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X-COM: Enemy Unknown – Not a Review

I have X-COM and it’s glorious. (As a reminder, yes, I do use the hyphen as twas intended by God itself.) That screenshot up there? The one where you can’t hardly make out any detail because it’s zoomed so far out? That is beauty. Dear Bioware, when you release the next Dragon Age, if I can’t pull back on the camera like I can do here, then you have utterly failed. I don’t care if the story is the second coming of… uh… something really good, but not as cliche to list here as Lord of the Rings. Just say’n.

Oh, right. X-COM. Ahem. It’s going to be awhile before I’m comfortable reviewing the game, so in lieu of that, I’m going to offer this quick impressions post and then, in forthcoming posts, document my progress, diary style, as my crafty crew of squaddies face off against gruesome death and dismemberment at the hands of an alien menace bent on world domination. Woo!

To set a baseline here, I think there are generally two kinds of X-COM players: Those who like the light strategy and emergent storytelling that the series hangs its hat on and the deep strategy folks who like wide open spaces they must navigate, moving carefully forward, spending hours micromanaging every facet of their squad. The original X-COM had a way of sating both these crowds and there’s nothing wrong with either track, but this game was built to appeal to the former much more than the latter.

Like any good alien-smashing squad, let’s take this point-by-point, starting with the stuff that will likely bother some folks…

The environments do feel confined and, I’m not sure, but I suspect there’s not any randomization to them at all in terms of terrain, alien, or squad placement. (EDIT: I’m largely wrong about total lack of randomization. It’s not as random/expansive as UFO Defense, but environs in Enemy Unknown are sufficiently random here to ensure you’re never quite sure what you’re walking into.) A sectoid isn’t going to gun you down from behind the moment you step off the Skyranger. Generally you’ll first sight aliens in a pack together and, by appearances, only then will they react to your presence and start setting themselves up. I’ve only done about nine missions, but my sense is you will always have a chance to set up before walking into a trap. This is a stark contrast with the the original game where such things not only happened, but happened with frequency. The narrow battlescapes of Enemy Unknown will bother your hardcore strategy people. If what you want, however, is to start a mission, have it feel tactical, be capable of surprising you, and let you wrap up it in 30-45 minutes. You will be very, very happy with this. The game is not plastic or scripted. It’s just not as expansive as the original.

The squaddie customization is surprisingly thin. I know they want international flavor, but not being able to change the gender or nationality of a squaddie sucks. There is precisely zero harm in letting a player put together an all-female squad or an All America FUCK YEAH squad, you know? When I can change a squaddie’s name, face, armor color, etc., not being able to edit gender or nationality is annoying. (And for a game so focused on having international flavor, for all the voice sets to be stunningly American is rather lame.) So Brandon is now French. Matt is, I think, German. Roberto (our friendly neighborhood Guild Wars 2 NHS guild master) hails from Egypt, which is almost like Brazil, except totally not. Etc. It’s a little thing, but it’s a little thing they should patch. (I do like that squaddies have to earn nicknames by reaching the rank of sergeant. Bill doesn’t just get to be The Straw.)

That is all rather superficial, I know, but what will grate on some players is the loadout options. Each soldier (barring specific class upgrades) has a set of armor, a primary weapon, a pistol and an auxiliary slot that can be used for med kits, grenades, stun guns, ets. From a realism perspective, it breaks credibility that a SHIELD-like fighting force of ultimate bad-asses can’t carry a grenade while wearing a protective vest (or, for that matter, that they can only carry one grenade). From a tight, refined gameplay perspective it forces you, in a good way, to consider each squad member’s loadout without making you spend a half hour just gearing up. It’s very easy to get your entire squad loaded for bare, mission over mission. It’s much harder to know the ideal loadout. There is still strategy to it, just not the kind you’ll spend hours and hours honing. As a guy who cannot devote my life to playing a game anymore, I dig that. I understand, hardcore folks, why you’d be put off. (Hey, there’s always Xenonauts to look forward to!)

I’ve only gotten through a month and a half of in-game time, but the process of managing X-COM is incredibly well done. All the elements X-COM vets will remember from the first game are there. You research in labs. You construct new facilities and equipment in workshops. You have to keep everything powered. You gear up your crew and craft. You check budgets. Set priorities when determining UFO coverage areas and whom to help when multiple mission options are available at once. And you sell excess items and materials when you’re strapped for cash, a decision that can come back to haunt you.

There are oddities and elements that are over-simplified and sometimes the game doesn’t tell you what you need to know in a timely fashion. I found out the hard way (after research and manufacturing), for example, that these protective vests my scientists came up with can only be equipped in the same augment slot that you would otherwise use for grenades, stun guns, med kits, etc. Had I known that, I probably wouldn’t have made five of the damn things. Complicating that, you can no longer sell equipment you manufacture so now I’m just stuck with them.

In the original game you could carry on multiple research projects based on the number of scientists you have. Here it’s just one at a time, though the research speed changes based on available resources. Conversely, you can build as often as you want (pending available space and money) with your engineeers without them being tapped out. Projects do have a minimum required number of engineers to build, but let’s say I have 10 available, I can still build two projects at once even if one of them requires all 10 to build it. Evidently they multitask better than scientists.

The point is, there are some odd choices (that are likely done as they are for balance reasons), but the elements are all there and they all work well in concert with each other. You’re still making decisions. Loads of them. It’s just streamlined enough, however, to make it feel like you’ve got everything under control and you don’t need a notebook sitting next to you to keep track of everything you’re doing.

Finally, there’s the most important element: Squad-level tactics are absolutely aces and, as a result, Enemy Unknown is rife with wonderfully emergent gameplay. In a recent mission I had advanced on a group of sectoids and floaters (my first encounter with the latter). I had taken out the sectoids and caught three of the four floaters in a well-placed rocket shot from Lt. “RocketMan” Castillo (that’s a default name and nickname). There was one floater left, having taken a position above the field of battle and just waiting in overwatch mode for a squaddie to come out from cover. My sniper had a clean shot at him, and she hit, but the floater still had a point of life left on it. This is an ideal time to go for the stun and opportunity to interrogate the beastie back at HQ.

RocketMan has my ARC stun gun and can get close enough in one move to use it, but if I send him he’ll surely be shot in the face because Mr. Floaty is in overwatch and is just waiting for the opportunity to put a guy in the morgue. Pretty sure I heard somewhere that getting shot in the face is generally bad. I need to get the floater to blow his shot before I move my man in, so who’s going to play bait? Why, hello there Sgt. “Wolfox” Amorim. Why don’t you run out there and see what happens? It would work, except I’m really not into getting my guys killed. We here at X-COM HQ frown on that sort of senseless loss. But, you know, just across the way sits Lt. Binky. The man I was sure would be killed first has been making a name for himself in the support class, a class that features a smoke grenade. With one move into nearby cover he can toss that thing between Wolfox and the floater to provide extra cover.

Now, understand, I had no idea if this would work. None. But it made sense, right? Binky tosses the grenade in a prime location between Wolfox and a strong cover area on the other side. I direct Wolfox to go. The Floater sees him in the smoke and fires, but is unable to hit. With the floater now helpless, RocketMan is able to run up and knock the sucker cold. Mission success! Everyone gets out alive. (Well, Squaddie Thrower will be in the infirmary for a couple weeks. Jesus, man, walk it off already! There’s no room for pansies in this crowd.)

Old. New. Hyphen. No hyphen. This is X-COM. It wasn’t scripted. I had an idea. I had the right guys, in the right position, at the right time to try it out and my little soldier avatars executed it flawlessly. Binky could easily have missed with the smoke grenade. The floater still could’ve capped Wolfox, despite the extra cover. And there was a 15% chance RocketMan would miss on the stun. I had no idea what might happen.

When a plan like that comes together, it makes for a great gaming moment. And the great part of that equation is that every single time you take your squad out on a mission, X-COM affords you a chance to have that moment. Or your squaddies will totally cock up your brilliant plan and your strategy instead collapses in on itself like a dying star… But that’s the story of another mission. (*sniff*) This is the game’s genius and that is why, streamlined mechanics or not, I’ll be playing it for a long, long time to come. (Yeah, yeah, barring unforeseen bugs, overly repetitive gameplay that hasn’t stood out yet, etc. Stop with your nay-saying and let me enjoy the moment.)

Well done, Firaxis. Well done indeed.

EDIT: These impressions are based on the PC version (purchased on Steam). I’ve been playing at Normal difficulty and not on the hardcore mode that restricts ability to save.

 

 

Quick Take on the X-COM: Enemy Unknown Demo

To dismiss with this point first, I know Firaxis calls the game XCOM and not X-COM. Screw that noise. We all know better. As for the demo, there’s not a whole lot that can be said about it. It’s very, very brief, taking you through two largely scripted missions and then depositing you at the menu. This isn’t a demo so much as it is a guided tour, so there’s a lot we don’t know (at least those of us, like me, not on the golden ticket list for preview code), including just how much freedom of play the actual game will offer. This was extremely restrictive, but it hints at a world of promise. Here’s what I can tell you based on the 50 or so minutes it took to go from beginning to end on the PC…

– The game looks good. The environments, soldiers, and aliens are all visually appealing. It was easy to play this and think back on what the original looked like and simply be impressed with how far we’ve come. The thought of taking the experience of yesteryear and making it look like this is delicious.

– The tactical element is alive and well. In the first mission you can only do exactly what the game tells you to do. The second mission opens it up a bit more so that, by the end of it, you’re making your own calls. At this point that glorious old feeling returns – moving your squaddies around from point to point, trying to limit their exposure, and find the ideal moment to rip off a shot at a concealed alien. Sometimes with this kind of remake attempt you’re sternly reminded how rose-colored glasses can taint memory. Not so here. The X-COM formula can still work and it’s obvious with even just a half mission to really play.

– It’s playable. If you tried to play the original X-COM and found it all too convoluted, either originally or in trying to make it work today (which it really doesn’t so much), you’ll find this a much more approachable experience. It’s possible, for long term play, it’s oversimplified, but I appreciated in the demo the simplicity of each soldier having two actions to make that can consist of two moves or a move and fire. (There’s some variation here, but at its simplest, this is how it works.)

– The squaddies are distinguishable. For X-COM to work, having an attachment to your squaddies is essential and, although it doesn’t let you make any real decisions about squad composition, it’s clear that element is there. By the second mission I found myself wanting to protect my lone veteran soldier, ensuring he was in position to both have the greatest impact –Go rocket launcher! Go!– and not be exposed to aliens hiding in the shadows. The national flags on the back of each soldiers armor was a nice touch.

– All this does not mean the game is out of the woods. The formula may work, but it’s not at all evident from the demo how much variability and freedom the game will have. I’m not saying it won’t be there, but this demo is so limited that almost nothing of long-term value can be deduced from it. Research, mission selection, and more appear to be very A-B choices right now. Do the mission in the US and get some scientists or do the mission in China and get some money. Either way one country will like you and won will resent you for it, so it’s really just about which reward you want. I doubt all mission selection will be this binary, but if it is that would suck. I’m not for or against the action camera yet (see the screen above). It adds a certain something right now, but will it get as tiresome as slow-mo deaths in Fallout 3/New Vegas? It could. (Not that it matters all that much. You can turn it off.)

– The PC controls work. I’m not going to tell you that there’s no console design influence at play here, because there obviously is, but you can effectively use them and they don’t feel kludgey. The reality is this is not a PC-only game and to expect a more advanced/complicated interface is unrealistic. The only thing to hope for is that there’s a fair balance that doesn’t feel wholly compromised and that effort looks successful.

All in all I do wish the demo offered more, but that’s a testament to the fact that what it offered sets the stage for a game that could be every bit as remarkable as the original so long as, when the training wheels do come off, what’s left is an experience that’s every bit as variable, tense, and outright hilarious as we’re being led to believe. I’ve put a bunch of shots in the included gallery. Hopefully it works since I’m not used to doing those.

The 40 Year Old E3 Journalist

E3 2012 confirmed something I have been rolling around in my head the past few shows but was afraid to confront.

I am a relic. A relic of E3’s long past. This show has simply passed me by. This struck me at an odd time; I was walking from one end of the Convention Center to the other with Todd, my intrepid colleague and friend, hobbling from one appointment to next on Thursday afternoon as neck pain shot down my arm with every step. In truth I was in no condition to tackle E3. I have an MRI scheduled for Monday and four days of walking was not ideal therapy.

I confided to Todd that there was a good chance that this would be my last E3. Was it the pain meds talking? Was it the incessant sound of Ray Lewis yelling at me from the EA booth or the marketing tool banging on his placard in the food court about how the end was near as he promoted Resident Evil 6? I do not know. But I know this.

This was a rough E3 for me.

This isn’t disillusionment. Hell I have been disillusioned with the direction of E3 since…well since there has been an E3. This was show #12 for me. I started going to E3 when it was held in Atlanta, and it has always been a dog and pony show of controlled messaging, glitzy hype, the tease of juvenile soft core porn, and the battle of who could have the loudest booth. None of that has changed, and some people love that about E3. My first show was like being let loose in an amusement park for gamers. I get it.

But there was a time when I could summarily ignore the Nintendo booth and the Sony booth and every other console driven publisher because I was at E3 to cover PC games. That was my beat from 1996 through 2005. There was an entire sub-section of E3 that allowed me to stay clear of the battle of the annoying E3 booths and focus on what I was there to cover. It was awesome. Today, as a gamer that primarily plays role-playing, strategy and sports games with a sprinkling of a specific style of shooter thrown in for good measure, (Metro, Bioshock, Borderlands, etc.) E3 is one tough gig. I care as much about the E3 press conferences, the Wii U, the Vita, and Lollipop Chainsaw as I do the upcoming season of Hillbilly Handfishin’. This isn’t “PC snobbery”, this is simply a fact. It’s just not my scene, and hell I use my 360 as much as I do the PC these days.

My pain and disdain aside, there were certainly high points: Chatting with Paradox CEO Fredrik Wester at a hotel bar about all manner of things from Crusader Kings II to how much he loves baseball. Wester is a fascinating guy: Personable, funny, and a walking quote machine. I promised I wouldn’t quote anything he said during this informal gathering that consisted of roughly six people. This was just a few people having a drink and talking games. It was a smart move on his part. Oh, the stories.

The entire THQ lineup of Metro Last Light, Company of Heroes 2, and Darksiders 2 was a throwback to the E3 I once loved. An upstairs appointment away from the noise, a team or PR people who seemed genuinely glad you stopped by, and developers who didn’t have to scream at you to demo their game. The THQ rep who I have known for years said they were unsure how the press would react to such an appointment and it is my sincere hope that every press member who had a THQ meeting showed their gratitude for being able to do their job in relative peace.

I walked into the small Darksiders 2 room, was given a gamepad and was told, “Have fun and let us know if you have questions.” If not for the certain uncomfortable outcome I would have hugged the man. So I played Darksiders 2 for about 30 uninterrupted minutes. We then sat in a small room and watched wonderful demos for Company of Heroes 2 and Metro Last Light and asked questions and at no time felt like cattle being herded out the door. These two games looked great, and Metro made Brandon jump more than once. It was being demoed on an Alienware beast PC and it looked crazy good.

This is how E3 used to be for me.

This is E3 today:

Todd and I walked to the Ubisoft appointment in South hall mid-day on Wednesday. It was loud. An Otolaryngologist (an ear, nose, and throat doctor, and yes I had to look that up) would tell you dangerously loud. I forgot my ear plugs—a silly mistake. I have no idea if Ubisoft was showing stuff upstairs to “more important” press or not but we were down in the South hall pit with a sea of bodies bumping into one another trying to get in line to play a game or get to an appointment or if you are someone from Best Buy…just to get in the damn way. I’m sure from above it looked very much like the New York Stock Exchange in those movies when someone yells, “Sell!” and everyone wants to buy.

First it was Far Cry 3. We receive no presentation, just a pair of headphones and are told we are going to play some multiplayer. Fair enough. I love hands-on time. We spend 15 to 20 minutes shooting the enemy AI on a co-op map without much context to fill in the what’s and the why’s. I wanted to talk about the single player but it was too loud and the next group was clamoring to play. Some fellow in giant Oswald ears, obtained at the Disney booth, took the controller from my hand after I was done. Clearly it was time to move on.

Assassin’s Creed 3 was next. I love this series even though I couldn’t get into the last one. This was a hands-off demo that was driven by a developer, which is fine. I was seeing new stuff at least. We all had on headphones but this time they were networked so that when the dev spoke we heard it through the speakers. Again no problem. But it was so loud that when the Just Dance 4 booth kicked into gear all we heard was “Never Gonna Give You Up”. The developer even shook his head and said, “I never imagined I’d demo Assassin’s Creed while being Rick Rolled.”

You and me both brother.

This is not to say that the people giving the demos at the Ubi booth and Eddie our very patient and overworked PR rep didn’t do a great job—they did. Given the circumstances it was as good as could be expected but it’s simply not an ideal place for discussion. It’s like a Friday night meat market dance hall and I didn’t like that scene when I was 20…let alone 40. By the time the tour was over I just wanted some Advil. Then I watched Sam Fisher torture people for 20 minutes in the Splinter Cell: Blacklist demo.

I do have more good memories from this E3 though such as playing Borderlands 2 with Brandon for nearly 40 minutes, even though it’s hard to play a game like that under a time limit. I play Borderlands at a snail’s pace, examining every item I pick up and talking to my teammates. Here we just blasted shit for 40 minutes and tested out some powers and guns. Still, I left happy. I’m not going to complain about 40 minutes of Borderlands 2 hands-on time.

The XCOM demo was reassuring. Still, I wish I had some hands on time with it. In all, the game looks like what you’d expect from a modern take on XCOM. It’s highly cinematic, but I still see XCOM at its root. I could have done without the Sid Meier cameo.

Playing Dishonored for a half hour was also a joy—checking out the powers and taking in the wonderful art direction. I had a nasty neck pain flare up during my playtime which cut everything short. I didn’t finish the demo, but Brandon did.

Talking to Josh Looman at the EA booth about the INSANE new Madden franchise mode changes. We were in a quiet room in South hall so the noise was under control and we just talked football for a 30 minutes. I really like Josh and the radical shift in how Madden treats franchise play is his baby and I hope it works out. We always want EA to take risks and this is a big one. I love this mad scientist stuff though so I’m on board. If only NCAA 13 were doing the same.

Beating Todd 1-0 in both NHL and FIFA 13. All is right with the world.

Seeing Dark Souls on the PC and seeing firsthand how it looks better than the console version. I don’t care what anyone says about it being a port. I looked fantastic. I’ve seen the forest near Darkroot Garden enough to know that this was not the 360 edition. Unless other people saw a different area than I did I have no idea what there was to bitch about aside from the choice to use GFWL and the fact that the developer said porting to the PC wasn’t as easy as they thought it would be. SO what? It LOOKED wonderful. I saw zero framerate issues in the E3 demo. In fact I wanted to stay and watch more of it.

Leaving my Dark Souls time, I wandered over to Namco’s other game on display, Ni no Kuni: Wrath of the White Witch, the RPG from Level 5. I was amazed at how lovely and charming this game looked. It certainly has a kid-like JRPG tone to it, which I usually dislike, but it looks like the cutscenes from Professor Layton. It’s like playing inside a cartoon. I absolutely want to see more of this. While it was great to look at I never could find someone to talk to about the game. It was on an 8-minute timed demo in South hall with anxious people waiting in line to play it.

Finally, my final E3 appointment, at 4:00 on Thursday was with Vladimir Tortsov of Snowbird Games. I was in terrible pain at this point, I was tired, and really just wanted to leave and go eat dinner with the gang. But I promised Vladimir I’d see his game. The meeting took place in a hallway outside of the media room. Todd and I huddled around Vladimir’s laptop. People were leaving the show; young, still energetic show goers bounced down the hallway wearing Borderlands 2 t-shirts and wearing the Oswald ears, carrying tote bags filled with all manner of crazy swag. (Full disclosure: the Metro guys gave us a functioning gas mask. Seriously. It’s kind of awesome.) It was clearly closing time for E3.

Vladimir fired up the demo for Eador: Masters of the Broken World. As he spoke about the game, dropping names like Civ, Master of Magic, Europa Universalis, tabletop miniature gaming, and Heroes of Might and Magic, I sat there in an uncomfortable seat, laser beam pain shooting down my arm, hunched over a laptop in the bowels of the Convention Center with a goofy grin on my face.

If not for the certain uncomfortable outcome I would have hugged the man.

X-COM: Enemy Unknown News Linkage

No High Scores

There’s been a bunch of cool X-COM content popping up the past few days and, the more I see, the more confidence I have in the project. My gut tells me Firaxis is doing this one right. And my gut is hardly ever wrong. The first thing you should check out is part 1 of Rock Paper Shotgun’s Alec Meer interview with lead designer, Jake Solomon. Tons of good stuff here and, evidently, much more on the way.

Next we have Game Informer’s breakdown of two separate combat encounters. While I’ll admit I have some questions about the logic behind how some of these encounters played out, this my friends, is X-COM.

Part 1
Part 2