XCOM: Enemy Unknown
Posted: Tue Jan 08, 2013 6:57 am
Developer: Firaxis Games
Publisher: 2K Games
Released: October, 2012
Platforms: PC, XBox 360, PlayStation 3
Genre: Strategy/RPG
Remake is always a special case in terms of reviewing; while you have to look at it by the standards of the release date you can't just neglect the original game and not compare the two of them. And, like in case of XCOM: Enemy Unknown, if the original game is considered a cult classic that was released over eighteen years before the remake, the comparison is more difficult to do. I was, in some way still am, a fan of the original UFO: Enemy Unknown, so I try to take both sides in account.
This review is based on the PC version of the game and there may be some differences to console versions. From now on I'm going to use the term XCOM when talking the remake and UFO when original game.
The Story
The premise of the game is rather interesting; aliens have waged a war against humans, a war without any mercy. The first phase of invasion is successful and the humanity is already crumbling against the overwhelming enemy. To change the course of war eighteen countries have established a special army unity, which is called Extraterrestrial Combat Unit or XCOM in short. The player takes the position of the XCOM commander. The XCOM unit is independent in the sense that only The Council, a group of anonymous leaders, is above them, and even The Council has no power over the decisions of the commander. Sounds familiar? It's more or less exact copy of the beginning situation of UFO.
Even though the premise is interesting and perhaps a bit promising, it becomes obvious almost immediately that the story is not what XCOM is about. While always being there, the story is only a background thing to explain why certain type of missions appear or why the player should do the given quest. And while not being a too complicated, the story is well made and written, with short but detailed explanations of the changes without getting too complicated. In XCOM you don't see situations like "We want alive aliens for study. Go capture one!" style of situations, but instead the player is given a explanation why the studying of live aliens would benefit the fight.
The story progress of the game progress during cutscenes and short monologues of the important characters. None of these are actually quite short, which is good since the attention of actual game is not taken away from player. And every time the story advances the dialogue is well done and voice acted. To me it seems like the developers made a good decision when the included only a handful of characters related to the story. In fact, I can't remember any game that has so few important characters while still having a story that advances throughout the game. Besides the cutscenes there are also some random comments the NPCs make through the radio during missions; the head engineer may warn you of using guns near alien power technology or the head scientist may remind you that you were supposed to capture the specific type of alien, not to kill one. There are few different versions of these random comments, though only limited amount and those get repetitive quickly. Still, all those comments make the game feel a bit more interactive and alive.
So, how does the story of XCOM compare to UFO? To be honest, I didn't notice many differences. Some exists and the representation is better in XCOM, but that's all. And I wouldn't be too concerned of the representation differences since the computer technology was way worse back in 1994 when the original game was released.
Graphics
I don't think it would make sense to compare the graphics of UFO and XCOM. After all, like I already stated earlier, the capabilities of computers were way worse when the original game was released compared today. If I make the comparison, the remake would definitely beat the original game.
So, how does the XCOM look like? In my opinion the game is beautiful. It doesn't achieve the same level as some of the recent FPS or sport games do but perhaps it doesn't even need to. It looks good and, what's more important in my books, it runs well even in laptop was bought a bit over a year ago. Of course, one reason why the game runs so well is because there is not much action taking place at the same time due the nature of the game. On the other hand there are those small details that enhance the visual appearance quite much; well animated water flow, rain or flames.
While the game looks beautiful in general, there is a huge problem as well; the short cinematic events (shooting or detecting a group of aliens) include a heavy clipping of objects. I think this is because these cinematics are made from two parts; the actual animation and the background. In case of shooting the animation usually takes the background into account well enough, but at times the mistake is made and the creature (human or alien) partially clips with the background objects. And then there is those situation when the character shoots the wrong way, which makes the cinematic laughable. Or perhaps my soldiers posses some strange abilities to change path of bullets drastically, being able to shoot an alien behind them while facing the other direction?
While the cinematic problems in shooting happens somewhat rarely, the alien detection cinematic is almost always broken. This is because there is one animation part for each type of alien, which is used every time. And this animation was made without taking the possibilities of background into account. When the aliens are in open and flat section, the animation works properly, but as soon as there is a single object, like wall or table, near, the clipping occurs. If I had to make an estimation, I would say that around 85% of the alien detection cinematics had the clipping problem, and most of the time the problem was severe enough to really annoy me. There was a option in settings to turn the cinematics off but I didn't try that since the detection cinematic may be a valuable clue to determine if the aliens saw your soldiers or not. I really hope this problem gets fixed soon.
Audio
I already mentioned that the voice acting is good, but how about the rest of the audio? The same adjective applies, the developers really polished the audio section. The background music is good and fits to the game, small sound effects are played constantly and some cases those effects can even be helpful to player. You see, each type of alien have their distinctive sound effect, which is played at least when one of your soldiers hears something, but also in random situations. And these sound effects are distinctive enough that, after a short time, I was able to determine the nearby alien type just by listening the sound. Few times I was able to save my rookies neck when I realized that the nearby enemy wasn't lowly sectoid but something far nastier.
Gameplay
XCOM: Enemy Unknown is divided in two different parts; strategical part and tactical part. Strategical is basically everything you do between missions, which includes scanning alien activity, base management, researching, squad management and equipment handling. Tactical part takes place when the squad reaches the mission location and in this part all the fighting against aliens take place.
Except graphical and interface updates the veterans of the original game should find the strategical part familiar. Perhaps the biggest change in this part is the removal of additional bases since in XCOM you have only one base you develop. This change does limit the possibilities you have, especially since the size of the base is rather small. Of course, this means the player must make decision of what is needed and what is not. Unfortunately this means that some facilities, like research labs, becomes more or less useless since those don't provide enough bonuses compared to other buildings. On the other hand it's possible to destroy facilities already built, which means that once certain facilities aren't needed anymore for any reasons, the player can replace them with ones that are needed more.
Almost everything that happens in strategic part requires time to take place. Constructing facilities, scanning aliens, upgrading equipment or even the construction of new equipment takes time. Strange thing is that, while certain equipment have construction time, most of them don't. Basically anything that can be equipped by soldiers are made instantly, which doesn't make too sense to me. But this is only a small complain. Another problem that occurs with item creation is that the player is unable to see the stats of the weapons and armors is not shown in construction screen. Minor annoyance and after playing the game more it gets pretty obvious which weapons are better than others. On the other hand, it's not always too obvious which soldier class can use which new items, which means that, in case of new weapon the player has never seen before, it comes to trial and error.
At first the item upgrading system sounds a good feature. Unfortunately the options are too limited; about 25 of the upgrades becomes instantly useless if the player is not going to use S.H.I.V, like me. After those upgrades are taken out almost half of the remaining options are pistol upgrades. Now, pistol is a handy weapon, but I usually used those rarely, mostly when I wanted to capture a alien and thus wanted to lower the enemy health just a bit more. So, to summary, upgrade system is good but it feels like the developers just didn't bother to finish it up. Why there is no upgrades to main weapons? Despite one upgrade, which increases the ammo capacity of all weapons, there is none.
Publisher: 2K Games
Released: October, 2012
Platforms: PC, XBox 360, PlayStation 3
Genre: Strategy/RPG
Remake is always a special case in terms of reviewing; while you have to look at it by the standards of the release date you can't just neglect the original game and not compare the two of them. And, like in case of XCOM: Enemy Unknown, if the original game is considered a cult classic that was released over eighteen years before the remake, the comparison is more difficult to do. I was, in some way still am, a fan of the original UFO: Enemy Unknown, so I try to take both sides in account.
This review is based on the PC version of the game and there may be some differences to console versions. From now on I'm going to use the term XCOM when talking the remake and UFO when original game.
The Story
The premise of the game is rather interesting; aliens have waged a war against humans, a war without any mercy. The first phase of invasion is successful and the humanity is already crumbling against the overwhelming enemy. To change the course of war eighteen countries have established a special army unity, which is called Extraterrestrial Combat Unit or XCOM in short. The player takes the position of the XCOM commander. The XCOM unit is independent in the sense that only The Council, a group of anonymous leaders, is above them, and even The Council has no power over the decisions of the commander. Sounds familiar? It's more or less exact copy of the beginning situation of UFO.
Even though the premise is interesting and perhaps a bit promising, it becomes obvious almost immediately that the story is not what XCOM is about. While always being there, the story is only a background thing to explain why certain type of missions appear or why the player should do the given quest. And while not being a too complicated, the story is well made and written, with short but detailed explanations of the changes without getting too complicated. In XCOM you don't see situations like "We want alive aliens for study. Go capture one!" style of situations, but instead the player is given a explanation why the studying of live aliens would benefit the fight.
The story progress of the game progress during cutscenes and short monologues of the important characters. None of these are actually quite short, which is good since the attention of actual game is not taken away from player. And every time the story advances the dialogue is well done and voice acted. To me it seems like the developers made a good decision when the included only a handful of characters related to the story. In fact, I can't remember any game that has so few important characters while still having a story that advances throughout the game. Besides the cutscenes there are also some random comments the NPCs make through the radio during missions; the head engineer may warn you of using guns near alien power technology or the head scientist may remind you that you were supposed to capture the specific type of alien, not to kill one. There are few different versions of these random comments, though only limited amount and those get repetitive quickly. Still, all those comments make the game feel a bit more interactive and alive.
So, how does the story of XCOM compare to UFO? To be honest, I didn't notice many differences. Some exists and the representation is better in XCOM, but that's all. And I wouldn't be too concerned of the representation differences since the computer technology was way worse back in 1994 when the original game was released.
Graphics
I don't think it would make sense to compare the graphics of UFO and XCOM. After all, like I already stated earlier, the capabilities of computers were way worse when the original game was released compared today. If I make the comparison, the remake would definitely beat the original game.
So, how does the XCOM look like? In my opinion the game is beautiful. It doesn't achieve the same level as some of the recent FPS or sport games do but perhaps it doesn't even need to. It looks good and, what's more important in my books, it runs well even in laptop was bought a bit over a year ago. Of course, one reason why the game runs so well is because there is not much action taking place at the same time due the nature of the game. On the other hand there are those small details that enhance the visual appearance quite much; well animated water flow, rain or flames.
While the game looks beautiful in general, there is a huge problem as well; the short cinematic events (shooting or detecting a group of aliens) include a heavy clipping of objects. I think this is because these cinematics are made from two parts; the actual animation and the background. In case of shooting the animation usually takes the background into account well enough, but at times the mistake is made and the creature (human or alien) partially clips with the background objects. And then there is those situation when the character shoots the wrong way, which makes the cinematic laughable. Or perhaps my soldiers posses some strange abilities to change path of bullets drastically, being able to shoot an alien behind them while facing the other direction?
While the cinematic problems in shooting happens somewhat rarely, the alien detection cinematic is almost always broken. This is because there is one animation part for each type of alien, which is used every time. And this animation was made without taking the possibilities of background into account. When the aliens are in open and flat section, the animation works properly, but as soon as there is a single object, like wall or table, near, the clipping occurs. If I had to make an estimation, I would say that around 85% of the alien detection cinematics had the clipping problem, and most of the time the problem was severe enough to really annoy me. There was a option in settings to turn the cinematics off but I didn't try that since the detection cinematic may be a valuable clue to determine if the aliens saw your soldiers or not. I really hope this problem gets fixed soon.
Audio
I already mentioned that the voice acting is good, but how about the rest of the audio? The same adjective applies, the developers really polished the audio section. The background music is good and fits to the game, small sound effects are played constantly and some cases those effects can even be helpful to player. You see, each type of alien have their distinctive sound effect, which is played at least when one of your soldiers hears something, but also in random situations. And these sound effects are distinctive enough that, after a short time, I was able to determine the nearby alien type just by listening the sound. Few times I was able to save my rookies neck when I realized that the nearby enemy wasn't lowly sectoid but something far nastier.
Gameplay
XCOM: Enemy Unknown is divided in two different parts; strategical part and tactical part. Strategical is basically everything you do between missions, which includes scanning alien activity, base management, researching, squad management and equipment handling. Tactical part takes place when the squad reaches the mission location and in this part all the fighting against aliens take place.
Except graphical and interface updates the veterans of the original game should find the strategical part familiar. Perhaps the biggest change in this part is the removal of additional bases since in XCOM you have only one base you develop. This change does limit the possibilities you have, especially since the size of the base is rather small. Of course, this means the player must make decision of what is needed and what is not. Unfortunately this means that some facilities, like research labs, becomes more or less useless since those don't provide enough bonuses compared to other buildings. On the other hand it's possible to destroy facilities already built, which means that once certain facilities aren't needed anymore for any reasons, the player can replace them with ones that are needed more.
Almost everything that happens in strategic part requires time to take place. Constructing facilities, scanning aliens, upgrading equipment or even the construction of new equipment takes time. Strange thing is that, while certain equipment have construction time, most of them don't. Basically anything that can be equipped by soldiers are made instantly, which doesn't make too sense to me. But this is only a small complain. Another problem that occurs with item creation is that the player is unable to see the stats of the weapons and armors is not shown in construction screen. Minor annoyance and after playing the game more it gets pretty obvious which weapons are better than others. On the other hand, it's not always too obvious which soldier class can use which new items, which means that, in case of new weapon the player has never seen before, it comes to trial and error.
At first the item upgrading system sounds a good feature. Unfortunately the options are too limited; about 25 of the upgrades becomes instantly useless if the player is not going to use S.H.I.V, like me. After those upgrades are taken out almost half of the remaining options are pistol upgrades. Now, pistol is a handy weapon, but I usually used those rarely, mostly when I wanted to capture a alien and thus wanted to lower the enemy health just a bit more. So, to summary, upgrade system is good but it feels like the developers just didn't bother to finish it up. Why there is no upgrades to main weapons? Despite one upgrade, which increases the ammo capacity of all weapons, there is none.