Software:XCOM: Enemy Unknown
XCOM: Enemy Unknown | |
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Developer(s) | Firaxis Games |
Publisher(s) | 2K |
Producer(s) | Garth DeAngelis |
Designer(s) |
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Programmer(s) | Casey O'Toole |
Artist(s) | Gregory Foertsch |
Writer(s) |
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Composer(s) | Michael McCann |
Series | XCOM |
Engine | Unreal Engine 3 |
Platform(s) | |
Release | |
Genre(s) | Turn-based tactics, tactical role-playing |
Mode(s) | Single-player, multiplayer |
XCOM: Enemy Unknown is a 2012 turn-based tactics video game developed by Firaxis Games and published by 2K. The game is a "reimagined" version of the 1994 strategy game X-COM (also known as UFO: Enemy Unknown) and a reboot of MicroProse's 1990s X-COM series. Set in an alternative version of the year 2015, the player controls an elite multinational paramilitary organization called XCOM during an alien invasion of Earth. The player commands troops in the field in a series of turn-based tactical missions; between missions, the player directs the research and development of technologies from recovered alien technology and captured prisoners, expands XCOM's base of operations, manages finances, and monitors and responds to alien activity.
Firaxis attempted to reboot the franchise in 2003, though it failed to materialize. Development of the game began in 2008, and lasted for four and a half years. Initially envisioned as an exact remake of the 1994 game, the team streamlined various gameplay mechanics and introduced improvements to modernize the franchise for a new audience. Development cycle was longer than other Firaxis games, as it was retooled several times during production. While development of the game was led by Jake Solomon, studio head Sid Meier provided input and assisted the team. Aliens from the original game return in Enemy Unknown, though Firaxis redesigned many of them. The game utilized procedural generation for enemy placement, though the maps in the game were handcrafted by the team. Michael McCann served as the game's composer.
Announced in January 2012, the game was released for Windows PC, PlayStation 3 and Xbox 360 in October 2012. Handheld and mobile versions of the game were released subsequently. The game received generally positive reviews from critics, who praised the game's turn-based combat, presentation, emergent gameplay, difficulty and replayability, though its multiplayer component was criticized. It was a commercial success for the publisher. The game was nominated for multiple year-end accolades, including Game of the Year, by several gaming publications. Firaxis released an expansion pack, XCOM, in November 2013, and a sequel, XCOM 2, was released in 2016. The game was often credited for reinvigorating interest in the turn-based tactics genre in the 2010s.
Gameplay
Combat missions
Much like its predecessor, XCOM: Enemy Unknown casts the player as the commander of an elite military organization. As commander, the player directs their soldiers in turn-based combat missions against invading alien enemies. The player controls a squad of between one and six human soldiers or robotic units as they explore each of the game's level.[1]
Map layouts are not randomly generated, but enemy placement is. Map selection is also random with the exception of several quests in the main campaign.[2] Fog of war hides the aliens and their actions from view until the player's soldiers are in range and have line of sight on them.[3] Most missions require players to eliminate all threats in a map, though players can choose to retreat and abandon the mission should the situation go awry.[4][5] The game has four different difficulty levels: easy, normal, classic and impossible[6] and an "ironman mode", which limits the player to one save.[7] The game features a multiplayer mode for one-on-one tactical battles. Players spend a predefined points budget on assembling a squad of up to six humans, aliens, or a mixture of both. Human units are customizable in terms of weaponry, armor and gadgets. A simplified version of the single-player perk system is present. Alien units may not be customized but possess the abilities of corresponding aliens types in the single-player mode of the game.[8]
Each squad member can perform a limited number of actions before the enemy, controlled by artificial intelligence in single-player mode, takes their turn. Soldiers can be instructed to move, attack or both depending on their available action points. Other actions can be performed such as reloading, remaining in overwatch to shoot any moving enemy in their line of sight, healing, throwing grenades or using special abilities. Attacking or dashing large distances across the map will immediately end a squad member's turn.[4] The game's user interface will inform the player of the possibility of landing a successful shot and the amount of damage they will do.[9] Squad members can take cover behind objects, which reduces the chance of being hit. The amount of defense a squad member has is indicated by a shield icon. A full cover (indicated by a blue full icon) and a half cover (indicated by a blue half icon) reduce enemy accuracy. A yellow and a red shield show to players that they are being flanked or being completely exposed respectively. They will sustain heavy injuries from attacks due to the lack of any defense. Cover may be destroyed through missed shots or the use of explosives.[10]
As soldiers progress in the game, they earn experience and are promoted, allowing players to specialize them.[4] The game features four distinct character classes each with their own unique weapons, gadgets and abilites. The Assault class that can attack after dashing; the Support class that can heal teammates and provide additional support; the Heavy class that has area of effect abilites and the Sniper class that is equipped with a sniper rifle, allowing them to kill enemies with a high critical damage bonus from afar.[11][12] Some soldiers may also have access to psychic powers, allowing them to boost their team's willpower, reduce enemy's combat efficiency, and briefly take control of enemy units.[12] Once a class has been selected, it cannot be changed.[11] As soldiers earn promotions, for each rank they gain, players can select one out of two perks.[13] Each recruit's name and appearance can also be customized.[14] When a soldier's health reaches zero, they may die permanently if they are not saved in time.[4] Soldiers can experience panic during a mission which can make the player lose control of that character for a turn.[7]
Base management
XCOM's underground headquarters is presented in a view dubbed the "ant farm".[15] From this view, the player manages construction, manufacturing and research projects underway, and directs how the scientists and engineers use resources recovered from missions. Some resources can be sold to other XCOM nations through the "grey market".[16] As the player progresses in the game, they will unlock new weapons, armor improvements and technology to further impove each recruit's efficiency. Performing interrogations or autopsies on captured aliens also yield additional bonus unlocks.[17] It is also the place where recruits in the game will rest, exercise or tend to their wounds.[18] A memorial wall to soldiers killed in action is also viewable.[19] A holographic view of the Earth called the "Geoscape" allows the player to keep track of the situation around the world, ordering aircraft to intercept UFOs and dispatching soldiers to engage aliens on the ground. This influences the panic level of XCOM's member nations. Responding to situations in certain areas decreases panic, and ignoring them results in a rise in panic and potential for the nation to pull out of XCOM. Once a nation decides to leave, they will never rejoin, meaning that the players will have less fundings for the rest of the game.[16] If 8 out of the 16 Council nations decided to leave, the game will end.[20] Passive bonuses are provided depending on which continent the player chooses for a base location. The player can better detect alien activity by launching satellites and positioning them over territories of interest.[21]
Plot
Setting
The game's campaign begins in the spring of 2015, as a global alien invasion begins. Prior to the start of the game, a group of countries called the Council of Nations has banded together to create XCOM (short for Extraterrestrial Combat Unit), the most elite military and scientific organization in human history, tasked with defending them from the alien attack. The player assumes the role of the commander of XCOM, and proceeds to engage in a war against an extraterrestrial enemy with overwhelming technological superiority.
Story
In March 2015, a series of extraterrestrial objects land in a major German city. A squad of four soldiers is sent to investigate the incident. Upon entering a warehouse, the squad finds German soldiers being mind controlled by a small alien creature before being ambushed. All but one of the soldiers are killed before the area is secured. Alien attacks begin all over the globe.
After success with shooting down alien scout ships and securing the crash sites from surviving alien crews, as well as interdicting alien attempts to abduct human civilians for unknown purposes, XCOM manages to also obtain the corpses of various different alien troops. Autopsies reveal that all these types have been genetically and/or cybernetically altered, which seems to indicate they are merely foot-soldiers for unseen leaders. XCOM's head of research, Dr. Vahlen, requests that a live alien be captured for interrogation. This also involves developing a specialized weapon capable of capturing a live alien, and constructing a facility in XCOM's subterranean base capable of safely holding a live alien prisoner.
Capturing one of the alien troops and conducting the interrogation reveals vague information about another type of alien called the Outsiders, artificially-created crystalline beings encountered aboard UFOs, that appear to serve as pilots and navigators. Dr. Vahlen then requests that XCOM capture an Outsider for study. Upon capturing one of these, the examination reveals that the Outsiders' exotic crystalline structures behave in a manner similar to antennas, receiving a signal broadcast from a location buried underground on Earth. XCOM dispatches a team to investigate the signal; it is found to be coming from a base that the aliens have secretly established on Earth, where experiments are performed on abducted humans.
XCOM develops a method for gaining entry to the alien base and assaults it. During the mission, the alien serving as the base commander is discovered to have psychic abilities, but is nevertheless defeated by the soldiers. The commander's psychic communication device is recovered and reverse engineered. Tapping into the aliens' communications reveals a previously hidden, stealth "Overseer" UFO making rounds across the Earth. When the UFO is shot down, it is found to hold an alien species that had not been previously encountered, as well as a strange psionic artifact. The newly discovered species, called Ethereals, possess powerful psionic abilities.
Once the Overseer ship is shot down and the psionic artifact recovered, the massive enemy "Temple Ship" reveals itself in low Earth orbit over Brazil, and starts causing earthquakes even as far away as XCOM HQ. The reverse-engineering efforts enable XCOM to unlock and develop latent psionic powers that are present in certain human beings, thus enhancing their human soldiers. Out of these psychic human soldiers, the most powerful becomes the Volunteer, using the psionic artifact recovered from the Overseer UFO to tap into the aliens' psychic communication "hive", an experience that also increases his or her psionic strength. This allows them to attack and board the Temple Ship to seek out the Uber Ethereal, the leader of the alien invasion.
During the final battle aboard the ship, the Uber Ethereal reveals that, because of their own failure to improve their own race further, they have been testing and experimenting on other species throughout the universe in an attempt to identify a race worthy of being "Uplifted", searching for a race that is strong in both mind and body; the various species of alien troops that the player has encountered have all been failures in the Ethereals' experiments. By allowing humans to obtain their technology a few steps at a time, the Ethereals allowed humans to evolve to a fuller potential, and believe that humanity may be the culmination of their search, to find the perfect species to move on and prepare for "what lies ahead", a vaguely worded destiny that they do not describe further.
After slaying the Uber Ethereal, the Temple Ship begins to collapse into itself, creating a black hole, which would destroy the Earth due to its close proximity. While the psionically gifted Volunteer urges the other XCOM soldiers to rush back to their transport and escape the doomed ship, the Volunteer stays behind, using the psychic gift to take control of the ship and fly it further away from the planet, finally causing it to self-destruct and save Earth.
Development
XCOM: Enemy Unknown development commenced in early 2008 as a "very, very big budget" project with about 50–60 team members at Firaxis Games.[22] XCOM: Enemy Unknown was developed independently of 2K Marin's XCOM (later rebranded as The Bureau), and although the two games are set in different universes, the developers of the two games were in contact with one another.[23] Enemy Unknown was the first title developed by Firaxis Games not to feature the name of Sid Meier, who served as the director of creative development but was not directly involved in the game's development day to day.[24][25]
Project origin
Being a fan of the original X-COM, director Jake Solomon petitioned repeatedly to Firaxis' leadership to create a sequel since he joined the studio. He was given six months to lead a team to develop a prototype for a XCOM game in 2003. He and other programmers quickly wrote a game engine, borrowing assets from various media such as Unreal Tournament. In this early demo, players are required to explore a large open area to eliminate several alien threats. It also features a relatively extensive inventory management system.[26] Reflecting on this version of the game, Solomon added that it was a "classic case of overengineering". Firaxis quickly shut down the project after deeming it unenjoyable.[27] Solomon continued to assist studio head Sid Meier for other Civilization projects until four years later when the studio decided to branch out and divertify their portfolio. Solomon, while working on Civilization Revolution, was given another chance to develop a XCOM game.[26]
In early prototypes of the game, Solomon envisioned the game to be a remake of the first game in the franchise. Gameplay features such as fog of war, multiplayer, and cinematic cameras were already included. However, his desire to include procedurally generated maps were rejected by the programming team, who deemed the task impossible due to time constraints and the technical restraints of Unreal Engine 3. In 2009, a vertical slice of the game were shown to other members of Firaxis. In this version of the game, a cover system is not present. Players can move their units freely as long as they have enough "time units". While the development team was confident, it was met with a lukewarm response within the studio. While some enjoyed its complexities, most of the reviewers did not understand the concept. Reflecting on the demo, art director Greg Foertsch called it "painful", while Solomon recognized that it was "more complicated" than the original, making the experience unenjoyable.[26] As a result, the team decided to redo the entire game, abandoning all materials they have develop over a year and a half. As a result, the game had one of the longest development cycle for a Firaxis game, which typically only took two to two and a half years.[28]
Gameplay design
Solomon and his team then spent time streamlining the game. Dubbed as "Combat 2.0", the team decided to add a tile grid for squad movement.[29] An early prototype of the game saw each soldier having one singular tactical value, which determined how effective they were at both offense and defense. This number was later separated into two distinct values (offense and defense), with both being altered by various factors, such as the presence of height advantages or covers, or if they are being flanked by AI.[27] Firaxis held "Mutator Mondays" every week, in which all team members convened to discuss the state of the game and introduce a "mutator" that would change gameplay for that week. Through this event, the studio attempted to find ways that may improve the overall's game experience, or discarded existing systems that were detrimental to gameplay.[29] Time units, angled cover, base invasion, as well as lines that help players visualize if they can get a clear shot at enemies, were among systems removed from the game during its production.[29][30][31] Despite restarting development, the team did not want to completely overhaul UFO: Enemy Unknown, and intend to modernize the gameplay experience instead. New gameplay changes, such as the introduction of soldier abilities, were introduced. The game also limited the maximum squad size to six. They once experimented with a larger squad size, but they felt that this made each move less meaningful, and impacted the game's momentum and pacing.[32] According to DeAngelis, each combat mission should last around 20 minutes and not exceed more than 50 minutes for the longer missions.[30] According to Sid Meier, the game was also designed to cater for fans of action games, real-time strategy games, and role-playing video games.[33]
The team deemed "permanent death, destruction and turn-based combat" as the three major pillars of the franchise. While the game was intended to be challenging,[34] the team wanted it to be accessible to newcomers. As a result, an extensive but optional tutorial section at the beginning of the game was included.[30] The team also wanted the game to be "fair". As a result, unlike the original game, aliens will not attack the player until they are revealed.[35] Solomon identified the strength of the series as its ability to demonstrate consequences. A wrong decision may lead to very tangible results, such as losing a soldier, losing a nation's support, or failing an entire mission. By introducing permadeath, the team hoped to invoke a sense of "unnerving despair" and recreating the "tense atmosphere" from the original game.[30] Producer Garth DeAngelis further added that through these losses, the team created a "sense of fear reverberating through the entire experience".[36] Regardless of the player's actions, Firaxis made a decision to not comment on them to avoid pushing players into performing certain actions or causing them to second-guess themselves.[37] Solomon added that XCOM was "an unfeeling collection of systems", which induced player stress by forcing them to recognize that the game did not "care" if they made the right decision or not.[38]
The strategic layer of the game also went through multiple changes, and was completely redesigned two years into the game's development.[32] Solomon experimented with different gameplay ideas; it once features gameplay mechanics inspired by tower defense video games and card games. To better illustrate the strategic management of the game, Solomon and Meier built an XCOM board game using pieces from Risk. While Meier advocated for having it turn-based, Solomon was insistent to keep it real-time. The two ultimately spent a weekend creating a prototype for each of their proposed version, with Solomon's proposal being chosen as the final solution.[26] Initially, the base management portion of the game was played from an isometric perspective, though this created unintentional gameplay and visibility issues. The team then switched to a side-on view, inspired by books of cross-sections and cutaways.[39]
Multiplayer had always been intended to be a part of the package since the inception of the project. The team wanted players to feel like a "brilliant tactician", and believed that the only way to achieve this is to have the player face against another human opponents instead of competing against AI. The multiplayer mode was inspired by tabletop games.[28] Solomon described the mode as "straightforward" but "endlessly complex"; while its objective is simple, the diversity of units meant that players cannot predict what strategy they will need to adopt in a match. The inclusion of multiplayer was initially controversial, though the team reiterated that it would only add to the experience without affecting the single-player mode. While the campaign only allows players to command human soldiers, the multiplayer deathmatch mode allows them to control alien units directly.[40]
Art and music
The team wanted to modernize some of the alien designs from the original game. They were inspired by real-life animals such as insects, spider monkey and gorillas.[41] The team first designed the Sectoids, the first alien species players encounter in the game. Described as a "classic big-headed alien", it was conceived to be easily recognizable, paving the way for Firaxis to introduce more outlandish designs in later parts of the game. The Sectoids demonstrates more "animalistic" behaviours when compared with its appearance in the first game. The Mutons were designed to be physically imposing but ape-like;[42] the Chryssalids is now an alien quadruped without any humanoid characteristic;[32] the Thin Men, who are infiltrators disguised as human, are unnaturally slender. Its design was inspired by the human characters from the animated series Æon Flux.[42] Other alien designs in the game were inspired by Men in Black and The X-Files.[43] Plans for including large-scale aliens were scrapped. The Sectapod was originally intended to be a hulking enemy the size of a building, but its size shrunk significantly to ensure they can spawn in various levels in the game instead of existing only as a setpiece. Designs that were scrapped included the "Battletoad", which can pull a soldier out from their cover and devour them.[41] Meanwhile, the design for XCOM's soldiers was inspired by action figures, with the team striving for a stylized, bright, flat-textured look.[44][45] Unlike Terrors of the Deep or Apocalypse, Earth was chosen to be the setting because it was relatable to players. The team used recognizable locales and juxtaposed it with the presence of aliens in an attempt to create an eerie atmosphere.[46]
Roland Rizzo, who has been working with the X-COM series since the beginning, became the audio lead for the game and was tasked with reimagining and updating John Broomhall's famous original music score. Rizzo replayed the first game to better understand the music.[47] Michael McCann was recruited to create the game's musical score after the team heard his score for Deus Ex. The soundtracks for the game were predominantly dark, synthwave music.[37]
Release
XCOM: Enemy Unknown was revealed on January 5, 2012, by Game Informer.[48] It was described by Firaxis and publisher 2K as a "reimagining" of the 1994 game.[49] A playable demo of the game was available at E3 2012.[50] Pre-ordering the game granted players access the "Elite Soldier Pack", which included the "Classic X-COM Soldier" (a haircut for the player's male soldier based on the model for troops in the original 1994 X-COM) and the option to customize the aesthetic design of soldiers' armor.[51] Those pre-ordering the PC version on Steam also received bonus items for Valve's Team Fortress 2 and a free copy of Firaxis' 2010 strategy game Civilization V.[52] The game's playable demo version was released prior to the game's official launch.[53] XCOM: Enemy Unknown was released for Windows PC, PlayStation 3 and Xbox 360 on October 9, 2012, in North America and October 12, 2012, in Europe.[54] An iOS port was released on June 20, 2023.[55] Firaxis described the game's mobile release as a premium product, with no in-app purchase.[56] A version for Android was released in April 24, 2014.[57] XCOM: Enemy Unknown Plus was released for PlayStation Vita on March 22, 2016.[58] Feral Interactive released the game for OS X and Linux in May 2013 and June 2014 respectively.[59][60]
Firaxis supported the game with post-launch content. The first downloadable content (DLC) pack titled Slingshot was released on November 4, 2012. It introduces several new council missions as well as a new playable character.[61] A free DLC titled Second Wave was released on January 4, 2013, introducing numerous adjustment to gameplay.[62] An expansion pack, XCOM was released worldwide on November 15, 2013.[63] The pack retains the core storyline but adds a broad variety of content, including new weapons, special missions and the ability to enhance soldiers via genetic engineering or cybernetic implants. It also introduces 40 new maps in the campaign mode, and 8 new multiplayer maps.[64][65]
Reception
Critical reception
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According to review aggregator Metacritic, the game received "generally positive reviews" from critics.[66] Franchise creator Julian Gollop also praised the game. Describing it as an "addictive and absorbing" experience, he liked the new alien design and enjoyed the challenging gameplay.[79] Released during a time when interest for a turn-based strategy game was low,[22] the game introduced a new generation of players to the genre.[80][81] PC Gamer's Fraser Brown, in a 2019 article, wrote that XCOM: Enemy Unknown "came along and lit a fire under the genre, arguably kicking off the decade of turn-based tactics games". The term "XCOM" also became synonymous with the genre.[82]
Evan Lahti from PC Gamer praised Firaxis for understanding the core gameplay pillars of the XCOM series and modernizing them for a new audience, resulting in a combat system that was "more coherent and elegant" than other similar games in the same genre. He also liked how the combat captured the "childlike joy" of moving a squad of action figures.[71] Dan Stapleton from GameSpy described it as "an amazingly addictive, challenging, and rewarding experience". He liked how the game streamlined the original gameplay of UFO: Enemy Defense, and remarked that the game's difficulty and randomness made it highly replayable.[73] Kevin VanOrd from GameSpot wrote that the randomness of combat further heightened the tension and anxiety, and the cinematic camera "[dramatized] the successes and failures".[75] Steve Butts from IGN praised the environmental destructibility, which highlighted the "intensity of the battle" while providing new opportunities for players to plan their attack.[72] The lack of procedurally generated maps was commonly criticized.[75][73] Ryan Davis from Giant Bomb felt that the game was challenging but fair, and applauded how Firaxis presented the game's intricate mechanics in a way that is "digestible" for newcomers.[74] Writing for Destructoid, Allistair Pinsof also praised the game's more approachable nature.[1] Multiplayer, however, was criticized for being too light on content.[7][71]
Lathi was disappointed that the base did not evolve despite the construction of new rooms, and that injured soldiers were never visualized in the base. However, he remarked that these shortcomings can be easily overlooked as it was "a style of game that arguably hasn't existed" for nearly a decade earlier.[71] Stapleton liked how the game created a sense of urgency, as panic level will rise regardless of player's action, thus further motivating players to perform well in ground combat missions. However, he felt that base management could be cumbersome due to its "clumsy" user interface.[73] Davis wrote that he enjoyed the "jigsaw nature of the administrative part" the most, especially how he needed to prioritize the use of various resources on different research projects and construction, though he remarked that resources were never enough to pursue all objectives, meaning that players were forced to choose and compromise.[74] Pinsof also liked how the looming threat of a game over scenario resulted in a "relentlessly tense experience".[1] Writing for Polygon, Russ Pitts remarked that the open-ended management options were at odds with the game's overall linear narrative structure. While she remarked that the turn-based combat was the game's highlight, it significantly outshone the strategic component of the game.[78]
Rob Savillo from VentureBeat wrote that players were frequently tasked to make choices whose outcomes are not immediately noticeable. Each soldier action, and each strategic decision may result in unforeseen consequences that cannot be reversed. He commended the Ironman mode, which made all decision meaningful as players cannot avoid failure through reloading a save.[77] He praised the game for combining two distinct genres successfully, adding that it was "peerless in modern game design".[77] VanOrd compared the premise to The War of the Worlds, and noted that the game never humanize its alien antagonists.[75] Lathi and Pinsoff commented on the game's light narrative, but remarked that through emergent gameplay, players can create stories that are unique and personal.[1][71][83] Pinsof wrote that the game sometimes punished players for failing, but a small chance of victory always motivated them to push through and continue playing.[1] Arthur Gies from Polygon remarked that the loss in the game are "simultaneously heartbreaking and ruthlessly educational", as each failure motivated players to study the game's mechanics and refine their skills, thus encouraging to replay the game repeatedly.[84] Adam Biessener from Game Informer wrote that both turn-based combat and real-time management "present life-or-death conundrums to which there is no right answer". He concluded his review by writing that XCOM: Enemy Unknown was a "singular achievement that every gamer deserves to experience".[76]
Sales
While being the best-selling video game on Steam during its week of release, it was only the seventh best-selling video game at retail in its week of release in the UK.[85] It also failed to enter US' monthly chart, selling only 114,000 copies.[86] CEO of Take-Two Interactive Strauss Zelnick revealed in February 2013 that the game was a commercial success for the company, and that the game sold well digitally.[87]
Accolades
XCOM: Enemy Unknown was selected by GameSpy, Kotaku, MTV, Giant Bomb, and GameTrailers as their Game of the Year.[88][89][90][91][92]
Year | Ceremony | Category | Result | Ref. |
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2012 | Spike TV Video Game Awards | PC Game of the Year | Won | [93] |
2013 | 16th Annual D.I.C.E. Awards | Game of the Year | Nominated | [94][95] |
Strategy/Simulation Game of the Year | Won | |||
Outstanding Achievement in Gameplay Engineering | Won | |||
9th British Academy Games Awards | Game Design | Nominated | [96] | |
Strategy | Won | |||
2013 Game Developers Choice Awards | Game of the Year | Nominated | [97] | |
Best Game Design | Nominated | |||
Golden Joystick Awards 2013 | Best Mobile/Tablet Game of the Year | Won | [98] |
Sequel
A sequel to XCOM: Enemy Unknown, XCOM 2, was released on February 5, 2016. It was developed by Firaxis Games and was released on Microsoft Windows, OS X and Linux. The game takes place 20 years after the events of Enemy Unknown, in an alternate scenario where XCOM failed to stop the alien invasion and humanity surrenders. The player controls a small resistance movement fighting against the alien conquerors.[99]
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Pinsof, Allistair (October 8, 2012). "Review: XCOM: Enemy Unknown". Destructoid. https://www.destructoid.com/reviews/review-xcom-enemy-unknown/.
- ↑ Yoon, Andrew (March 6, 2012). "The procedural world of XCOM: Enemy Unknown". Shacknews. https://www.shacknews.com/article/72737/the-procedural-world-of-xcom-enemy-unknown.
- ↑ Cook, Dave (August 30, 2012). "XCOM Enemy Unknown multiplayer: chess is for wimps". VG 247. https://www.vg247.com/xcom-enemy-unknown-multiplayer-chess-is-for-wimps.
- ↑ 4.0 4.1 4.2 4.3 Savillo, Rob (October 16, 2012). "The XCOM field commander’s tactical guide to Enemy Unknown". VentureBeat. https://venturebeat.com/games/xcom-enemy-unknown-game-guide-tactical/.
- ↑ Plunkett, Luke; Hamilton, Kirk (October 9, 2012). "Before You Start: Tips for Playing XCOM: Enemy Unknown the Best Way". Kotaku. https://kotaku.com/before-you-start-tips-for-playing-xcom-enemy-unknown-5949758.
- ↑ Biessener, Adam (October 6, 2012). "XCOM’s Classic Ironman Mode Is An Even Match For Its Creator". Game Informer. https://www.gameinformer.com/b/features/archive/2012/10/06/xcom-s-classic-ironman-mode-is-an-even-match-for-its-creator.aspx.
- ↑ 7.0 7.1 7.2 7.3 Stanton, Rich (October 8, 2012). "XCOM: Enemy Unknown review". Eurogamer. https://www.eurogamer.net/xcom-enemy-unknown-review-3.
- ↑ "XCOM: Enemy Unknown multiplayer preview". PC Gamer. August 16, 2012. http://www.pcgamer.com/previews/xcom-enemy-unknown-multiplayer-preview/.
- ↑ Hogarty, Steve (October 15, 2023). "The secret dice rolls of XCOM: Enemy Within. How Firaxis fudge the numbers". PCGamesN. https://www.pcgamesn.com/secret-dice-rolls-xcom-enemy-within.
- ↑ Bycer, Josh (November 20, 2012). "Overwatching: An Analysis of X-Com Enemy Unknown". Game Developer. https://www.gamedeveloper.com/design/overwatching-an-analysis-of-x-com-enemy-unknown.
- ↑ 11.0 11.1 Hughes, Matt (October 8, 2012). "XCOM: Enemy Unknown classes and abilities guide". GamesRadar. https://www.gamesradar.com/xcom-enemy-unknown-classes-and-abilities-guide/.
- ↑ 12.0 12.1 Hatfield, Tom (October 9, 2012). "XCOM: Enemy Unknown guide - squad builds, ET tactics, base-building strategy and more". PC Gamer. https://www.pcgamer.com/xcom-enemy-unknown-guide/2/.
- ↑ Dean, Paul (May 25, 2012). "XCOM: Enemy Unknown Preview: First Contact". Eurogamer. https://www.eurogamer.net/x-com-enemy-unknown-preview-first-contact.
- ↑ Sullivan, Lucas (October 3, 2012). "XCOM: Enemy Unknown - 9 reasons were excited to tactically frag some aliens". GamesRadar. https://www.gamesradar.com/xcom-enemy-unknown-9-reasons-were-excited-tactically-frag-some-aliens/.
- ↑ Crecente, Brian (April 11, 2012). "Reimagining X-Com with XCOM: Enemy Unknown". Polygon. https://www.polygon.com/gaming/2012/4/11/2940663/reimagining-x-com-with-xcom-enemy-unknown.
- ↑ 16.0 16.1 Savillo, Rob (October 17, 2012). "8 tips for saving the world in XCOM: Enemy Unknown". VentureBeat. https://venturebeat.com/games/xcom-enemy-unknown-game-guide-strategic/view-all/.
- ↑ Hughes, Matt (October 8, 2012). "XCOM: Enemy Unknown research and engineering guide". GamesRadar. https://www.gamesradar.com/xcom-enemy-unknown-research-and-engineering-guide/.
- ↑ Meer, Alec (March 6, 2012). "XCOM Remake: 8 Things I Dig, 6 Things I Worry About". Rock, Paper, Shotgun. https://www.rockpapershotgun.com/xcom-enemy-unknown-preview-2.
- ↑ Meer, Alec (December 11, 2012). "They Shall Not Grow Old: The XCOM Memorial". Rock, Paper, Shotgun. https://www.rockpapershotgun.com/they-shall-not-grow-old-the-xcom-memorial.
- ↑ Bycer, Josh (November 20, 2012). "Overwatching: An Analysis of X-Com Enemy Unknown". Game Developer. https://www.gamedeveloper.com/design/overwatching-an-analysis-of-x-com-enemy-unknown.
- ↑ Mitchell, Richard (July 15, 2016). "A tactical discussion with XCOM: Enemy Unknown producer, Garth DeAngelis". Engadget. https://www.engadget.com/2012-06-21-a-tactical-discussion-with-xcom-enemy-unknown-producer-garth-d.html.
- ↑ 22.0 22.1 Yin-Poole, Wesley (March 6, 2012). "Firaxis: XCOM is a "very, very big budget game"". Eurogamer. http://www.eurogamer.net/articles/2012-03-06-firaxis-xcom-is-a-very-very-big-budget-game.
- ↑ Douglas, Jane (March 6, 2012). "XCOM: Enemy Unknown: What's New, What's Not". GameSpot. CBS Interactive. http://www.gamespot.com/xcom-enemy-unknown/previews/xcom-enemy-unknown-whats-new-whats-not-6364778/.
- ↑ "Sid Meier Talks XCOM: Enemy Unknown". Game Informer. http://www.gameinformer.com/b/features/archive/2012/01/20/sid-meier-talks-xcom-enemy-unknown.aspx.
- ↑ "The Future Of Strategy Games: An Interview With Sid Meier". Game Informer. http://www.gameinformer.com/b/features/archive/2012/01/30/civilization-and-the-future-of-strategy-games-an-interview-with-sid-meier.aspx.
- ↑ 26.0 26.1 26.2 26.3 Pitts, Russ (January 31, 2013). "The Making of XCOM's Jake Solomon". Polygon. https://www.polygon.com/features/2013/1/31/3928710/making-of-xcoms-jake-solomon-firaxis-sid-meier.
- ↑ 27.0 27.1 Peel, Jeremy (January 2, 2023). "Jake Solomon on his journey from underqualified graphics programmer to master strategist". GamesRadar. https://www.gamesradar.com/jake-solomon-on-his-journey-from-underqualified-graphics-programmer-to-master-strategist/.
- ↑ 28.0 28.1 Reynolds, Matthew (October 14, 2012). "The making of XCOM Enemy Unknown: How Firaxis revived a classic". Digital Spy. https://www.digitalspy.com/videogames/a430388/the-making-of-xcom-enemy-unknown-how-firaxis-revived-a-classic/.
- ↑ 29.0 29.1 29.2 Bratt, Chris (July 28, 2017). "How Firaxis saved XCOM from complete disaster". Eurogamer. https://www.eurogamer.net/how-firaxis-saved-xcom-from-complete-disaster.
- ↑ 30.0 30.1 30.2 30.3 DeAngelis, Garth (October 9, 2017). "Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today". Game Developer. https://www.gamedeveloper.com/design/classic-postmortem-i-xcom-enemy-unknown-i-which-turns-5-today.
- ↑ VanOrd, Kevin (August 10, 2012). "XCOM: Enemy Unknown - Dissecting the Strategic Layer". GameSpot. https://www.gamespot.com/articles/xcom-enemy-unknown-dissecting-the-strategic-layer/1100-6390815/.
- ↑ 32.0 32.1 32.2 Yin-Poole, Wesley (November 10, 2013). "The re-making of XCOM". Eurogamer. https://www.eurogamer.net/the-re-making-of-xcom.
- ↑ Purchese, Robert (January 24, 2012). "XCOM: Enemy Unknown to appeal to action, RPG and RTS gamers". Eurogamer. https://www.eurogamer.net/xcom-enemy-unknown-to-appeal-to-action-rpg-and-rts-gamers.
- ↑ Matas, Jeff (April 10, 2012). "XCOM: Enemy Unknown embraces gaming's 'renaissance of difficulty'". Shacknews. https://www.shacknews.com/article/73246/xcom-enemy-unknown-a-love-letter-to-x-com.
- ↑ Cook, Dave (August 23, 2012). "XCOM: Enemy Unknown 'more tactical than original', says producer". VG 247. https://www.vg247.com/xcom-enemy-unknown-more-tactical-than-original-says-producer.
- ↑ Campbell, Colin (October 5, 2012). "Will You Try XCOM: Enemy Unknown?". IGN. https://www.ign.com/articles/2012/10/04/will-you-try-xcom-enemy-unknown.
- ↑ 37.0 37.1 Meer, Alec (September 10, 2012). "XCOM Enemy Unknown: The Final Chatdown". Rock, Paper, Shotgun. https://www.rockpapershotgun.com/xcom-enemy-unknown-the-final-chatdown.
- ↑ Solomon, Jake (January 11, 2018). "Mario + Rabbids inspired the creative director of XCOM to reevaluate the genre". Polygon. https://www.polygon.com/2018/1/11/16869202/mario-rabbids-best-games-2017-year-in-review.
- ↑ Cooper, Hollander (August 11, 2012). "XCOM: Enemy Unknown interview and exclusive screens". GamesRadar. https://www.gamesradar.com/xcom-enemy-unknown-interview-we-talk-artistic-inspirations-greg-foertsch/.
- ↑ Yin-Poole, Wesley (August 10, 2012). "Why Firaxis' XCOM remake had to have multiplayer, and why you shouldn't worry". Eurogamer. https://www.eurogamer.net/why-firaxis-xcom-remake-had-to-have-multiplayer-and-why-you-shouldnt-worry.
- ↑ 41.0 41.1 Gallegos, Anthony (November 3, 2012). "XCOM: Enemy Unknown -- Engineering Aliens". IGN. https://www.ign.com/articles/2012/11/02/xcom-enemy-unknown-engineering-aliens.
- ↑ 42.0 42.1 Reeves, Ben (January 18, 2012). "Alien Breeds: The Evolution Of XCOM’s Enemies". Game Informer. https://www.gameinformer.com/b/features/archive/2012/01/18/alien-breeds-the-evolution-of-xcom-s-enemies.aspx.
- ↑ Hillier, Brenna (September 12, 2012). "XCOM: Enemy Unknown alien designs inspired by X-Files, Men in Black". VG 247. https://www.vg247.com/xcom-enemy-unknown-alien-designs-inspired-by-x-files-men-in-black.
- ↑ Lien, Tracey (April 26, 2012). "Firaxis' 'XCOM' soldiers are action figures". Polygon. https://www.polygon.com/gaming/2012/4/26/2979037/firaxis-xcom-soldiers-are-action-figures.
- ↑ Hansen, Ben (January 11, 2023). "The Art Of XCOM: Enemy Unknown". Game Informer. https://www.gameinformer.com/b/features/archive/2012/01/11/the-art-of-xcom-enemy-unknown.aspx.
- ↑ Meer, Alec (February 1, 2012). "Know Your Enemy: Firaxis On XCOM, Part 1". Rock, Paper, Shotgun. https://www.rockpapershotgun.com/xcom-enemy-unknown-preview.
- ↑ "The Unsettling Music Of XCOM: Enemy Unknown". Game Informer. http://www.gameinformer.com/b/features/archive/2012/01/16/the-unsettling-music-of-xcom-enemy-unknown.aspx.
- ↑ "February Cover Revealed: XCOM: Enemy Unknown". Game Informer. http://www.gameinformer.com/b/news/archive/2012/01/05/february-cover-revealed-xcom-enemy-unknown.aspx.
- ↑ Watts, Steve (January 9, 2012). "XCOM: Enemy Unknown is 'reimagining' of 1994 game". Shacknews. https://www.shacknews.com/article/71888/xcom-enemy-unknown-is-reimagining-of-1994-game. Retrieved November 18, 2023.
- ↑ Gallegos, Anthony (June 6, 2012). "E3 2012: XCOM: Enemy Unknown – Turn-Based Alien Action". IGN. http://www.ign.com/articles/2012/06/06/e3-2012-xcom-enemy-unknown-turn-based-alien-action.
- ↑ Lien, Tracey (July 25, 2012). "XCOM shows first images of Elite Soldier Pack preorder bonus". Polygon. https://www.polygon.com/gaming/2012/7/25/3187344/xcom-details-elite-soldier-pack-preorder-bonus. Retrieved November 18, 2023.
- ↑ Lien, Tracey (September 6, 2012). "'XCOM: Enemy Unknown' coming to Steam with pre-order bonuses". Polygon. https://www.polygon.com/gaming/2012/9/6/3299204/xcom-enemy-unknown-coming-to-steam-with-pre-order-bonuses. Retrieved November 18, 2023.
- ↑ Wesley Yin-Poole, XCOM: Enemy Unknown demo on Xbox Live now, PSN tomorrow , Eurogamer, October 9, 2012
- ↑ Purchese, Robert (July 26, 2012). "XCOM: Enemy Unknown release date". Eurogamer. https://www.eurogamer.net/xcom-enemy-unknown-release-date. Retrieved November 18, 2023.
- ↑ Slater, Harry (May 31, 2013). "Lead designer Jake Solomon reckons XCOM: Enemy Unknown for iOS is a 'happy accident'". Pocket Gamer. https://www.pocketgamer.com/xcom-enemy-unknown/lead-designer-jake-solomon-reckons-xcom-enemy-unknown-for-ios-is-a-happy-acciden/. Retrieved November 18, 2023.
- ↑ Gilbert, Ben (July 17, 2013). "XCOM: Enemy Unknown invades iOS devices on June 20th". Joystiq. https://www.engadget.com/2013-06-17-xcom-enemy-unknown-ios-june-20.html. Retrieved November 18, 2023.
- ↑ "XCOM: Enemy Unknown is out now for Android devices" (in en-gb). Eurogamer.net. April 24, 2014. https://www.eurogamer.net/xcom-enemy-unknown-is-out-now-on-android-devices.
- ↑ Scammall, David (March 22, 2016). "XCOM: Enemy Unknown lands on PS Vita". VideoGamer.com. https://www.videogamer.com/news/xcom-enemy-unknown-lands-on-ps-vita/. Retrieved November 18, 2023.
- ↑ Futter, Mike (May 6, 2013). "XCOM: Enemy Unknown Available For Mac, Not Planned For Steam". Game Informer. https://www.gameinformer.com/b/news/archive/2013/05/06/xcom-enemy-unknown-available-for-mac-not-coming-to-steam.aspx. Retrieved November 18, 2023.
- ↑ Kelly, Andy (June 20, 2014). "XCOM: Enemy Unknown now available on Linux and SteamOS". PC Gamer. https://www.pcgamer.com/xcom-enemy-unknown-launches-for-linux-and-its-on-sale-too/. Retrieved November 18, 2023.
- ↑ Hilliard, Kyle (December 4, 2012). "XCOM: Enemy Unknown's Slingshot DLC Is Available Now". Game Informer. https://www.gameinformer.com/b/news/archive/2012/12/04/xcom-enemy-unknown-39-s-slingshot-dlc-is-available-now.aspx.
- ↑ Gallegos, Anthony (January 8, 2013). "XCOM Getting 'Second Wave' DLC for Free". IGN. https://www.ign.com/articles/2013/01/08/xcom-getting-second-wave-dlc-for-free.
- ↑ Walker, John (August 21, 2013). "XCOM: Enemy Within Is An Expansion, Out 15 November". http://www.rockpapershotgun.com/2013/08/21/xcom-enemy-within-is-an-expansion-out-15th-november.
- ↑ Stepleton, Dan (August 21, 2013). "XCOM: Enemy Within Announced - Tons of Details!". IGN. https://www.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details.
- ↑ Kaiser, Rowan (December 11, 2023). "XCOM: Enemy Within should be taken with a heavy dose of original XCOM". Ars Technica. https://arstechnica.com/gaming/2013/11/xcom-enemy-within-should-be-taken-with-a-heavy-dose-of-original-xcom/.
- ↑ 66.0 66.1 "XCOM: Enemy Unknown for PC Reviews". CBS Interactive. https://www.metacritic.com/game/xcom-enemy-unknown/critic-reviews/?platform=pc.
- ↑ "XCOM: Enemy Unknown for PlayStation 3 Reviews". CBS Interactive. https://www.metacritic.com/game/xcom-enemy-unknown/critic-reviews/?platform=playstation-3.
- ↑ "XCOM: Enemy Unknown for Xbox 360 Reviews". CBS Interactive. https://www.metacritic.com/game/xcom-enemy-unknown/critic-reviews/?platform=xbox-360.
- ↑ "XCOM: Enemy Unknown for iPhone/iPad Reviews". CBS Interactive. https://www.metacritic.com/game/xcom-enemy-unknown/critic-reviews/?platform=ios-iphoneipad.
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- ↑ 71.0 71.1 71.2 71.3 71.4 Lathi, Evan (October 8, 2012). "XCOM: Enemy Unknown review". PC Gamer. https://www.pcgamer.com/xcom-enemy-unknown-review-2/.
- ↑ 72.0 72.1 Butts, Steve (October 9, 2012). "XCOM Enemy Unknown Review". IGN. https://www.ign.com/articles/2012/10/08/xcom-enemy-unknown-review.
- ↑ 73.0 73.1 73.2 73.3 Stepleton, Dan (October 8, 2012). "XCOM: Enemy Unknown Review". GameSpy. http://uk.pc.gamespy.com/pc/xcom-enemy-unknown/1226328p1.html.
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- ↑ 75.0 75.1 75.2 75.3 VanOrd, Kevin (October 8, 2012). "XCOM: Enemy Unknown Review". GameSpot. https://www.gamespot.com/reviews/xcom-enemy-unknown-review/1900-6397898/.
- ↑ 76.0 76.1 Biessner, Adam (October 5, 2012). "XCOM: Enemy Unknown Review". Game Informer. https://www.gameinformer.com/games/xcom_enemy_unknown/b/pc/archive/2012/10/05/review.aspx.
- ↑ 77.0 77.1 77.2 Savillo, Rob (August 10, 2012). "XCOM: Enemy Unknown is peerless in modern game design (review)". VentureBeat. https://venturebeat.com/2012/10/08/xcom-enemy-unknown-review.
- ↑ 78.0 78.1 Pitts, Russ (October 7, 2012). "XCOM: Enemy Unknown review: blinded by science". Polygon. https://www.polygon.com/2013/1/24/3754534/xcom-enemy-unknown-review-blinded-by-science.
- ↑ Faraday, Owen (November 29, 2012). "Two generations of XCOM: Gollop and Solomon on this year's remake". Eurogamer. https://www.eurogamer.net/x-communication-julian-gollop-and-jake-solomon-on-xcom.
- ↑ Brown, Fraser (December 24, 2018). "The history of the strategy game". PC Gamer. https://www.pcgamer.com/the-history-of-the-strategy-game/.
- ↑ Stubby, Mike (July 27, 2016). "The turn-based strategy game is back". Red Bull. https://www.redbull.com/int-en/2016s-7-turn-based-strategy-games-you-need-to-play.
- ↑ Brown, Fraser (December 12, 2019). "Turn-based tactics won the decade". PC Gamer. https://www.pcgamer.com/turn-based-tactics-won-the-decade/.
- ↑ McCormick, Rich (December 31, 2012). "The Strategy Game of the Year 2012: XCOM: Enemy Unknown". PC Gamer. https://www.pcgamer.com/the-strategy-game-of-the-year-2012-xcom-enemy-unknown/.
- ↑ Gies, Arthur (January 10, 2013). "Polygon 2012 Games of the Year #5: XCOM: Enemy Unknown". Polygon. https://www.polygon.com/2013/1/10/3860996/polygon-2012-games-of-the-year-5-xcom-enemy-unknown.
- ↑ Peel, Jeremy (October 15, 2012). "XCOM sales flounder on consoles, win on PC". PCGamesN. https://www.pcgamesn.com/xcom-sales-flounder-consoles-win-pc.
- ↑ Hinkle, David (November 9, 2012). "NPD: Dishonored sold 460K in October, XCOM hit 114K". Engadget. https://www.engadget.com/2012-11-08-npd-dishonored-sold-460k-in-october-xcom-hit-114k.html.
- ↑ Grubb, Jeffery (February 5, 2013). "XCOM: Enemy Unknown leads publisher Take-Two to strong fiscal third quarter". VentureBeat. https://venturebeat.com/games/xcom-enemy-unknown-leads-publisher-take-two-to-strong-fiscal-third-quarter/.
- ↑ "MTV Multiplayer's Game of the Year 2012". MTV. January 4, 2013. http://multiplayerblog.mtv.com/2013/01/04/mtv-multiplayers-game-of-the-year-2012/.
- ↑ "XCOM: Enemy Unknown is Kotaku's 2012 Game of the Year". Kotaku.com. January 7, 2013. http://kotaku.com/5973782/xcom-enemy-unknown-is-kotakus-2012-game-of-the-year.
- ↑ "Game of the Year | GameTrailers Game of the Year Awards Full Episodes". GameTrailers. http://www.gametrailers.com/full-episodes/pth9i9/gametrailers-game-of-the-year-awards-game-of-the-year.
- ↑ "GameSpy's 2012 Game of The Year Awards". http://pc.gamespy.com/articles/122/1227028p11.html.
- ↑ "Game of the Year 2012: Day Five Recap – Giant Bomb". Giantbomb.com. December 28, 2012. http://www.giantbomb.com/game-of-the-year-2012-day-five-recap/17-6906/.
- ↑ Goldfarb, Andrew (December 8, 2012). "Video Game Awards Winners Announced". IGN. https://www.ign.com/articles/2012/12/08/video-game-awards-winners-announced.
- ↑ Weber, Rachel (February 8, 2013). "Journey sweeps D.I.C.E. Awards". https://www.gamesindustry.biz/journey-sweeps-d-i-c-e-awards.
- ↑ Makuch, Eddie (January 14, 2013). "Journey nets 11 D.I.C.E. Awards nominations". GameSpot. https://www.gamespot.com/articles/journey-nets-11-dice-awards-nominations/1100-6402364/.
- ↑ Sinclair, Brendan (March 5, 2013). "Dishonored takes top honors at BAFTAs". Gameindustry.biz. https://www.gamesindustry.biz/dishonored-takes-top-honors-at-baftas.
- ↑ Makuch, Eddie (March 27, 2013). "Journey takes top prize at GDC Awards". GameSpot. https://www.gamespot.com/articles/journey-takes-top-prize-at-gdc-awards/1100-6406099/.
- ↑ "Here are your Golden Joystick Award winners 2013". GamesRadar. https://www.gamesradar.com/watch-our-golden-joystick-awards-livestream-3pm-bst/.
- ↑ Stapleton, Dan (June 1, 2015). "XCOM 2 Announced -- IGN First". IGN. http://uk.ign.com/articles/2015/06/01/xcom-2-announced-ign-first.
External links
Original source: https://en.wikipedia.org/wiki/XCOM: Enemy Unknown.
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