Posts Tagged ‘XCOM: Enemy Unknown’

Token Mac News: XCOM Now Available For Rich People

By Alec Meer on May 7th, 2013.

This is what the staff in the Genius Bar look like underneath their stick-on skin and fashionable facial hair

“Slow news day, eh?” Only in your underpants, loser. For all four of the Mac gamers who read RPS, this is a very, very, very, very, very fast news day. Because one of last year’s best games, XCOM: Enemy Unknown, has arrived on their shiny, overpriced, hard to upgrade PCs-with-different-software.
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The Long-Lost Bunnies Of X-COM

By Alec Meer on May 3rd, 2013.

Next week, the missing sea monkeys of Terror From The Deep

I need to set aside a couple of hours to have a thorough read of Julian Gollop’s ongoing design plans for his Chaos remake – he’s sharing a remarkable amount on his Gollop Games blog. Today though, I take the easy route – monkey see previously unrevealed concept art for the original X-COM/UFO, monkey must post about it. Because said concept art features, as well as some very different looks for X-COM’s familiar rogues gallery (e.g. what I think might be an Ethereal design has big thighs) there are some never-before-seen additions. Including what appears to be a giant mutant rabbity thing.
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That Much-Delayed 2k Marin Shooter Is Not An EXCOM

By Alec Meer on April 24th, 2013.

This boy transforms into Cthulhu. Calling it now.

Whatever happened to the other XCOM, the 2K Marin-made shooter which was revealed long before last year’s XCOM: Enemy Unknown made everyone, except you, happy? It’s a question we’ve already asked several times here. We ask it because we don’t know the answer, and unless anyone involved feels like getting their Talpidae on and sneaking us some info, we won’t know until 2K reveal all. Which appears to be something that will happen rather soon. There’s a viral campaign of sorts, there’s a mysterious package being sent to games sites which aren’t us, and, well, there’s a blog post. That kind of undermines the air of mystery, I guess.

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Time Unit: X-COM vs XCOM / Gollop vs Solomon

By Alec Meer on April 2nd, 2013.

I say ‘vs’, but the reality of this meeting between the 20th and 21st century masters of X-COM is that they repeatedly seem on the verge of embracing each other, rather than trading blows in a bitter row about time units and action cameras. Rev3Games arranged for original X-COM co-creator Julian Gollop to meet Jake Solomon, the lead dev on Firaxis’ XCOM remake, the result being this rather delightful recording of their seventeen-minute exchange.
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Deep Rising: Firaxis Tease Possible XCOM Sequel

By Adam Smith on March 25th, 2013.

I hate Monday mornings and this was threatening to be one of the worst. My brain is still on the pillow and my body is refusing to obey the most basic of commands. Funny how a forty second video can turn everything around. Kotaku spotted that Firaxis’ panel at PAX East contained a short video that relates to the XCOM developer’s next “big project”. I reckon it might be time to turn our attention from the skies to the seas. My brain has lurched back into my skull and begun to gibber in an excited fashion. Watch below.

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Firaxis’ Jake Solomon Post-Mortems XCOM: Part Two

By Alec Meer on January 15th, 2013.

In this concluding part (the first one is here), we discuss boardgame influences, commercial success, what XCOM might mean for the future of strategy, the need for realism within science-fiction, and why XCOM wound up rather buggy.
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Firaxis’ Jake Solomon Post-Mortems XCOM: Part One

By Alec Meer on January 14th, 2013.

'Tell us everything, mutie!'

With Firaxis’ de-hyphenated, largely very well-received remake of the legendary, incomparable, enormous-haircutted X-COM now out there saving the Earth from the worst scum of the universe for several months, now seems the time to sit down with its enthusiastic main man Jake Solomon. What went right, what went wrong and what comes next? As per recent tradition, we had a very long chat.

Covered in this first part – the base, the skills, the missing element of surprise and what they’ve learned if they ever do this again. Edited out to spare you the horror: his Punch & Judy-style impersonation of an Englishman.
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Solomon Vows: Firaxis on XCOM’s Second Wave Add-On

By Alec Meer on January 8th, 2013.

Just when I thought I was out, they pull me back in. By which I mean, just when you thought I couldn’t possibly muster another marathon interview with XCOM: Enemy Unknown lead Jake Solomon, I did. Later this week he post-mortems the largely brillo remake of the 90s ultra-classic, but firstly we chat about the impending free Second Wave add-on. Skeletal remnants of this set of balance-tweaking toggles were found by modders at launch, but now the full-fat version is ready to go. Here, Solomon talks about why Second Wave was made, how it in some ways makes XCOM more like X-COM and why the add-on’s very existence might just be down to you lot.
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They Shall Not Grow Old: The XCOM Memorial

By Alec Meer on December 11th, 2012.

So many friends, loved ones, dead pets, Auotobots and French philosophers have fallen. We’ve each of us made decisions that led to loss of noble life in our attempts to save the Earth from the malevolent alien hordes of XCOM. Briefly, we mourn their loss. Then, all too soon, we move on and forget them forever.

It is time to more meaningfully honour the fallen. Uh, via Facebook.
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Chinese Takeaway: XCOM DLC Out Now

By Alec Meer on December 4th, 2012.

I should be over the moon about new content for one of my favourite games of 2012, but a) I wear specially-made grumpy pants at all times and b) the Slingshot add-on for XCOM really does sound underwhelming. It’s out later today, and currently I’m not particularly likely to play it. The biggest problem with it for me is less its nature – a few bonus missions, a pre-generated hard-ass squadmate and some new outfit options – and more that, reportedly, most of it can’t be accessed without starting a new campaign. I’ve played the game through two and half times now and what I want are new levels of challenge and new types of menace, not to repeat all those early stages once again to play three new maps, even if they are set in China.

See? Like I said, these pants are stitched from the finest grump hide.
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Wot I Read – X-COM UFO Defense, A Novel

By Alec Meer on November 9th, 2012.

The Stunday Papers

Somehow, I wasn’t aware that there was an official novelisation of 1993 strategy/everything game X-COM until just last month. Given my decades-long fixation with X-COM, this was rather like discovering that there was a book about my mum that had passed me by completely.

Diane Duane’s slim text X-COM: UFO Defense – A Novel, published in 1996 by game guide firm Prima, has long been out of print (and never made it to e-print), so despite long scouring of fansites my only option was to explore the secondhand market, which in general wanted over £20 for this 250-page paperback. One joker’s even asking £500 for it. Fortunately, a lucky eBay bid got it to me for a mere £11, and so it is that I now own this fascinating oddity: a novelisation of a strategy game, written by an author with a long history of penning books based on existent sci-fi franchises. Could it truly recreate the tension and horror of X-COM? The thoughtful trauma of the minute-to-minute decisions and the long game of base-building and troop-nurturing?
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A Wizard Idea: Why Gollop’s Remaking Chaos

By Alec Meer on November 5th, 2012.

What a wizard wheeze

Friday’s shock announcement that X-COM co-creator Julian Gollop is creating a version of Chaos, his nigh-on legendary, wizard-based strategy game for the Spectrum, is the best gaming news in forever. But with zero known about it and even some concerns that his little-used, little-followed (at the time) Twitter account was the real deal, a whole slew of concerns can be assuaged by the development blog he’s set up to cover the making of the new game.

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Solid Copy: XCOM Patched To Fix SHIVs

By Adam Smith on November 5th, 2012.

SHIVs, which are like Wall-E’s angrier siblings, have been causing some problems. Sometimes the engineers forget to put a gun on them and, worse still, on occasion the mechanised Muton-mashers stubbornly refuse to leave XCOM HQ. The next patch, which is due soon, should fix all that, as well as issues with the visibility of certain UFO roofs, Interceptor-related hanging and a correction to the use of snapshot during overwatch. Full notes below, including difficulty tweaks. Has anyone found a mod of choice, either for balance or general changes? I installed Warspace (not face) at the weekend but haven’t had much chance to play with it yet.

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