered throughout the ship, a storytelling trope that has inspired lots of modern games. The vocal performances in these logs are as chilling now as they were in 1999 – listening to the horror descend on the crew intensifies the terror of your own predicament. The logs also show off the game’s impressive audio design, particularly in the menacing sounds of hybrids and cybernetic midwives. Thanks to SS2, I’m convinced to this day that all monkeys hide psionic powers and plan to overthrow us.

Because SS2 provides so few resources, I found myself hoarding ammo, health and psionic hypos though most of the game, and relying on melee attacks with the wrench. Security cameras quickly alerted monsters to my presence – and those alerts last for (what feels like) forever. That tension directly contrasts with BioShock: instead of shooting my way past enemies, I had to wait them out, or outsmart them. I crouched behind boxes or desks for much of the game, waiting for a hybrid to pass or a camera to turn before rushing in for the kill or hack.



That tension carries over to your character’s upgrade options, where every new power or skill meant I was missing out on other possibilities. Ignoring hacking or psionics means there are crates I won’t get to open, or powers that won’t be available to me. Every choice I made for my soldier’s upgrades mattered, and so I took them seriously. BioShock’s plasmids, in comparison, are far more accessible. I was never going to miss out on using Incinerate.

My favourite part of revisiting SS2, however, was the relationship that develops between me and SHODAN, the malevolent AI at the centre of the story. Without spoiling anything, the twist here feels more personal to me than in BioShock. The suspense of wondering just when SHODAN would decide to screw with me was delightful, as is her complete contempt for the player.

Almost 15 years on from its release, and with two separate spiritual successors, System Shock 2 still feels fresh. The newest release through GOG.com and Steam allows for higher resolutions, as well as support for the mods created by the game’s community. The interaction is far more complex than BioShock’s run-and-gun approach, and certainly more terrifying. BioShock’s story may be deeper and more refined, but the RPG elements of System Shock 2 still feel ahead of their time today.

You can pick up System Shock 2 from GOG.com for $10.
Grand Theft Auto IV Trailer
Superman Script

There’s been no word on whether or not GTA V will come to PC, probably because Rockstar’s staff are all helplessly trapped under giant piles of console cash. Luckily, we still have GTA IV, and there are plenty of mods to spice it up, such as the new Superman Script. Pull your red undies on over your blue tights and employ super-fast running, the power of flight, invincibility, heat vision, super breath, and the ability to punch and kick enemies into orbit.
Being a superhero in Liberty City is not only great fun (I’ve done it previously with Iron Man and Hulk), but is also very important because Liberty City’s citizens desperately need defending from horrible murderers like Iron Man and Hulk. Looks like it’s time for a DC comic hero to step in and do the job those Marvel heroes couldn’t: save the effing day.
First things first: I’ll need a fortress of solitude, somewhere I can relax with my thoughts when the citizens of Liberty City become annoying and irritating (which is immediately, since annoying and irritating is their default setting). With no icy north pole on the map (nice job leaving that out, Rockstar!) I find the next best place to make my superhero HQ, a dead-end street in a quiet neighborhood. With no magic ice pillars, I’m forced to build my fortress out of cars from my neighbor’s driveways, which I can lift over my head (because I’m alien-strong) and fly around with (because I can fly).


Lex Luthor! In my Fortress of Solitude!
My car fortress project doesn’t, uh, go too well. I can’t carefully place cars down where I want them, I can only fling them super hard at the street. The car alarms keep going off when the cars get smashed, which means my fortress is incredibly noisy, which does not pair well with the whole solitude thing. Also, it’s not so much a “fortress” as it is “a bunch of stolen cars strewn around with their alarms blaring”. Plus, when I fly off to gather more cars from other generous citizens, some of the previously collected cars have disappeared upon my return, as if my neighbors are waiting for me to fly off before skittering carefully outside and collecting their dinged-up vehicles.


FINE. I'll just rest in this incredibly tacky apartment.
Okay, forget the fortress. Superman just can’t have nice things, I guess. I launch myself into the sky, finding a passenger jet and overtaking it in a matter of seconds. Unfortunately, the plane it doesn’t seem to need saving, even after I helpfully crash into it a few times, so I land on the airport tarmac to check on the other planes. Airport security doesn’t seem too happy about it, however, and a helicopter arrives and starts shooting me. While Superman cannot be hurt by bullets, Superman’s feelings can. I fly off, using the 200mph winds to wipe away my tears.


And blowing my nose on this passing helicopter.
I land near a hotdog stand, and decide to help the vendor heat up his dogs, using my heat vision! It works a little too well: he and his customer both burst into flames. Luckily, I am Superman and I also have SUPER BREATH, which means I can blow out the flames! This also blows the charred citizens though the air and across the ground, where they lie, completely relaxed and unmoving, having been helped to death by me, Superman. YOU’RE WELCOME!


Mm, the smell of roasting hot dogs! And other things!
The police don’t seem fond of my selfless efforts to warm up snacks with super-hot looking, and one of them starts shooting at me. What’s the best way to explain myself to him, to let him know that everything is okay, that I’m just a helpful superpowered alien from outer space? I can’t tell him, and I can’t point to outer space. Maybe if I kick him into outer space, he’ll understand in the moment before he dies of horrible superkicking wounds?


Don't worry, I'll pick up your hat and give it back to you when your orbit degrades.
More officers show up, and I kick them into space too. Eventually, they're bound to understand my horrible message of peace.


Kicking dudes into space is the best. The BEST.
I know it sounds like I'm exaggerating when I say I'm kicking dudes into space, but seriously, some of them go really, really far when you kick them.


See that speck up there? Dude I kicked. He's still going up, too.
SWAT teams and attack choppers show up, and they can't hurt me with bullets, and can't catch me when I fly away at top speed, and I can burn them from the sky with eye-lasers and blow them across the road with super breath and punch and kick until everything is either smashed or in orbit. I'm friggin' Superman, I'm invincible, and nothing can stop me. Good thing for this city that I'm not a villain. They'd be in real trouble.


Super breath seems like a weird thing to have, even for Superman. What would happen if he super-inhaled?
As the sun sets on a day of hideous carnage and pointless car forts, I feel a little bad that I've super-killed, like, hundreds of people. What does Superman do when he has a day he’d like to erase? Oh, right! Fly around the earth really fast and turn back time! I try that, and while I can definitely incredibly fly fast, time doesn’t seem to be turning the other way. Also learned, when you try circling the earth at super speeds, you should probably do it from high up, not at street level.

Installation: The usual GTA IV mod site is unfortunately currently down, so this is going to be a little tricky. The mod page has a couple download links under the trailer video, just be careful. It's Adfly, so look to the upper right corner of the page for 'Skip This Ad' to appear and take you to the download page.
You’ll need OpenIV, of course, which you can download on this page which looks sort of suspicious but is the actual OpenIV page. Once you install and run it, open the tools tab, select Package Installer, then navigate to the superman.oiv file that came from the mod’s zip file.
Once you load the game, pressing the Insert key will bring up the mod menu. Instructions for the controls for Supe’s various powers can be found on the mod page.
PC Gamer
scribblenauts unmasked


It's been a good few days for superheroes. Marvel's Agents of Shield thingy made its UK TV debut, I learnt about Phoenix Jones, and I made the surprising discovery that, after being bitten by a radioactive Spider-Man, I can now pass for Tobey Maguire in a look-a-like competition if you don't look too closely or ask me to speak. With great power, comes great responsibility. Also of note: Scribblenauts Unmasked has been released, mysteriously on-time for once. It adds DC characters to the wordy, imaginative puzzle game - characters like Batman, The Joker, Superman and, er, all the other lesser ones no one ever remembers.

Remember when games cost £30? Well Scribblenauts Unmasked costs £30, though you can nab it for 10% off for the next day or so. If you own the previous game, Unlimited, you'll be given 25% off (I don't know whether the discounts stack or not). What do you you get for your batpounds? I'll refer to the batSteam Store page: "thousands of your favorite DC Comics characters and objects", a "hero creator", and a "batcomputer" (an in-game DC Comics encyclopaedia). However, I'm most intrigued by Unmasked's "new, dynamic puzzles that continuously generate different missions every time you play". Holy procedural generation, Batman!

Have a battrailer. (Ta, PCGamesN)

PC Gamer
the evil within


I can't think of a situation in life that can't be solved by hiding. Tough exam coming up? Simply hide under some coats and hope that somehow everything will work out. Stole a joke from The Simpsons? Simply hide under the bed until Matt Groening stops hammering on your door. Stocky Leatherface-type dude chasing you down with a chainsaw, in a 12-minute trailer for the 2014-bound horror game The Evil Within? Simply hide in a locker until he goes away. Then you can flee outside to find that...some sort of apocalyptic event has occurred. Where the Hell are you going to hide to solve that?

The Evil Within, then. I'd say I'm tentatively excited, although I am a little worried that Shinji Mikami's grand return to horror may have taken a substantial detour through Action Country along the way. There's a good deal of atmosphere, some seemingly quite robust sneaking, and I particularly that you can burn enemy corpses, presumably to stop them returning from the dead. A later scene reminds of Resi 4 rather a lot (the bit with the windows and the rubbish mine weapon), but equally there are quieter moments featuring a single, powerful enemy (ol' chainsaw-dude) that may evoke that elusive survival horror feel. But enough about my thoughts; have a watch yourself and see what you think.

Arma 3
best arma 3 mods


Arma 3 launched without its campaign mode, meaning that soldiers who stepped onto the field of battle early would've been left kicking their heels and cleaning their rifles – would've been, were it not for an industrious army of Arma 3 modders. Even a quick reconnaissance run on Bohemia's military simulator's Steam marketplace turns up some impressively professional missions. Here ten of the best Arma 3 mods we've enjoyed so far.

Wasteland
 


There’s something of DayZ in sandbox mission Wasteland, both in terms of mechanics and cult popularity. It’s a multiplayer-only mode that drops players onto the island of Stratis, before asking them to select a team: BLUFOR, OPPFOR, or Independent. From there, players have to stay alive, scavenging money, food, and water from the island’s settlements, and spending their gotten gains on new weaponry. Occasionally the game spawns missions and AI enemies that reward teams that combine to complete them with hefty payouts. Because it’s a multiplayer mission, you don’t technically need to download or subscribe to anything before playing Wasteland - simply pick a server running the mode.

Arma 3 Rally - Skopos Course
 


You’ll find a few rally courses already available on the Steam Workshop, but none are as slick as m@gicpanda’s Skopos Course. It’s set on a country road with straights long enough to let you floor your hatchback’s accelerator, but it’s the visual touches that make the course memorable. Come round the first corner and a jet screeches overhead; round the second and you’re dodging burning armoured car wreckage. Try and avoid spectators if you can, but don’t worry too much: I ran seven of them over after misjudging one tricky corner, and the rally organisers didn’t seem to mind.

GhostHawk Shift
 


Antorugby’s chopper-centric mission is good practice for helicopter pilots. It starts off simple, asking you to cart a lazy squad a few hundred metres down the road, but gets hard fast. Your next landing zone is covered by enemy AA guns, meaning you’ll have to fly low, land quickly, and get out fast before your wings are clipped. Later, you’re able to redistribute some aerial justice with your copter’s own cannons, meaning that by the end of the job, you should be comfortable landing, hovering, and manoeuvering yourself around the sky.

MGS1
 


This download is a surprisingly complex retelling of the Metal Gear Solid in the Arma III engine, complete with boss battle, codec, and audio cribbed from the Playstation game. Arma III’s AI - still a little suspect at the best of times - isn’t really built for this kind of difficult stealth workout, but it’s the little touches that make MGS1 worth playing. You’ll start near a minisub, correctly aping the real Metal Gear Solid’s aquatic infiltration, and regular checkpoints mean that being spotted won’t lead to too much frustration.

Survivor
 


Survivor’s a simple mission that drops you into a town with a pistol and an electro-ed up version of a ‘50s boogie song, before asking you to survive against a roving gang of “bullies” who want you dead. There’s a time limit, so hiding on the top floor of a house - however much it might be my cowardly instinct - won’t work. Survivor’s a good mission for training your iron-sight aim, too, forcing you to be quick on the trigger but fairly conservative with your ammunition.

Dynamic Universal War System
 


One of Arma III’s most ambitious and impressive mods yet, Dynamic Universal War System will invent you a procedural war upon startup. You’re plonked onto the vast island of Altis, given a base, and asked to capture enemy territory. Squads and vehicles can be purchased with command points; command points are earned by capturing more territory. There’s an admirable amount of choice in how you approach DUWS’s war: use your own sniper rifle to clear enemy territory, or send a mechanised force to clear out an enemy outpost from the comfort of your own base.

Revenge!
 


One for PC Gamer art editor and Operation Flashpoint obsessive John Strike, Revenge! is a retread of the mission of the same name from 2001’s original OpFlash. You’re a team leader in one of two APCs converging on a large, terrorist-held settlement. Clearing the area is a matter of slow and deliberate progress, splitting your squad into fire teams and closing off firelanes. Or, in my case, ordering all your men to run toward the objective and hiding around at the back so you don’t get shot.

CH Assault from the Deep
 


Mateck’s Assault from the Deep uses Arma III’s newly introduced submersible well, asking players to pilot the craft up to a beach where they have to clear a small gang of foes before regrouping and pushing toward a larger force. It’s one of the easier missions available on Steam Workshop, but it’s well suited for small groups, making it another good training exercise. Just remember to shut the hatches on your mini-sub so your team doesn’t unceremoniously drown on the way in.

Ekali Apocalypse - Sniper Mission
 

 
Casting you in the role of sniper in a sniper/spotter duo, Ekali Apocalypse is short, giving you only one target to eliminate before extracting. But it’s notable for letting you choose your vantage point and forcing you to scan around the area before making your shot with one of Arma III’s realistically unwieldy sniper rifles. Overcompensate for bullet drop, or else you’ll end up alerting the entire town to your presence.

Ground Attack II
 


Graduate to this after you’ve completed your GhostHawk Shift. The second of DICS’ Ground Attack missions has you attacking convoys at low altitude. You’re piloting, so you don’t need to worry about shooting - your gunner will do the killing for you. That is, unless, you’re feeling particularly ambitious and want to take manual control of your cannons. Knock out the convoys across Stratis, then it’s back home for a congratulatory hug and a sandwich.

Have any favourite Arma 3 mods and missions of your own? Share them in the comments!
XCOM: Enemy Unknown
XCOM Enemy Within


XCOM: Enemy Within replaces Enemy Unknown’s opening Arthur C Clarke quote with a pearl from American polymath R Buckminster Fuller. “Those who play with the Devil’s toys will be brought by degrees to wield his sword.”

It captures the central theme of this major expansion: how far are you prepared to warp your soldiers with alien tech before they lose touch with the race they’re defending? Fuller’s words do fall slightly askew, though. It’s not a sword, it’s a giant rocketpowered robot fist.

That fist belongs to Rebecca ‘Freya’ Berry, a US soldier strapped into a ten-foot-tall mech suit. I’m playing through a battle at Firaxis HQ, Maryland, surrounded by a squadron of design leads, all quietly waiting to see what I’ll do with this destructive new toy. The XCOM fundamentals remain unchanged: you build a base, research alien tech, conduct autopsies and invent new gear for your soldiers to utilise in turn-based human vs alien skirmishes. Enemy Within introduces new enemies, units, classes, gear, abilities, maps and more to grow that base game into something bigger, tougher and full of giant robots.

Mech-Freya is standing next to a tractor in the dark. I’m using my robo-soldier as a unmissable lump of bait, but I’ve played XCOM. I know how this goes. You throw a lone soldier forward and before you know it they’re knee-deep in little grey men blasting them in the flanks. Not today. I select my nearby assault soldier, Marco ‘Maestro’ Bruno, and have him take a covering position in the back of a pickup truck a few feet behind Freya. To my delight, he confirms the order in Spanish. Soldiers speak their native tongues in Enemy Within, rather than the generic US voices of old. XCOM’s team of international super-warriors will finally sound that way.

Is it Marco’s Mediterranean machismo that attracts the aliens? Is it the red glimmer of his laser shotgun? Only the hive mind knows, but a pair of Sectoids dart nervously into the light like rabbits in a Attenborough documentary. A hulking shadow follows them. Is it the alien close combat specialist, the monstrous Berserker? No. It’s another Sectoid, in a tall, sleek exoskeleton of his own. That’s new. He looks both fearsome and adorable, but that won’t save him. I’m going to make my big thing punch their big thing, for science.



Freya lopes forward with surprising grace and engages the enemy robot. The ‘Mechtoid’ tries to grapple his attacker, but he’s having trouble processing the fact that a pair of rocket thrusters have just popped out of Freya’s right hand and started firing. With a crunch, the human mech pilot pounds the alien into the earth. Firaxis have gone to town on these new animations. Mechs will mercilessly obliterate enemies of all sizes in close combat, if they have the correct upgrades. I’m told that the killing blow can even knock their targets back a distance. They can punch enemies over precipices. They can punch enemies through walls, creating openings and shot opportunities. They can punch enemies into cars to blow them up. I like them already.

Mechs serve as an entirely new class. You’ll need a new Cybernetics Lab to construct them, but once you’ve got that, you can convert an existing soldier into a robo-soldier. They’ll gain a passive benefit based on their former role – assault soldiers will be more resistant to close combat damage, for example – but their skill tree will be replaced by a new robotic one, and their equipment slots will only be able to hold new mech gear that can be researched by your scientists. Offensive gear includes the aforementioned doom-fist, a grenade launcher and heavy weapons, which – like the standard XCOM weapon variants – come in three tiers: minigun, railgun and particle cannon. They can also equip other gadgets, such as jet boots to get them to higher ground, and a healing mist that helps out nearby allies.

Back at base, the augmented forms of your mech soldiers will wander around outside of their suits, sparing us the sight of a man trying to eat breakfast with a Gatling gun for an arm. Just because they can detach themselves from their battle shell doesn’t mean they aren’t disfigured. Holes have been carved into their bodies to allow for the interface implants. When you commission a mech conversion, you’re asking a soldier to sacrifice their body to your cause, a morally troubling scenario that I imagine Firaxis enhancing with some grotesque conversion scenes. “Such scenes may or may not be in the game,” laughs lead designer Ananda Gupta.

I ask Gupta how far the moral ambiguity goes. It’s potentially a significant tonal shift from Enemy Unknown which, in its broadest strokes, was a positive story about international unity and the power of human innovation. “We definitely did not want to go very dark,” he says. “You are still the good guys, you are still XCOM, you’re still defending the world against the alien invasion. You are the last hope. But we also wanted to make it clear that when you get this expansion pack you’ll be asking more of your soldiers than you have ever before.”



I’d buy that if it was just about the mech conversions, but there’s another breed of soldiers that apply the ‘enemy within’ theme quite literally. I scan the battlefield and find my sniper, Thomas ‘Tireur’ Durard, a genetically modified human fused with the processed flesh of captured aliens. He’s hard to see thanks to the camouflage biotech implanted in his skin, but he de-cloaks as I move him to an elevated position, and I notice that he’s wearing new armour. GM soldiers have visual variants for all of Enemy Unknown’s armour types to set them apart from standard plods. They’re still human, to outward appearances, but those alien molecules grant them superhuman abilities. When Tommy McAlien reaches his destination, he leaps ten feet into the air to reach his sniper perch, the show-off.

Like psychic abilities, genetic modifications are also applied to a trooper’s class skills, added to their brains, eyes, skin, leg and chest regions using material recovered from autopsies in a new Genetics Lab. Scarily, human soldiers can be both psychic and genetically modified, opening up a huge number of customisation options for your most powerful soldiers.

I’m just starting to feel sorry for the aliens when another Mechtoid stomps out of the gloom. One of his flanking Sectoids hangs back and bestows a pink psychic buff on the bot, granting him an extra few bars of health. Those vanish immediately when my GM sniper shoots the enemy mech’s little helper in the head. Then I have Freya hit the mech really hard with her huge metal hand. My heavy weapon guy, Edmundo ‘El Cid’ Ramos goes for a killing blow, but fluffs the shot and sprays plasma into the sky. It’s all down to the Marco to finish the job. It’s a 38% chance to hit, but his aim is true. The Mechtoid collapses. Marco cocks his laser shotgun one-handed and drops a quick Spanish curse on the corpse.

The turn isn’t over. There’s one Sectoid left in view, hovering uncertainly near a forklift. You picked the wrong farm to accidentally crash land in, buddy, Edmundo might say, in Spanish, if he had any action points left. I mobilise my ace in the hole, a second mech piloted by a laid-back German fellow wielding a railgun and a huge flamethrower. There’s only enough fuel for a couple of sprays, but I select the flamer, angle a large red aiming cone squarely over the little survivor, and watch the mech douse the entire area in fire. The Sectoid is vaporised instantly. Everything touched by the attack is charred, and remains on fire for a few turns after.



If this all sounds a bit easy, it is. But I’m rolling with an unusually powerful team to get a proper look at Enemy Within’s new gadgets, and there are powerful new enemies that Firaxis aren’t ready to show yet. It’ll take a lot of work to afford two mechs and genetically modified soldiers in the same team in a campaign. Mechs are bought with a new and scarce resource called Meld that can only be retrieved by walking up to glowing yellow canisters in maps and slurping their contents before their turn limit runs out. Firaxis want to use these precious, time-sensitive resources to draw players into XCOM’s maps a little quicker. They also serve as another design knot, pulling together the turn-based battles and the strategic overlay that governs base building. Pick up Meld in a fight, send the Meld to the Cybernetics Lab, buy upgrades and mechs that you can deploy in the next fight. It’s loops like this that bring XCOM’s various elements into cohesion, and the separate resource means you’ll still have money to upgrade your ordinary humans as you see fit. Firaxis estimate that good players will be able to sustain two or three mechs during a campaign.

The two mechs in my uber-squad make a terrifying vanguard as they perform a final sweep of the area. The dark farmland zone, a throwback to the original 1994 game, is one of two new areas I’ve seen. The other was on the top of a dam, and showcased an impressive vista in the background. Enemy Within will add many, many new maps, and rework all of Enemy Unknown’s to support Meld canisters. The number of extra arenas hasn’t been finalised, but Gupta estimates that the odds of not seeing a new map in your first three missions are somewhere in the range of one in ten thousand.

I approach the entrance to the downed alien vessel cautiously with my flamer mech and move the rest of my squad up in support, sensing that the end is near. Yes! An Outsider – the alien pilots you find at every crash site – finally materialises, and makes to leave his ship. Sadly for him, I put a two-ton mech at the door on Overwatch. At the first sign of movement, my man lets loose a blistering railgun blast. The creature is dust. Earth is safe once more.



My people survived, this time, but Gupta tells me that if someone had popped their cybernetic clogs, the updated memorial would have recorded the date and cause of the soldier’s death as well as their name. I mull over some of the losses I took in last year’s campaign. ‘Killed by incidental car explosion’ doesn’t sound quite as impressive as ‘lasered to death by giant alien robot’, which implies some significant progress in the heroic death department. Enemy Within will let you award medals to special squaddies for as-yetunspecified performance benefits.

Many more tweaks have been made under the hood. Firaxis tell me that one of the big advantages to doing a proper expansion, rather than incremental DLC, is that it’s allowed them to delve deep into the codebase and devote the time needed to some serious rewiring. This has enabled them to fix the notorious enemy teleporting bug, and a few bugs that would deny soldiers their hardearned flanking bonuses. They’ve also made lots of what they call ‘quality of life’ improvements. Cover can be targeted by explosive weapons. Objects and enemies within blast radius now gain a red scanline effect that makes it clear what is and isn’t being targeted by the attack. If you take a squaddie out of your lineup, their gear is placed into an easily accessible locker, so you won’t have to check every squad member to see who has that arc thrower you need. It’s a collection of small but significant changes that the community has been requesting since Enemy Unknown released.

All of these additions add up to a chunky and exciting expansion for XCOM, but there’s definitely more to Enemy Within than I’ve seen so far. Gupta describes the campaign as being “like the director’s cut, the ultimate version of the game,” but also alludes to “a few new story beats.” My questions about base invasions and a rumoured rogue human antagonist element were stonewalled. “There are some pretty big additions in terms of the strategy layer and the situation room,” Gupta teased, “but we can’t talk about them yet.”

I suddenly envy the psychic soldiers of my Enemy Unknown campaign. I’d give up a percentage of my humanity to scan the room and extract all those hidden details. Come to think of it, I’d give at least an arm to have jet boots and a giant metal fist. That’s the appeal of Enemy Within: the Devil has all the best toys.
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