XCOM: Difference between revisions
(→XCOM 2: added war of the chosen) |
|||
Line 68: | Line 68: | ||
The game is also notable for abandoning the usual conditions for losing. The norm for the series is for your funding to get cut if too many countries lose faith in XCOM. Since you're fighting a guerilla war and your support are humans fighting to survive outside the aliens' control zones, that isn't happening. Instead you lose if the aliens complete the Avatar Project, their goal to mass produce the bodies for the etherals. If they do you get treated to a scene of almost all resistance being crushed because the Avatars are dangerous enough in small numbers and army of them would unstoppable. You can slow progress, but can only stop it by finishing the game. | The game is also notable for abandoning the usual conditions for losing. The norm for the series is for your funding to get cut if too many countries lose faith in XCOM. Since you're fighting a guerilla war and your support are humans fighting to survive outside the aliens' control zones, that isn't happening. Instead you lose if the aliens complete the Avatar Project, their goal to mass produce the bodies for the etherals. If they do you get treated to a scene of almost all resistance being crushed because the Avatars are dangerous enough in small numbers and army of them would unstoppable. You can slow progress, but can only stop it by finishing the game. | ||
So far there have been | So far there have been recently four DLCs for XCOM 2. "Anarchy's Children" added new customization features for your soldiers, most of which you wouldn't ever really use. "Alien Hunters" adds a new mission, weapons, and alien rulers who you have to hunt down. The alien rulers get to take an action every, single, time, one of your soldiers does. This is even more infuriating then it sounds. Some more customization options are added too. "Shen's Last Gift" adds another mission and the SPARK class soldier. SPARKs are robots you have to make in the proving ground that wish they were half as cool or good as the MECs from Enemy Within. Hopefully, someone in the modding community will fix this soon. You also can't add modifications to their guns, which is stupid, and their guns, while much larger and more powerful-looking than the other squad specialized weapons, don't do more damage than the rest of the squad's specialized weapons. This is also stupid, as an auto-cannon would naturally do much more damage than a SAW. And here comes the fun part; if you read the developers blog, their idea of "balance" is to actually nerf plenty of stuff...so the game is harder after having a buffed-up alien lord chase your dudes all over the game. Was old-school really this hard? | ||
And a new expansion "war of the chosen" gives us three new allies to aid us which arereapers:stealthy hunters who are armed with nothing but a rifle, explosives and they trench coats and gas masks. Have a special ability where they have a chance to not reveal themselves upon attacking | |||
skirmishers:advent defectors who armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level allows them to have the[[Awesome|alien rulers ability to gain action points everytime. The. Enemy. Moves]] | |||
Templars:[[Grey Knights|a resistance group made of only psionics]] who wields psi blades(nothing much yet as they not shown yet) | |||
But with these new alies comes with a catch as you now have to fight the titular chosen who can adapt to your soldiers abilty with there own strengths and weakness and the lost:zombies swarms that attack both you and advent. Along with these new allies and enemies is trying to get the three resistance group to work together and a new fatigue and relationship meter | |||
=== XCOM: Long War === | === XCOM: Long War === |
Revision as of 23:13, 13 July 2017
This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it. |
This article or section is about something oldschool - and awesome. Make sure your rose-tinted glasses are on nice and tight, and prepare for a lovely walk down nostalgia lane. |
This is a rare treat. X-COM, or as it's called across the pond, UFO: Enemy Unknown is a turn-based strategy game that is, to put it simply, about as close to a game of Dark Heresy as one can get in isometric 3D. Note that X-COM is significantly older than Dark Heresy, and older than all but the first edition of Warhammer Fantasy Roleplay, so it'd be better to say Dark Heresy is a lot like X-COM on the tabletop. Dating back to the much-lamented Microprose, it set a gold standard for atmosphere and playability that has, frankly, not been breached in ages.
The game is old as balls and in isometric view, which, paired with the Dark Heresy similarities, makes it more /tg/ material than /v/.
A General Gist
A general synopsis is that in the not-so-distant future, there is war - and aliens. Aliens are arriving, and they are most assuredly hostile. It falls upon the Extraterrestrial Combat Unit, or the eponymous X-COM, a multi-national task-force, to deal with the invasion by blasting the fuck out of the Aliens, stealing their shit, researching their technology, and using it to fucking kill them off, all the while fighting off terror attacks and trying to figure out where in Uranus these fucking things are coming from (as it turns out, from Mars, and if you win, the final mission involves you going to Mars and dropping an Exterminatus on their asses).
It kicked ass. It was good enough to spawn a sequel, which was basically the same game, but underwater and infinitely harder. It then spawned a second, somewhat different, but still appreciated sequel, which was decent, if not overwhelmingly good. Then Microprose was bought by that which must never be named, who proceeded to nose-dive the IP with games like X-COM: Interceptor and X-COM: Enforcer.
Fucking Hasbro.
Anyway. Combat is a lot like Dark Heresy's in that it's exceedingly lethal; at the game's outset, you have no armor beyond jumpsuits with Kevlar stuffed into them, and your firearms are the best and msot powerful weaponry that chemical propelled explosives can provide only moderately capable against alien forces (though quite diverse). In order to properly take these fucking things on on anything remotely resembling their own terms, you need upgrades. Upgrades come through research, and research comes by shooting down UFOs, landing a ground assault, killing the surviving aliens, and stripping the UFO like the Blood Ravens do other chapters' shiny bits. Once brought back to base, your researchers can look into what makes the alien's gear work, research your own weapons and tech, and develop technologies to help in the fight against the Aliens. Eventually, you can load your forces up with Power-armored bad-asses, but starting out, your forces are fragile, and fighting smart is vital. You will suffer casualties early on - guaranteed - but such is war, and you must press on, allowing the survivors to grow into manly badasses.
The Aliens themselves are diverse, ranging from the Sectoids (conventional "gray" aliens), to Chryssalids (horrifying abominations that inject targets with eggs that turn them into mindless drones which will explosively birth new Chryssalids thereafter). Nightmare fuel = yes. The game manages to be exceedingly creepy for one so simple, and is one of many reasons that X-COM works so well.
Tales of Heroism
In accordance with /tg/'s love of war stories about your dudes, several examples of awesome have been compiled:
Instant death doesn't always happen. Occasionally, one Rookie will be touched by God and succeed against all odds. After that, he will die horribly. Just as Planned.
X-COM agent of note: Marc Lecointe. Lecointe survived numerous missions, got the highest kill count on most missions, killed a Snakemen leader and his bodyguards (despite losing over half the squad), and got shot in the face and back with plasma and lived. He eventually was hit with return fire in an alley and began bleeding. He returned fire and killed the Snakeman, but bled to death before help could arrive. Lacointe lives on in our hearts.
Another agent of note is Gristle McThornbody, a Rocket-Toting Team-Killing asshole who refuses to die OR be mind-controlled. He's so badass, that even when he has 85% or more to hit on a 2x2 alien, he'll still hit the wall twenty tiles to the left.
New Stuff and Things
According to things /v/ likes to watch on the Internet, a new X-Com game is in the pipes, set to be made in the gameplay and spirit of the old games, with new graphics and updated for the new generation of gamers to be introduced into the X-Com game style. It lost the dash along the way someplace, and got re-named XCOM: Enemy Unknown. This new game, which has spawned joy boners in many on /v/ and /tg/ alike, is believed to stem from the utter, burning fury that was originally spawned from 2K's simply-titled XCOM game, which, near as we can tell, is an FPS that takes place in the 1960s and has exactly nothing to do with the actual X-COM franchise. Seriously, don't look into 2K's game if you're a fan of the series on any level - it will cause veterans to spontaneously transform into Angry Marines and/or Khornate Berserkers. Apparently, those in charge had the wherewithal to note that if they didn't make a proper X-COM game, /tg/ (and by extension, /v/) would leave their asshole in ruins. They even went ahead to declare the two games take place in separate universes. If only Games Workshop had that much sense...
XCOM: Enemy Unknown by Firaxis
And Firaxis came to the rescue, promising to return to the roots of XCOM (note the lack of a hyphen this time around, although the logo does have a horizontal stripe taken out of the "COM"). Since Firaxis has a lot of ex-MicroProse people, a lot of them have had to do with the original as well, and the original musical score will make a return. Although it's changed a few things like removing time units, cutting down on your maximum amount of squad members (4 at the start and 6 maximum) and limiting us to one base (though each base location gives its own unique bonus), the game lives up to the original, xeno-killing TBS (Turn-Based Strategy) series.
If you haven't bought the game and you're a TBS fan, everyone in /tg/ that isn't That guy, would highly recommend you give it a whirl at the modest price of
$39.99 $16.49 for all the good remade XCOM games because of our father Gabe Newell on PC,
still is 39.99 for console/Non-Steam or $9.99 on mobile/tablet devices.
If anything, this edition of X-com is more in the lines of a traditional board game than the previous ones. One might even be so bold as to compare it to Necromunda and Mordheim on its similarities. Like always, we have footage for vidyas: https://youtu.be/qDhuZ4b51hA https://youtu.be/-SKoS5BYVuY https://youtu.be/bxuzLyR-000
XCOM: Enemy Within
Enemy Within is an expansion pack (And it's been a long time since anyone's used that name for additional content.) for the game that completely re-defines how the game progresses, compared to the original one. The game's story still progresses like the original game, but expands on it for a more entertaining experience.
It adds the "meld" resource to the game, a type of alien organic/synthetic-hybrid nanomachine that allows you to unlock two powerful technologies: MEC and genetic modification. MEC allows your troops to interface with a Mechanized Exoskeleton Cybersuit, a heavy exoskeleton that brings the heaviest of weapons to the field (Including the option for a powerfist equivalent called a "Kinetic Strike Module". Yes, make your own faux Terminator squad! Especially when the Tier-3 Paladin upgrades bulks up your suit's armor that you look vaguely similar to Termies.). Genetic modification allows you to augment your troops using data gathered from dissected aliens, making them killier than ever before. Infact, you can create your own equivalent of an Imperial Space Marine with the list of available modifications you can do (Two of these specific upgrades are a second heart and the ability of self-regeneration) .
It also adds new aliens to the xenos' side, like a cloaking squid robots that chokes your troops to death and their own brand of exosuit troops. It also introduces another enemy into the game: EXALT. EXALT are a bunch of power-mad blokes who sees the alien's invasion as a way to gain power by adapting their technology for themselves, inching them closer to world domination. They see you as an obstacle and are determined to undermine your efforts to defeat the aliens by disrupting your operations through a number of ways and sowing panic amongst XCOM-member nations, generally making your already hectic life even more hectic. You must now defeat this new threat through a combination of cunning brutality and brutal cunning. They have most of your technologies to go toe-to-toe with you (Except for their own exosuits) and they are well hidden, so bringing them down won't be an easy affair.
XCOM 2
A direct-ish sequel to EU/EW, XCOM 2 seems to decide that what's canon is not: not "you killed all the aliens, now here's more aliens", but "you know that Impossible Ironman game you played for a laugh and got utterly stomped? That's the canon ending". (The utterly stomping part takes place in the base assault, and it is so bad that two of the most important things got taken: The Commander, and more importantly, central officer Bradford's sweater). The aliens won before humanity even got to laser weapons, taking over the world and unifying humanity (read: ruling over them in a pseudo-utopia "Brave Neuuw World"-style), and basically preparing to turn them into another of their slave races (not that most of humanity knows this).
XCOM refused to back down even after the Council of Nations ceased to exist and instead went underground, hijacking an alien supply ship to act as a mobile base for hit-and-run operations against the alien occupiers, in the hopes of toppling the ADVENT (the puppet government aliens've set up) and exposing the true purpose of their supposedly ideal society to the world.
New features include: The Assault class has been given a makeover to focus even more on Rip and Tear, replacing the sidearm with a sword and changing title to the Ranger. The Sniper has been renamed the Sharpshooter and given a pistol-focused skill-tree-route that turns the soldier into Clint Eastwood (literally, like you can have a stand-off by firing 3 pistol-shots in the same turn). The Support class has been renamed the Specialist and been given a drone to hack, heal, shield and/or zap shit remotely. The Heavy has been given a nice grenade launcher to act as your cover-stomper, and been renamed the Grenadier. Psi-operatives are their own class now as well, and get hate-hair and purple eyes because that makes sense and all psychically talented people look like neo-punks. Troops can be captured, and then rescued, which also reclaims any expensive gear they had on them (but it's never the captured troops you actually need back). New enemies (without spoilers), including human ADVENT security troops (who really love to say "bitch" and pointing towards your soldiers) with magnetic weapons who look like humans till you get their armor off, sectoid-human hybrids with teeth, thumbs, and belly buttons (which can be really creepy if you really think about it), and transsexual Snake-women called Vipers (which is what the Thin Men actually look like without their disguises). Yes, there were snaketits on the thread that announced this to /tg/. Yes, /d/ has drawn porn of them. Yes, it will be added to the gallery.
Moving on.
XCOM 2 also contains an in depth explanation for the aliens' motives that many fans felt was lacking or too ambiguous in Enemy Within. Apparently, the Ethereals have some kind of fatal disease they can't cure, so they've been trekking around the galaxy culminating genes to form the ultimate bodies for themselves, while amassing a genetically supreme army. When the Ethereals found humanity, they found their genes to be so awesome and powerful that just adding some of them to a lowly sectoid turned it from a pathetic 3' tall creature you could kill with basic weapons, to an 8' tall psionic rape machine that could raise the dead and withstand salvos of bullets to the face. They then set up an alien government on Earth so they could discretely process humanity's best genetic material and slowly form new bodies for themselves that don't die called Avatars. And by don't die, we mean have copious amounts of health, teleport every time they're injured, regenerate like crazy, are guaranteed to successfully mind control anything, and are immune to any of your psychic abilities. And the boss fight involves killing three of these dick-butts and an endless wave of alien reinforcements. Using human DNA is also where their ADVENT troops came from, they grew armies of human spliced with unspecified alien to act as their public face to the humans. But humanity wins anyway, because humans are just that fucking awesome.
The game is also notable for abandoning the usual conditions for losing. The norm for the series is for your funding to get cut if too many countries lose faith in XCOM. Since you're fighting a guerilla war and your support are humans fighting to survive outside the aliens' control zones, that isn't happening. Instead you lose if the aliens complete the Avatar Project, their goal to mass produce the bodies for the etherals. If they do you get treated to a scene of almost all resistance being crushed because the Avatars are dangerous enough in small numbers and army of them would unstoppable. You can slow progress, but can only stop it by finishing the game.
So far there have been recently four DLCs for XCOM 2. "Anarchy's Children" added new customization features for your soldiers, most of which you wouldn't ever really use. "Alien Hunters" adds a new mission, weapons, and alien rulers who you have to hunt down. The alien rulers get to take an action every, single, time, one of your soldiers does. This is even more infuriating then it sounds. Some more customization options are added too. "Shen's Last Gift" adds another mission and the SPARK class soldier. SPARKs are robots you have to make in the proving ground that wish they were half as cool or good as the MECs from Enemy Within. Hopefully, someone in the modding community will fix this soon. You also can't add modifications to their guns, which is stupid, and their guns, while much larger and more powerful-looking than the other squad specialized weapons, don't do more damage than the rest of the squad's specialized weapons. This is also stupid, as an auto-cannon would naturally do much more damage than a SAW. And here comes the fun part; if you read the developers blog, their idea of "balance" is to actually nerf plenty of stuff...so the game is harder after having a buffed-up alien lord chase your dudes all over the game. Was old-school really this hard? And a new expansion "war of the chosen" gives us three new allies to aid us which arereapers:stealthy hunters who are armed with nothing but a rifle, explosives and they trench coats and gas masks. Have a special ability where they have a chance to not reveal themselves upon attacking skirmishers:advent defectors who armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level allows them to have thealien rulers ability to gain action points everytime. The. Enemy. Moves Templars:a resistance group made of only psionics who wields psi blades(nothing much yet as they not shown yet) But with these new alies comes with a catch as you now have to fight the titular chosen who can adapt to your soldiers abilty with there own strengths and weakness and the lost:zombies swarms that attack both you and advent. Along with these new allies and enemies is trying to get the three resistance group to work together and a new fatigue and relationship meter
XCOM: Long War
What, the new XCOM wasn't complicated enough for you? There's a mod called "Long War" which goes into lots more detail, a bit more like the classic game. Now, the aliens will advance their plans and escalate their forces and assaults based on their own progression system, and the game is rebalanced around the expectation that you will not succeed at every mission (and you won't -- the aliens are plenty tough to see to that).
XCOM: The Board Game
From Fantasy Flight Games, there's a board game adaptation of XCOM (in fact, XCOM: Enemy Unknown was quite inspired by board games, with the two-actions-per-turn system instead of the old 'time units'). There's a companion app for smartphones, tablets, and computers which controls the aliens and informs players of events, a bit like a Game Master, but without exposing the players to too much bookkeeping. Amazing what games can do with computers these days -- just imagine if such a thing had been available for FATAL! On second thought, don't.
Players (1-4) take on different roles in the XCOM organization. The Commander keeps an eye on the budget and allocates interceptors. The Chief Scientist directs research efforts. The Central Officer works the app and solicits input from the others (if there are any) to make decisions (many of which are time-critical). The Squad Leader manages troops and base defense. Together, they need to allocate their resources, judge when to push risky but rewarding avenues (inviting retribution from the aliens if they fail), and defend humanity. Like the games, successes are rare -- a die only has a 1/3 chance of coming up with a success, and tasks may need multiple successes. There is also an "enemy die", a d8 that is rolled against the number of times that task has been attempted. If it rolls equal to or under that number, something bad happens. So, do you pool resources for critical tasks (neglecting anything else, and hoping that your priorities are correct), in order to most likely be successful before the threat level climbs too high? Or do you stay flexible but push your luck? Your call, commander.
XCOM 2: Long War 2
If you thought XCOM 2 was already hard, thanks in part to the involvement of the original Long War modders in the game's development, said modders come back with a sequel mod for the game. Not only does this go even further than the first Long War in going into a lot of detail, such as new graphical touches, significant rebalancing and completely overhauling the global map to be more reminiscent of classic X-com. But the difficulty is amped up even more, with missions even requiring you to send in potentially fatal scouting parties to make sure your other squads don't die on the spot. Also, rather than launching parties directly into battle, missions spawn on the geoscape with an expiration timer. The player can launch immediately, but the enemy presence will be drastically increased! Instead, the idea is that the squad can spend time infiltrating, to let ADVENT get complacent and draw troops elsewhere. Having more Resistance folks working Intel increases mission expiration times, but the bigger and heavier the squad, the more infiltration time is require. And vice versa -- short-staffing a squad can allow a player to infiltrate to high percentages on short notice...but now you've only got like four guys on the ground, and that might not be enough firepower if activations go badly...
This mod requires dramatically more strategic thought and care. Weapons, armor, and equipment are all purchased individually, forcing you into decisions like 'do I continue the rollout of my newly available armor-piercing coilguns, or do I buy armor for the two rookies I've trained up?' and 'do I send my last seven man team to secure me an engineer, commit them to a long infiltration to wipe out an advent tower, or hold them in reserve for a better opportunity?' The difficulty is likewise much higher, but you have dramatically expanded options to combat it with special weapons, squad leaders, extra inventory slots packed with flashbangs, veteran troop skills, chooseable bonus perks, a psi advancement training regime that makes some actual sense, and many, many more troops and mission opportunities. Minor reinforcement on that last one, in fact: in stock XCOM 2 you'll likely end the campaign with fewer than twenty soldiers, whereas here it's pretty common to have a hundred active-duty troopers at a time.
The Shinobi (all the Ninja IRL schools have closed up shop) is the most overpowered class. Making missions easier then they should be as he can bypass Overwatch and has a very low impact on infiltration. Making missions unrealistic for players who hate RNG and want a pure stealth game.
The Bureau: XCOM Declassified
Despite having the name XCOM in the title, the game really has little relation to the series. The reason behind this is because 2K passed this game on to the lovely people that brought you Bioshock 2; meaning it was made by a studio that makes more or less decent games. It's supposed to be a prequel, set in the 1960s during the Cold War era. The protagonist, William Carter, was a CIA agent just delivering a suitcase of classified "documents" until an Outsider disguised as a female agent got ahold of it. Not long after that, an alien invasion commenced!
The Bureau is a RPG that plays like Mass Effect, but not as good for a variety of reasons. One reason is in the dialog scene, you're given choices of what to ask/say. They really don't impact the game, nor changes it for the most part, so you can skip a majority of it if you want to. The agents in your squad are pretty dull, sure you can change their names and how they dress, but really doesn't offer any friendship/foe engagements. If they die, you will need to recruit another agent and start him off from scratch, but really, leveling them up isn't fun and customizable, so just restart a checkpoint if they do die.
The agents in your squad have bad AI if you don't babysit them and give commands on what they should do, and their skills at fighting Outsiders are... Well, okay. The best they can offer is their abilities, so spamming them and you taking care of the killing is an effective way to go (Some recommend starters to start their first mission with a Recon to cause critical damage on certain enemies and a Commando for taunting the grunts and make them easy picking for you.
There would be more to go on, but if you want to know more about the game, you can search up reviews of XCOM Declassified. In short, it's a decent prequel that fans can find some enjoyment, but it's not as good as Enemy Unknown. Without going into spoilers, there's also a reveal during the last few levels that's surprisingly meta and well-written. Still worth looking into if you can find it for cheap or rent it.
Interestingly enough, turns out that the universe in XCOM Declassified is the same as that of Enemy Unknown/Within's. After the events in The Bureau, all records were wiped. This explains why the player had to start from scratch at the beginning of Enemy Unknown. When the Ethereals of Unknown/Within spoke of their own failure to ascend, they really meant that they wanted to be like the Ethereals from The Bureau. Either way, only time will tell exactly what the hell they were preparing humanity for.
Xenonauts
A faithful remake of the original X-com, with time units and all that. Changes a few things (like lack of Psionics on your side) and adds vehicles (yes, blowing up half a building with a rocket jeep is awesome) and controllable dogfights.
Other differences between it and the original include:
Maps are mostly pregenerated, not fully procedural.
Fewer weapon and ammo types. Seriously, you've got the big five (pistol, shotgun, assault rifle, sniper, and LMG) and a rocket launcher. No variant ammo types, although the weapons do have researched tiers (which are simply damage-ups). This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.
More basic inventory control. You don't micromanage individual missiles, and you can have as many magazines, grenades, and med-kits as you want.
Smaller team sizes. Max troop count on a mission is 12, with the best drop-ship.
Fewer oddball items, like the motion scanner or psi-ball, but there is now an assault shield, so your dudes don't immediately die when popping open a UFO.
Rookies are better out of the gate, but are still shit compared to your colonels. Still, they have a decent chance of killing an enemy in a turn.
Explosive weapons damage items, lowering the amount of money you receive from selling. This is for the best, because explosives are stupidly powerful and are probably the most reliable way of putting a fool down.
Saveable, customizable loadouts for all of your troops, and obviously no engine-based limit on the amount of items you can bring into a mission.
Aliens don't really hide in corners or really hard to find spots, which makes flushing them out a lot easier.
Troops remain vulnerable a lot longer. You are never at the point where you can float an invincible army of death-dealing demigods over a cowering cadre of snakemen, raining death and destruction down with maddened glee.
Country relations are more important than after-mission loot.
You can kick or pistol whip an enemy to death. Cue surrounding an annoying alien marksman and beating him to death with riot shields.
You can call airstrikes to cancel boring UFO raids.
Xenonauts 2
Now with 3D graphics! A demo is available through GOG.com, with the release planned to be later in 2017.
UFO: Alien Invasion
The most detailed opensource version of XCOM based on the Quake 2 engine.
Buildings are not destructible and it doesn't have a great fog-of-war. It doesn't have unmanned vehicles like the current iterations and sadly doesn't have any sort of Chryssalids yet.
Has a better world map than any other XCOM in that you can fully explore it like google-earth, even showing ship movement on the globe in real time. The campaign is more forgiving in that it does not force you through Acts like Enemy Unknown where you can't possible keep everybody happy, or has nations constantly bitching at you for radar coverage like in Xenonauts. Instead you get to bid captured UFOs and give preference to unhappy nations that feel neglected or where you haven't been saving civilians frequently.
The camera is completely free in battlescape mode just like in Enemy Unknown, complete with zoom capabilities. Lots of different weapons, though you will find yourself a fool if you don't immediately start using alien weapons. Also levels tend to have more floors than other iterations, such as one mission in which you're going through an office building or another where you're entering a subway.
The only major problem with the game is that the smoke grenades are so overpowered your guys will be coming out of your drop ship like Snoop-Dogg out of his trailer. Otherwise you'll find aliens are more than happy to shower your guys with plasma from across the map.
After a general huge update smoke is now useless and aliens are much, MUCH more powerful.
Oh, and its free.
Phoenix Point
A spiritual successor by Julian Gollop himself. As of the time of this edit, being crowdfunded on Fig. The basic idea is; some kind of strange virus has been dug up in the permafrost and has mutated everything in the oceans. Now it's invading the land, most of the humanity is gone, and you must defend the survivors.
The virus morphs all life into Lovecraftian horrors. Literally Lovecraftian; it is implied that Howard the Great was inspired by ancient findings describing an outbreak of the same virus a few million years ago. It even came from Yuggoth. Some of the people, by the way, seem to like the results; there is an entire faction based around a religion worshiping the mutations, while another is commie pacifists trying to find a balance with the virus. A third faction just wants to destroy them all at all costs.
So far, the game has managed to gather the required half million dollars and is moving toward the stretch goals. A few of the contributors have even bought the right to design a character (a leader of a survivor group).
Expected; large bosses, your own mutated soldiers with blasted off limbs, and the option of saving a group of people by landing on a giant creature and injecting it with poison.
Oh, and there are flamethrowers
XPiratez
What XCOM 2 was to XCOM: Enemy Within, XPiratez is to X-COM: UFO Defense. Made of pure awesome, you lead a crew of female mutants on a quest to kick ass, gain riches, and fuck bitches. A mod for OpenXcom, it's completely free and gets constant updates. Go check it out! Nothing's more satisfying then crushing a pureblood's head in with a sledge hammer and then mowing down his mates with your custom Boarding gun. To say more would be to spoil its unique atmosphere and feeling of exploration as you uncover what has happened to the world.
See Also
- X-Com Play By Post, experimental rules for playing X-Com on a forum.
- XCOM: Tomorrow's War edition, a conversion of Tomorrow's War for playing X-Com on the tabletop.
Gallery
This article contains PROMOTIONS! Don't say we didn't warn you. |
External Links
- UFOpaedia.org, a wiki dedicated to X-COM (and sequels, and mods, etc.).
- Open Source engine for the original game
- Fantasy Flight Games's official X-COM game.
- Long War main page.
- UFO: Alien Invasion
- Things X-COM operatives are not allowed to do, a list in the vein of Mr. Welch's list. Occasionally hilarious