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Strategy & Aliens make for a winning XCOM

When seven years ago, it was 2006, 2K Games announced a new XCOM game, the entire gaming industry held its breath for a few moments, only to start weeping and crying when it was revealed that it would have been a shooter rather than a turn based strategy game in the vein of the original ones. For a few years this seemed to be the only XCOM game under development, until Firaxis Games (known for their work on Civilization franchise) was called to lead a new project, started back in 2008 and announced to the public in January 2012.

 

Obviously, I’m talking about XCOM: Enemy Unknown, which presents itself as both a remake and a reboot. Everything is back where it belongs, from the classic strategic gameplay to the alien invasion of Earth, in a mix which has been clearly adapted to modern gaming standards. Originally, the prototype was identical to UFO: Enemy Unknown, but then Firaxis decided to bring many changes to the formula after several revisions. Thanks to the Quality Assurance team, the gameplay has been smoothed significantly whilst retaining the key features that players are used to in a game set into XCOM world, like its acclaimed tactical focus.

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All things considered, XCOM: Enemy Unknown marks a spectacular return for a franchise which seemed lost in its former glory. It's also a great example of how developers can create a deep and enticing turn based strategy game without alienating mainstream users. An impeccable style and exceptional direction walk players through an experience which is easy to get into, but has enough depth to satisfy the most hardcore fans and is ultimately quite hard to complete.
The game manages to retain its identity while adding modern elements to the formula, which is an achievement in itself. Some bugs and the lack of a map generation system aren't really major issues, therefore I can recommend XCOM without hesitation, hoping that this can be a new dawn for a genre deemed for many years as unprofitable.

  • Complex but gratifying base management
  • Skirmishes have strategy, pace and "actiony" feel
  • The permanent death makes losing a soldier much more important
  • Some bugs/glitches
  • No random map generation
  • /members/kaladin/ Alessio Palumbo
    Vi piace, eh?
  • /members/kaiserfranz/ Francesco Granitto
    Great! :good: