Tag Archives: Firaxis Games

X-COM: Enemy Unknown (PC, Mac, Linux, PS3, XBox 360, Android, and PS Vita)

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The world is in peril. Overpopulation, mis-distribution of resources, poor leadership, environmental degradation, international terrorism, and now to top it all off intergalactic terrorism. That’s right, the aliens have begun their invasion and they mean business. Why did they choose Earth? Reasons. What’s the purpose of the invasion if their technology vastly surpasses ours? Stop asking logical questions and get ready to fill some little grey men with lead. You are the commander of the vague yet menacing X-COM initiative, which was awkwardly well prepared for aliens to attack. As the commander it’s your responsibility to handle operations, research and engineering projects, and command soldiers in the field to stem the aliens’ campaign of havoc and chaos.

History

The X-COM series has quite a legacy. The first game, UFO: Enemy Unknown or X-COM: UFO Defense in the US, was released in 1994 and featured more tactical elements and way more death. The player could build multiple bases and each sortie generally fielded 14 soldiers who would generally die in one hit. The series was discontinued in 2001 with the release of X-COM: Enforcer.

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This game’s got quite the legacy and it started looking like this.

It was revived as Enemy Unknown in 2012. X-COM: Enemy Unknown was developed by Firaxis Games — who’d have thunk that the Civilization guys would be so good at making X-COM. It was created as a counterpart game for 2K’s The Bureau: XCOM Declassified. Although the games took place in different universes I’ve heard word down the grapevine that Enemy Unknown’s primary purpose was to set the stage for the Bureau. Shocking absolutely no X-COM fans, the turn based tactics game in the vein of the original was more popular than the new game that took place in the 50s or something..

X-COM: Enemy Unknown was released on October 9th, 2012. It’s competition was Dishonored (PC, XBox 360, and PS3), Hotline Miami (PC), and Of Orcs and Men (PC, XBox 360, and PS3).

Experiences

X-COM hit me like a wildfire. I spent 2 days playing it non-stop. When I wasn’t playing it, I was thinking strategy about it. When I wasn’t thinking strategy, it was still in the back of my mind like a Sectoid’s mind control. But now that I’ve finished the campaign I don’t know if I’ll ever come back to it. Now that I know how to get to the final chapter I’m not sure what mystery or challenge there is left. I might pick up the DLC, Enemy Within, I’ve heard good things. But it’s $30 and that’s a little steep. Point being, the draw of the game is the challenge. I climbed the mountain, planted the flag, and I’m essentially contented.

Gameplay

X-COM: Enemy Unknown is a tactical combat game. It’s the standard fare with half cover, full cover, and exploding vehicles and barrels. Sending the commandos into cover reduces the damage they take while flanking enemies increases their chances to get hit. Even though the soldiers are much more durable than they are in UFO Defense they still can’t take a lot of damage — and once they’re dead they’re dead forever. The accuracy of all attacks is determined by a die roll, influenced by the aim of your troops and the strength of the enemy cover so there’s a lot of praying to RNJesus for victory. Different soldiers you have will unlock different abilities — so sending the sniper to the front lines might be a bad idea.

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Every level offers perk choices so two characters of the same class might not be the same.

Things in the field got tricky until I figured out I was neglecting the X-COM base R&D divisions. X-COM base comes fully equipped with an engineering facility and a research lab for developing and building things that will give your team the edge they need to survive and dish out the pain. Like making new weapons, better intercepting aircraft — chasing down UFOs is hard business, shooting them down is even harder–, or constructing and deploying satellites to other parts of the world to monitor their activity. Without satellites X-COM won’t know what’s going on in that part of the world which means the aliens have free reign… which is in fact, no bueno.

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There are also power plants and other such buildings that are boring but necessary.

You fund these new items, fresh soldiers, and expanded facilities with credits passed on by the mysterious Council. The more countries you have satellite coverage on the more credits you get monthly — and the more responsibility on your plate. You can also sell items like alien corpses at the grey market — a little joke that almost passed me by.

The Gush

It’s a double edged sword but I really like the destructible terrain. Even though the aliens can destroy your cover it’s really satisfying when you destroy theirs. Better yet, starting fires can also destroy terrain. So if you can ignite a blaze and lure an enemy into it the results can be pretty humorous. It makes it feel like the more powerful weapons you build still have impact, even if your attacks miss.

The game does a really good job of making you get attached to soldiers right before they’re horrifically murdered. They start off as rookies who suck and are basically fodder for the alien hordes. By the time rookie Hannibal becomes a shotgun toting Assault trooper it the claws were in. Then when the rest of the crew starts calling Hannibal Banzai I really got attached. I start to think about Banzai’s personality. He’s an assault so he’s always rushing in… but maybe he takes too many risks. Maybe he would rather die to spare his teammates the same fate. Then I start playing him a bit too rashly. He meets the wrong end of a Muton plasma rifle but he dies knowing he ate a shot meant for someone else. And that’s how the game gets ya.

The alien designs are really fascinating and visually compelling. Not too busy but with enough visual clues and colorful parts. From the Ethereals’ mysterious, eerie, and silent presence to the simple brutishness of the Muton.

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The Thin Man, my favored alien, has bizarre gangly movements that I find enjoyable.

The Kvetch

I know that these things are aliens and they should be kind of unknowable but there are some enemies whose rules I still don’t understand. And that’s a kiss of death for a tactics game. I need to understand the rules we’re all playing by if I’m going to make tactical decisions. The first mission against certain enemies left me baffled but soon I was developing strategies to handle these new foes. That’s fine. The problem comes with the aliens whose mechanics I still don’t understand. I still don’t know how many Overwatch attacks Sectopods get and I still don’t know how the Muton Berserker or Cryssalids’ melee attacks work. I managed to beat the game anyway but that victory felt unsatisfying because I didn’t fully understand what I was doing. Speaking of Chrysalids…

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You see this thing? Fuck this thing.

I don’t know who designed these things but if I met them I would mention this creature adn just stare at them incredulously for several minutes. This is a Chrysalid and it’s got a number of abilities that all sound totally reasonable until you put them all together. They melee attack for a lot of damage. That’s fine, X-COM operatives all have ranged weapons and can shoot on enemy turns with the proper preperation. When they kill something that unit rises from the dead as a zombie. Also fine, the zombies do more damage than expected but they’re slow and have low defense. The problem comes when three turns after a zombie rises it erupts into a new Chrysalid. These creatures are the main enemies in the Terror Missions which showcase combat arenas filled with civilians in need of rescue. Defenseless civilians make great hosts for Chrysalids which then beget more Chryslids. Defending against them is easy but I still haven’t found a good way to mount an offense.

Here’s something that happens with startling regularity. I’ll have a marine happily ducking behind cover when a Space Ogre will destroy the cover he’s hiding behind via grenade or random plasma fire. Then all of his Space Ogre Friends will abandon their defense and charge the bastard as they blast him with plasma fire. It’s frustrating enough to make a guy abduct and then probe himself. Each of the X-COM soldiers takes multiple missions to rank up but these aliens are expendable and the more they act like it the more frustrating it is. It doesn’t happen often enough but when it does it’s incredibly dissatisfying to see, what I considered to be AI logic, get thrown out the window.

The Verdict

This game was a killer. I installed it, beat it in a few days, and I probably won’t go back to it. But I was totally hooked for those few days. It’s not like the game doesn’t have replay value. Beating it unlocks a bunch of options that change the way the game is played like giving weapons a wider range of damage for instance. Not to mention the DLC, which I find pricey, but hear is a good deal. I don’t want to call it a flash in the pan because I know it’s better than that. It’s like a flash in the pan of a fantastic kitchen that’s making a fresh remake of an old dish you love while time is dilated really slow so the flash seems like it lasts way longer. Yeah, that’s a good metaphor.

Next Week: Wild Arms 2

Sid Meier’s Civilization V (PC)

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There are two basic classifications in the telling and recording of history. The first says people who put their faith in leaders and those leaders become great people. The other says great people rise to power by the strength of their greatness and inspire the faith of their subjects. Civilization V puts you in control of a nation’s greatest person to lead them through 6050 years of rule. Build cities, manage their development, raise armies, wage war, exploit resources, and unite the world — by whatever means necessary– in this civilization simulator.

Development

Civilization V was developed by Firaxis games and distributed by Take-Two Interactive. Using the Gamebryo Engine and building a new graphics engine it took 56 people over three years to make. The design decision to limit each tile to be able to contain only one unit — forcing them to create a new AI no less– and loss of team members during the multiplayer forced the developers to trim down the systems as they were in Civilization IV. The Civilization I was made all the way back to 1991 and Civ V was released on September 14th, 2010 with it’s final expansion, Brave New World, being released on July 9th, 2013 — that’s more than 20 years of history. It’s competition was Amnesia: The Dark Descent (PC, Mac, and Linux), Space Invaders Infinity Gene (PS3 and XBox 360), and Plants VS. Zombies (XBox Live Indie Arcade).

Experiences

This game is one-more-turn syndrome incarnate. These one more turns have turned into hours of additional play. There’s always something going on or some project that needs to be finished, especially after you’ve discovered all the civs. Between politics, wars, wonder projects, and other micro-management I don’t want interrupted I end up carrying through with my designs instead of putting the game down.  There’s also something lovely about roleplaying a leader or anti-roleplaying a leader like Attila the Fun or Ghandi the Great and Terrible… but more on him later.

Gameplay

Here’s what you need to know about playing Civ V: Settlers build cities. Cities use food from nearby tiles to grow and production from nearby tiles to build things. Buildings up the stats on your cities and give you specialist slots which spawn Great people over time who do crazy, powerful, and cool stuff. Military units protect your stuff. Workers improve your land stuff. Science gives you new stuff. Culture improves your stuff in different specified areas. If you build too many cities your people will become unhappy and starting wrecking shit — more cities also increase the science and culture you need before you get the next upgrade. When your citizens aren’t wrecking shit then local barbarians are definitely gonna try.

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Or you could just build cities everywhere… fuck planning.

There are five basic ways to win. Use your science to discover space travel and make a functioning space ship that will make it to a habitable planet. Being voted world leader in the World Congress. Have a bunch of art, wonders, and tourism buildings that make your culture dominant over all others — otherwise known as the accidental win. Destroying all of the other civilizations via capturing their capital. Or waiting until 2050 and hoping you have the highest score. Different civilizations have different abilities so play to their strengths or surprise your enemies with unique strategies.

Civ V is capable of internet multiplayer, hotseat multiplayer, and pit boss multiplayer. Pit boss allows players to sign in and take their turns whenever it’s their turn. The system is incredibly useful for long games where the players don’t have time to sync up their schedules to play — like a play by mail chess game.

The Gush

The music in this game is marvelous. Every civilization has a war and a peace track but sometimes during times of particular peace the game will use some neutral music or another civ’s music. It’s all very inspiring and related to the civilization. It’s no Baba Yetu (The award winning theme for Civilization IV https://www.youtube.com/watch?v=IJiHDmyhE1A) but it’s trying.

The systems in this game are incredibly interesting, more balanced, and overall much improved from its predecessors. It’s not longer conquering everyone or going to space. There are more ways to win and therefore more things for the average player to worry about.

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Then again there’s nothing wrong with Conquest victory unless you don’t like the narrator getting snide..

Whenever you discover a technology and when you create certain great works you get a little quote narrated by William Morgan Shepherd and his voice is sweet sweet ambrosia for my ears. I’ve got 275 hours on this game and it took 200 hours of his narration before it started to grate.

It’s a very minor element but all of the leaders speak their native tongue and I just think that’s a marvelous touch.

The Kvetch

Some Civs are just plain better than others. Russia is incredibly powerful with it’s ability to double strategic resources and get +1 production bonuses to them as well. Some maps also suit certain civs more than others. If the map is Pangea and you play a civ that has superior naval things then you’re gonna have a bad time.

There’s an achievement called, “I can has Nukes,” and… it just seems… insensitive.

The AI cheats. I’ve seen the AI run a 300 gold per turn deficit and it never needs to decommission its units or have to worry about low happiness or most of the things your empire has to worry about. I wish there was some way that the AI could be balanced without it being able to simply ignore the rules or get free resources.

Ghandi… just… Ghandi. Ghandi’s AI is a weird one insofar that it is literally passive aggressive. Ghandi is the kind of guy who “forgives” you taking over a few of his cities early game and then launches nuclear weapons at you in the late game. He might seem like he lets things go but he remembers and his retaliation is often without proper scale. Killed some of his guys? He will leave nothing of your Civ but dust. And I mean, you don’t want to wipe him out or be mean to him… he’s fucking Ghandi — it’d just be wrong, and I bet that’s what Meier was banking on.

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gif by Qwazwalt

The Verdict

I love this game, I’m totally blind to most of its sins. But one sin I am not blind to is it’s DLC policy and that a 5 year old game is still $49.99 if you want all the DLC. and you do because without it the game doesn’t include a lot of interesting civs like Korea or Denmark, the diplomatic victory, advanced city-state quests, the trade system, and the religion system. It usually goes on sale for as low as 12 dollars and that’s a good deal but I can’t recommend it at it’s normal price.

Next Week: Undertale