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Posts Tagged ‘Firaxis’

Wot I Think – XCOM: Enemy Unknown (Singleplayer)

By Alec Meer on October 8th, 2012.

Oh dear, it turns out it’s a first-person shooter with quick-time events and checkpoints after all. Move along, nothing to see here.

No, no, rest assured Firaxis’ XCOM: Enemy Unknown is, like its 1993 predecessor X-COM: UFO Defense aka UFO: Enemy Unknown, a rich brew of turn-based strategy, base management, a sort of roleplaying and the sudden, frequent, horrible death of people you’ve developed an unhealthy fixation with, as you and your changing squad of soldiers struggle to save the Earth from alien invasion. This remake, until fairly recently, seemed like an impossibility – large publishers had lost faith that big-budget strategy games could pay for their yachts, iPads and watches heavy enough to beat a donkey to death with, and the X-COM name was sullied by spin-offs that had about as much in common with it as Hulk Hogan has with Stephen Hawking. X-COM was over, surely.

X-COM is back. I’ve waited 15 years for this, and now I can wait no more. Here’s what I think. (Note – this write-up covers singleplayer only. Thoughts on multiplayer will follow at a later date).
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Hidden Marketing Movement: XCOM

By Adam Smith on October 4th, 2012.

Very soon now, XCOM will launch. Much like a Skyranger emerging from an underground base it will cause people to point at it and go ‘ooooo, that’s spectacular’, of this I am sure. But unlike a Skyranger it won’t fly to a petrol station, unload a group of frightened human beings and then return home hours later with an empty hold and a pilot with a lament for fallen soldiers on his lips. Or maybe he just whistles nonchalantly and says he dropped them off at a party or at a beach resort. One without lobstermen. To celebrate the impending release, here are two videos. One uses footage of the game to make it look like a different game, while the other features lead designer Jake Solomon going undercover to sell the game. That’s the one to watch.

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Try Before You Try: XCOM’s Interactive Trailer

By Nathan Grayson on September 29th, 2012.

No, everyone, it's cool! I'm pretty sure he's one of us. Also, I forgot to put in my contacts today. But again, I'm almost 100 percent sure there's no danger here.

Riddle me this: when is a trailer no longer a trailer? The answer, as it turns out, is not now. If you want to get up-close-and-personal with XCOM: Enemy Unknown‘s extraterrestrial antics, the demo’s still (mostly) your best bet. But if, for some reason, you can’t play it (say, because you find it intimidating, don’t currently have a functional gaming PC, or recently became a horse), this is probably the next best thing. It’s basically a “choose your own tutorial,” but it does a solid, easily understandable job of breaking down the basics. Click some buttons and watch things happen after the break.

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Some Things You Should Know About The XCOM Demo

By Alec Meer on September 25th, 2012.

The XCOM demo arrived yesterday, and immediately, violently divided opinion. This game could only ever divide opinion, of course, being as it is a remake of one of the most revered PC games of all time, but in this instance I think it’s dividing opinion for the wrong reasons. For various reasons, mostly due to its very minute amount of content (one entirely scripted mission, one on-rails tour of the base and one more too short, too-easy mission), it gives an impression of the game that isn’t altogether accurate. As a result of this, comments about the demo are a warzone of disappointment. In some ways – both good and bad – the demo does tell a true story. In others, it’s suggesting a much smaller and far more shallow game than the preview code we’ve been engrossed in, and for that reason I think it may have been a bit of a gaffe. Let me explain, in the form of a list.
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Unhidden Movement: XCOM Demo Is Go

By Alec Meer on September 24th, 2012.

Aha! If you’ve been fretting about whether XCOM Enemy Unknown is the second coming or an act of outrageous vandalism, now you can – partially – find out for yourself. A two-mission plus base-browsing demo has just arrived on Steam, which sounds like it’s primarily tutorially but should give you a flavour of Firaxis’ 21st-century reimagining of the classic 90s TBS. Get it from the link on the right of this page. Be warned it’s a chubby old six gigabytes, however.
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5 Things Which Make Me Happy In XCOM: Enemy Unknown

By Alec Meer on September 17th, 2012.

Most of these are now dead. Of course

For some reason, I’m away whenever the chance to play Firaxis’ XCOM remake arises. Last week, any inexplicable wailing noises anyone might have heard in the region of Marseille can now be ascribed to my grief upon discovering an email containing XCOM: Enemy Unknown preview code then realising my PC was in another country. So it was left to the able hands and brain of Adam, then later Jim also, to tell you all about this turn-based reimagining. I might be a Johnny Come Lately here, but I am undeterred, having spent sunrise til sunset playing the code yesterday, and now wish to share with you those aspects of XCOM that have most delighted me. For they have truly delighted me: this is the tense, tactical time-sink I’d hoped it would be. Quibbles I might have, one of which you can also read below, but I’m so relieved, and so pleased: this is X-COM but not slavishly so, capturing the key beats and the essential tension while also nosing at new terrain.
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XCOM XChat: Jim And Adam In Turn-Based Conversation

By Jim Rossignol on September 14th, 2012.

He just wanted to play XCOM but the poor little blighter was locked in a containment chamber and forced to listen to Jim and Adam enthusing about the game forever instead

We’ve been getting stuck into a preview version of XCOM: Enemy Unknown this week, and that turn-based tactical taste is fresh in our minds. Jim and Adam sat down to have a bit of a chat about it, following on from Mr Smith’s excited hands-on preview. What on earth would they make of it all?
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Hands-On: Forty Hours With XCOM

By Adam Smith on September 13th, 2012.

I’ve been playing a preview version of XCOM: Enemy Unknown for the past few days. I haven’t really been doing anything else, except occasionally falling to sleep in front of my computer and dreaming about XCOM. I apologise in advance for the length and possible incoherence of what follows. I’m giddy, maybe I’m rambling, but I’m as excited about a game as I have been in a long time. No coy introduction here; XCOM is marvellous and now that I’m not playing it, all I want to do is talk about it, write about it, and jump up and down hollering about it.

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XCOM Enemy Unknown: The Final Chatdown

By Alec Meer on September 10th, 2012.

After something in the region of 30,000 words across four interviews, the odyssey that is my series of chats with XCOM: Enemy Unknown lead designer Jake Solomon finally comes to an end. While my battered transcribing fingers are inordinately relieved about this, I’m strangely sad otherwise – it’s been fascinating, and no matter how the finished game actually turns out, one thing I have no doubt of is that Solomon is yer bona fide X-COM superfan with only the best of intentions for the remake he’s heading up at Firaxis.

In this last part, we talk about the Guile haircut, how the alien AI works, which obscure aspects of the game he’s most proud of, soldier/armour customisation and bagpipes.

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Firaxis Show Off XCOM: Enemy Unknown Death Horror

By Jim Rossignol on September 7th, 2012.


Following on from Alec’s latest summit with Firaxis, there’s a video narrated by project lead Jake Solomon. It shows off some serious gameplay sequence, and by serious I mean it’s not only detailed, but shows an XCOM team in deep trouble. It really is looking fantastic, too. Watch. Watch.

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Interview: Firaxis On XCOM’s Secret Origins

By Alec Meer on September 7th, 2012.

Not content with a mere three interviews with the lead designer of Firaxis’ upcoming X-COM remake XCOM: Enemy Unknown, I recently settled down for a fourth lengthy chinwag with the effusive Jake Solomon. In this first of two parts, we talk about the difficulty of describing the essential X-COM/XCOM experience, why people shouldn’t immediately start playing in Iron Man Mode (or perhaps why they should), what’s yet to be revealed about the game, some of the near-catastrophic mistakes made during its creation and how designing boardgames/arguing with Sid Meier might just have saved it.
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