Showing posts with label XCOM. Show all posts
Showing posts with label XCOM. Show all posts

Tuesday, October 30, 2012

What I've Been Playing

October has been a hell of a month. First of all, on October 20th I completed the Extra Life 24-hour gaming marathon, and (with the help of some very generous friends) raised $1,462 for Boston Children's Hospital. Other exciting events included catching a debilitating stomach virus during which I literally lost a week down the toilet, my son turning four, and a hurricane. And now I realize there's more excitement yet to come, as I look upon this freshly delivered copy of Assassin's Creed III. Here's a rundown of everything (at least, everything video-game-related) that happened this month.

XCOM: Enemy Unknown (Xbox 360)

It's hard for a pessimist like me to remember this, but sometimes dreams do come true. XCOM: Enemy Unknown—the recent remake/reboot of the 1994 game XCOM: UFO Defense—turned out to be every bit of the experience I hoped it would be, and then some.

Most of what I needed to say I put in my review, but to summarize: Firaxis did a superb job of translating an 18-year-old PC cult classic to a modern console setting, by staying true to the spirit of the original while making some bold changes to the core gameplay. Perhaps the best assessment of this balance came from Chris Schilling in his review at VideoGamer.com: "Enemy Unknown is respectful of Julian Gollop's 1994 turn-based strategy classic, but it's not reverential." Whether you're a fan of the original, or simply a fan of turn-based strategy, aliens, challenging gameplay, and/or being eviscerated by mutant cyborg space bugs, you should check out XCOM: Enemy Unknown.

Bomberman LIVE (Xbox LIVE Arcade)

As I've mentioned in the past, my friends and I have a standing Thursday night Xbox LIVE play-date, brilliantly dubbed "TNGN" (Thursday Night Game Night). Though traditionally staunch Gears of War supporters, we recently began to tire of blowing each other away with sawed-off shotguns, something I genuinely thought we would never tire of.

To break the monotony, last month we dug out our old Halo 3 discs, and soon we were joyriding in Banshees across the Valhalla map like we'd never left. (For a five-year-old game, it holds up incredibly well.) Of course, we quickly realized that with Halo 4 coming out November 6, perhaps we should find another way to spend Thursday nights in October. (Besides, of course, with our families.)

I don't know who mentioned it, but someone pointed out that there was a Bomberman game on Xbox LIVE Arcade, and we were sold. After all, we all remembered that Super Bomberman for the SNES was the ultimate party video game when we were kids. It was easy to learn, difficult to master, fun as all hell, and once the bad blood started to build up after a few rounds of cheap shots and broken alliances, no other game was better at causing a bench-clearing brawl. Good times.

However, before you go out and drop 800 credits ($10) on the XBLA version, a quick word of caution. There have literally been dozens of Bomberman games, and although I'm nowhere near well-versed enough to claim that Bomberman LIVE is the worst among these, I have to believe it's somewhere near the bottom. There's little in the way of single-player options (e.g. no campaign), its menu system is so poorly designed that it almost appears to be intentionally obtuse, and the online support is cumbersome, requiring you to re-invite your party to the game whenever you change the slightest details of the match setup. Having voiced those complaints, I can now say that once you do finally manage to get an eight-player match of Bomberman LIVE working, you realize that playing even a half-assed version of this classic game online with seven of your best friends from around the country is a hell of a good time.

Dishonored (Xbox 360)

I played Dishonored for almost the full 24 hours of my Extra Life marathon, and before I took ill last week, I fully intended to write a review of it. Unfortunately, with Assassin's Creed III now in my hands, a review is seeming somewhat less likely. Nevertheless, I thought it was a high-quality game deserving of some careful discussion, so I'm going to hold off on my comments for the time being, with the hope of publishing a review by the end of the week.

LEGO Star Wars: The Complete Saga (Xbox 360)

Like music, televison, or film, finding quality video games that are appropriate for young children can be difficult. However, as is true for the Beatles, Sesame Street, or Pixar movies, some of the best video games transcend generations, appealing to kids and adults alike.

When I first played LEGO Star Wars on the PlayStation 2, it was a magical experience. Legos, Star Wars, and video games: three pillars of nerd culture, impossibly combined into a thoroughly enjoyable experience that didn't feel anywhere near as exploitative as it should have.

Unfortunately, like so many wonderful things in this life, I totally forgot about LEGO Star Wars until a friend recently reminded me about it. After spending 60 seconds and $20 on Amazon, two days later my son and I were chasing down our lost droids on Tatooine. Now I get to spend quality time with my son while playing a game that's actually fun for an adult.

The only problem is that now my son believes the canonical version of Star Wars is the one where Jedi use the Force build their own spaceships out of Lego bricks.

So that pretty much wraps up October. Now, I'm off to re-fight the American revolution in Assassin's Creed III. If I'm lucky, I'll be so busy patriotically murdering redcoats for the next week that I won't have to see another political ad between now and the election.

Friday, October 19, 2012

Review: XCOM: Enemy Unknown

Remakes are always tricky, but Firaxis beat the odds to deliver a phenomenal game with XCOM: Enemy Unknown. Even those who have never touched an XCOM game before should give it a chance.
Remakes and reboots are a dicey business. Whether you're painstakingly modernizing a beloved classic for the next generation (see: Black Mesa) or engaging in slash-and-burn nostalgia farming to score a quick buck (see: TMNT Turtles in Time: Re-Shelled for XBLA), it's always a delicate balancing act. On one hand, if you stick too close to the original, you risk people realizing how poorly the gameplay of their favorite childhood title has aged. On the other hand, if you take too many liberties updating a cherished franchise, the Internet will spontaneously combust into a ceaseless bitch-fest regarding how much better the original was, and there's a good chance you'll burn for your sacrilege.

Consequently, I was a little hesitant when I heard that one of my favorite games of all time—Microprose's 1994 title XCOM: UFO Defense—was getting a reboot. Then, the other shoe dropped: the new 2K Games-published XCOM wasn't going to be an updated version of the classic tactical strategy game that devoured so many of my adolescent weekends. Instead, it was going to be a first-person shooter. It was official: XCOM had sold out.

Now in some imaginary, fairy-tale alternate universe, a representative from 2K would give me a call to respond to my obvious despair. In a soothing, kindly voice like that of Academy Award winner Morgan Freeman, he'd say: "Don't worry, son... we're also going to publish another XCOM game. It'll be a carefully crafted turn-based strategy game that builds on the original while capturing the spirit of everything you loved as a kid."

However, against all odds, the alternate universe turned out to be this one, because this is what actually happened. I even heard ol' Red's voice in my mind as I read the press release. Even better, development of the game would be placed in the capable hands of Firaxis Games (home of Sid Meier and the renowned Civilization series).

It's a miracle!

By now, the perceptive reader will have gotten the impression that I'm very happy with the game that Firaxis produced. My satisfaction is with good reason, as XCOM: Enemy Unknown is thoughtfully designed and skillfully executed, making several bold changes to the formula while still feeling like the game I've loved for all these years. However, rather than continue to wax rhapsodic, I figured I would instead discuss five specific changes that make Enemy Unknown seem fresh and innovative, yet spiritually faithful to the original.

#1: Streamlined movement and combat systems

Like the original XCOM, all the gameplay in Enemy Unknown takes place in one of two settings. The first is the "world view", where you can manage your personnel and resources, and decide how to respond to threats like UFO detections, alien abductions, and terror attacks. The second is the "mission view", where your forces engage in turn-based tactical combat against a field of alien opponents.

In original game, each soldier began his or her turn in combat with a fixed budget of "action points", which could be carefully doled out for everything from walking to shooting to rearranging the grenades in your fanny pack. In Enemy Unknown, everyone gets to perform at most two movements, and/or one other action such as attacking or reloading.

One thing that compensates for this change is the new cover mechanic, wherein objects in the environment offer either full or half cover, allowing for combatants to be flanked depending on the direction of their protection. The result allows for combat that is just as tactically rich as the "action point" system, while being much faster paced and simpler to control. It also results in combat that looks and feels much more realistic and natural.

#2: Soldier classes and abilities

One of the concerns many fans had about Enemy Unknown was the reduced squad size. Instead of being able to roll in to a UFO crash site with enough grunts to fill out an active baseball roster, Enemy Unknown starts you with only four soldiers per mission, with the possibility of eventually upgrading to six.

The Heavy. (How you like me now?)

Fortunately, the future soldier of 2015 is much more capable and versatile than the future soldier of 1999. For example, your troops in Enemy Unknown are assigned classes that allow them to perform specific roles, namely "Assault" (first strike run-and-gun critical hitters), "Heavy" (machine-gun wielding, rocket-launching human tanks), "Support" (tactical experts and field medics), and "Sniper" (headshotting angels of death). Moreover, as each soldier gains ranks, they can unlock special abilities such as improved defense and extra attacks. Late in the game, having a medic that can carry three medkits instead of one or a sniper that gets to take two shots in a turn can mean difference between your squad heading home victorious and your squad ending up a pile of melted plasma on the ground.

#3: Refined inventory management

Being somewhat obsessive-compulsive, in the original XCOM I used to fully enjoy the 20 minutes before each mission I spent manually placing every weapon, ammo clip, and grenade in every utility belt and backpack my soldiers were carrying. However, I'll concede it did hamper the pacing of the game somewhat. In Enemy Unknown, most of the minutia of inventory management are taken care of for you. For instance, each soldier is limited to two weapons determined by their class, as well as armor and one additional item (e.g. a grenade or medkit). While this may sound restrictive, I found it actually improved gameplay by forcing me to learn the nuances of each weapon type and to be a more careful how I used one-shot items like grenades.

The streamlined resource management extends to the meta-game as well. Gone are the days when you had to order individual missiles for your interceptors, or worry that your soldiers might storm into their next battle with plenty of guns but no ammunition. Such issues apparently are handled automatically by your underlings, leaving you to worry about more important matters like which technologies your labs should research, which vehicles and facilities you should spend your shoestring budget on, and most importantly, how to keep political pressures from tearing apart the uneasy international alliance whose funding keeps the lights on at XCOM central command.

#4: Overarching narrative

One of the things I loved most about the original game were the storylines that emerged directly from the gameplay, like surviving a challenging mission because one of your rookies nails a lucky shot, or botching a routine UFO recovery when one of your senior officers turns out to be a coward. Enemy Unknown has managed to re-create this part of the classic XCOM experience, and even enhanced it a bit with subtle touches like squad member nicknames and a memorial for fallen soldiers. (In fact, you can check out my squad's story in this recent post.)

If "love is a battlefield", then prepare for some of the roughest loving you've ever experienced.

However, Firaxis also has worked to give a sense of narrative to the campaign as a whole. Rather than trying to lead the human race to victory by randomly researching technologies and attacking every UFO in sight, you can listen to your advisors to get an idea of how all these pieces fit together and what primary objectives will move the plot along. As with the extended in-game tutorial (which spans many hours and multiple missions), Enemy Unknown manages to add this extra level of guidance with a light enough touch to keep it from becoming too much hand-holding.

#5: Updated visual design

Improving the look of a game is one of the most obvious things a remake can do. In fact, Enemy Unknown is somewhat modest in this respect, with graphics that are solid but certainly not state-of-the-art.

Where this remake really excels, though, is in its environments and atmosphere. Each mission is a vignette, conveying its own sense of a world under siege through each abandoned gas station, crumbling cemetery, and burned-out bookstore. Even when you finally start to cycle around to maps you've seen before, variables like weather will make them seem fresh.

What didn't work so well?

As a critic, I would be remiss if I didn't point out some of the places where the design of XCOM: Enemy Unknown doesn't quite deliver. One of the things I found bothersome was that you can only shoot at hostile targets within your visual range. This limitation undermines some of my favorite classic XCOM plays, like shooting out a wall to get a better line-of-sight, or taking a Hail Mary shot from across the field.

Another issue is that when you first spot a group of aliens they're allowed an extra, instant move to take cover positions. Aside from being annoying, in close quarters you can end up with your squad standing idly by while a hulking Muton Berserker trots past your carefully organized defenses without encountering so much as a disapproving glance.

Oh... and I almost forgot to mention that the final level is pretty much total bullshit.

Summary

To wrap up this already way-too-long review: XCOM: Enemy Unknown isn't a perfect game, but it may be the best remake I've ever seen. Firaxis took on a huge challenge in updating one of the most beloved PC games in history, and they pretty much nailed it. It's so good that I could see myself never playing the original XCOM again... and when it comes to high praise for a remake, it doesn't get any higher than that.

Wednesday, October 10, 2012

Diary of an XCOM Soldier

The following is an account of my squad's activities during the first 6 hours or so of gameplay of XCOM: Enemy Unknown. A remake of the classic PC strategy game, XCOM asks you to command an elite international task force defending Earth against a mounting extraterrestrial invasion. Pretty much everything I've written here is exactly how it happened in my game (though slightly embellished). I've included a few very minor spoilers, though there's nothing here that should surprise anyone who is familiar with the XCOM series.

1 March 2015 — Operation First Vanguard — Los Angeles, USA
First mission with the new squad, though I'm still in shock from my final one with Delta. Wilson, Lebedev, Matusumoto, and I had been training together for months. They were all better soldiers than me, but somehow I was the only one to survive.

Now I'm with a bunch of rookies. Two American women—a chatty one named Payne and a bull-faced brute named Smith—as well as a Russian medic named Golubev. They didn't stop talking the whole flight about how many "greys" they were going to kill. Well, this was my chance to get some payback for what happened in Germany, and I wasn't going to let a bunch of gossiping rookies get in the way.

The mission went pretty much like clockwork. Smith didn't keep her head down and caught a pretty nasty wound for it, but other than that we took out the hostiles without too much trouble. Before we knew it, the last two aliens were holed up in a small warehouse. Knowing first-hand what these things are capable of, I took the whole place down with my rocket launcher. Problem solved.
5 March 2015 — Operation Secret Gaze — Osaka, Japan
Feeling good about the success of our last mission, command sent us to extract a high-value asset trapped in Osaka. With Smith still laid up, they added a Mexican named Garza to our squad. She's a stone-cold bitch, but an unbelievable shot with a sniper rifle.

We contacted the VIP without too much trouble, but on the way back to the ship we encountered some new type of alien—the "Thin Man". At first they look sort of human, but once they move, you can tell they're anything but. Seeing those freaky bastards with their dead lizard eyes must have rattled me, because I got flanked and took some heavy fire. We got out of there alive, but now I've got 8 days in the med bay to think about my mistake.
15 March 2015 — Operation Patient Justice — Undisclosed Location, USA
One of our interceptors finally took down a UFO! They sent us in to the crash site to clean up and secure some of the alien tech. Just when I was getting used to "Sectoids" and "Thin Men", we ran into a new kind of alien, some kind of being made of crystal and energy. Well, Garza showed us that energy or not, a headshot kills it just as dead as anything else. Actually, maybe deader, since there wasn't much left of the thing afterwards.

I guess I've been doing a good job leading the squad, because after the mission the Commander promoted me to Sergeant. The guys have started calling me "Nova"... I assume because of my explosive personality, or maybe just my temper.
21 March 2015 — Operation Crystal Giant — Bangalore, India
We got sent out to check out reports of an alien bomb in the Bangalore subway. This time the brass said they want us to snag one of the aliens alive. They gave us something the lab cooked up to stun them called an "Arc Thrower", but it only works at close range.

Well, we tried getting close enough to use the damn thing, but it wasn't easy since we were also trying to disable enough power sources to keep the alien bomb from nuking the place. We ended up having to shoot to kill, and got ourselves pretty shot up in the process.

Command was not happy about our failure to bring back a live specimen for interrogation. They made it very clear it was a top priority for our next mission.
28 March 2015 — Operation Empty Hammer — Port Said, Egypt
Another report of alien abductions... this time in a cemetery, of all places. The squad was still beat up from the last mission, so we took a rookie with us, a huge Brazilian dude named Guzman.

I thought I had things under control, but then Golubev (we've been calling him "Doc") got separated from us and ended up trapped in a room with three hostiles closing in. Knowing he was probably done for, he rushed one and zapped it with the Arc Thrower. Then, just before the others got to him, Garza dropped one with an amazing headshot, while Guzman took out the other through a window.

We've started calling Garza "Demon", because if she so much as looks at something, it's dead.
4 April 2015 — Operation Lone Savior — Undisclosed Location, USA
Fucking brass. We brought back a live grey for them, so what did they want next? For us to do the same with one of those goddamn "energy beings".

Well, this was supposed to be a routine crash recovery mission, but it all went to hell. We had the energy being locked down, but when Payne rushed in to take it out, it had its plasma rifle ready. Seeing Payne hit the ground with half her head melted off, I said a big "fuck you" to command and shoved a rocket up that thing's ass, or wherever it is you shove things in a being made of goddamn crystals and energy.
8 April 2015 — Operation Cold Mist — Sapporo, Japan
Another alien abduction. I think the squad is still pretty shook up about Payne. We've got two new recruits, VanDyke and Konig, but no one has paid much attention to them, including me.

We ran into some new aliens again—crazy rocket-powered things we called "Floaters". They move so fast, they even got to Garza in the rear guard. She was bleeding out, and there was no way I could get to her, but I wasn't going to lose another soldier. So, I rushed in like a maniac and mowed down the last two. I took heavy fire, but it was worth it... we got her out of there just in time.
19 April 2015 — Operation Cold Gaze — Melbourne, Austrailia
We must have pissed off the bugs, because they launched an all-out terror attack on Melbourne. We were too late for the initial strike, but we dropped in to try to rescue some of the remaining civilians.

We encountered another new alien, some sort of giant four-legged metal bug that turns people into zombies. No shit... actual zombies. Well, they were in for a surprise, because after a childhood full of video games, I'm pretty damn good at killing zombies. Not only did we take out all of the remaining hostiles, we also managed to save all but 3 of the 18 survivors in the drop zone.
20 April 2015 — Operation Banished Spark — Alexandria, Egypt
Who makes up the stupid code names for these operations?

We were still riding high after kicking ass in Melbourne yesterday, when command sent us in to counter yet another alien abduction. I think we'd be a lot better off if we could get these fuckers before they touch down.

I think VanDyke had something to prove after sitting the bench during yesterday's mission, because she went out there guns blazing. In fact, she got a little too out-of-control, because once she started taking some heavy fire, she started to lose it.

The squad was able to keep it together though, and we brought everyone back alive. I even got promoted to Major. I'm really starting to believe that we can win this thing, and send these bug-eyed monsters back to wherever they came from.
6 May 2015 — Operation Broken Bell — Bangalore, India
Things were quiet for a while, but then they sent us in to deal with another alien abduction. It seemed like a routine mission, so I brought along VanDyke and a rookie named Gusev. But instead of Sectoids or Thin Men, we ran into a totally new kind of alien—these giant, hulking green monsters that you could unload an entire clip on, and they still wouldn't go down.

It was a massacre. We thought we had them pinned down, but then one of the brutes threw some sort of alien grenade. It killed Doc instantly, and messed up VanDyke real bad. Guzev totally lost it and ran off in the opposite direction of the ship, shooting wildly and screaming.

I didn't want to leave Guzev behind, but with VanDyke and Garza both in rough shape and those green monsters closing in, I had to abort the mission. A small, dark part of me hoped that Guzev was already dead, so that we weren't really abandoning him... but then I swear I heard him yelling as we took off.

Maybe this war is going to be a lot worse I thought.

Friday, September 14, 2012

My Fall Preorder Lineup

Or: How I Learned to Stop Worrying and Love the Preorder

I've gradually grown to love "preordering" upcoming titles before they're released. Originally I viewed the practice as a way for desperate Gamestop employees to harass you at the register, by running through all the additional games they'd like you to buy beyond the one you were actually holding. As I started buying most of my games online, I became more willing to drop a bit of pre-release coin in exchange for various discounts and bonuses.

Today, I'm a straight-up preorder addict. I buy upcoming titles on Amazon as soon as I know I want them, without regard to whatever preorder bonuses may or may not materialize. (More than once, I've ordered games so far in advance that they've been delivered to a previous address several months after I moved.) Every release date is like a little mini-Christmas, and the UPS guy is my own personal Santa in brown short-pants. Here's a quick run-down of the titles I'm expecting to show up on my doorstep between now and the end of 2012.



Game: Borderlands 2
Platform: Xbox 360 / PS3 / PC
Release Date: September 18, 2012
How I Feel About It:   Cautiously Optimistic

Released in 2009, the original Borderlands received a fair amount of acclaim for its distinctive visual style and its skillful integration of RPG elements into solid first-person shooter gameplay. Also, from what I heard, when experienced at its finest, the four-player co-op bordered on transcendental. Unfortunately, this was never my experience, as the difficulty scaling was so aggressive that to play with anyone a few levels above or below you was either prohibitively challenging or pointlessly easy. Furthermore, the bare-bones plot and repetitive mission structure left me pretty unsatisfied with the single-player experience. Still, there was a whole lot about Borderlands that reeked of promise, and if its sequel can fix some of these missteps while building on the potential of the original, it could turn out to be one of the best games of the year.



Game: XCOM: Enemy Unknown
Platform: Xbox 360 / PS3 / PC
Release Date: October 9, 2012
How I Feel About It:   Sporting a Raging Nostalgia Hard-On

If you've ever spent any time talking to a PC gamer, chances are they've mentioned XCOM at some point. Originally released in 1994, XCOM was a turn-based tactical strategy game that revolutionized the genre, while simultaneously keeping my friends and I up playing into the wee hours, terrified that at any moment a Cryssalid would burst out of the monitor of my Tandy desktop and impregnate us with its zombifying alien toxins. This upcoming remake of the original has been lovingly developed by the capable hands at Sid Meier's Firaxis Games, the folks behind the Civilization series. All signs point to this game being a slam dunk, and for the developers' sake I sure hope so... should it disappoint, an army of XCOM fanboys stand at the ready to unleash a flood of impotent Internet rage.



Game: Dishonored
Platform: Xbox 360 / PS3 / PC
Release Date: October 9, 2012
How I Feel About It:   Skeptical, But Intrigued

Dishonored is a first-person stealth/action-adventure game developed by Arkane Studios and published by Bethesda Softworks. I hadn't heard about this game at all until this year's E3, and I'm still a bit skeptical. If there's two things that first-person games tend not to excel at, it's stealth and melee combat. (Fans of the Thief games would probably disagree with me here.) Still, the impressive screenshots and industrial-era setting—along with the fact that it's one of the few new games this year that's not a sequel—piqued my interest enough to go with Dishonored as my impulse buy for the fall.



Game: Assassin's Creed III
Platform: Xbox 360 / PS3 / PC / Wii U
Release Date: October 30, 2012
How I Feel About It:   Brimming With Revolutionary Bloodlust

Being a New Englander, any game where you run around revolutionary-era Boston murdering Redcoats is going to get four out of five stars from me just for showing up. Sure, the Assassin's Creed series started to get a little stale after Ubisoft released a second follow-up to Assassin's Creed II, but it's still a rock-solid franchise, and everything I've been hearing about this game indicates that the developers have taken nothing for granted. For now, I'm going to allow myself to revel in unchecked enthusiasm for this game, fully confident that it's going to turn out to be phenomenal.



Game: Halo 4
Platform: Xbox 360
Release Date: November 6, 2012
How I Feel About It:   Glad It's Not Call of Duty

I never thought of myself as a huge Halo fan, usually preferring to scratch any competitive multiplayer itches with the Gears of War games. However, my friends and I have recently gone back to playing Halo 3 during our weekly online play-date, and I was quickly reminded of what an amazing game it is. As someone who is thoroughly bored of the whole Call of Duty thing, I'm picking Halo 4 over Call of Duty: Black Ops II as my preferred multiplayer shooter for the holiday season. (If my friends are reading this... you now know what to tell your wives you want for Christmas.)



As you can see, I've got my work cut out for me for the rest of 2012. (I'm actually glad Bioshock Infinite got pushed off to February.) Looking at this lineup, it makes me wonder what kind of space is left in the marketplace for the Nintendo's new console (the "Wii U"), which they just announced will be available November 18. Regardless, there will probably be no U for me... my dance card is full.