I've spent three weeks trying to
determine what to write about XCOM®
2 (and yes, that's actually the official name).
My difficulties were solved when my
save files disappear ad, fifteen hours into a campaign. Presumably
extraterrestrials infiltrated my computer and deleted the files to
sabotage any resistance. At that moment, I realized I didn't want to
play it again. I wanted to continue Xenonauts. But I'm
getting ahead of myself.
Let's start at the beginning. A few
years back I defeated the Alien invasion in, XCOM: Enemy Unknown
(2012) on Normal, so when I heard that the Aliens won, I determined
to oust them from Earth. While XCOM: EU described its
difficulties as Easy, Normal, Classic, and Impossible, XCOM®
2 renamed them Rookie, Veteran,
Commander, Legend. I chose Veteran, and for an additional
challenge, I activated the Ironman option (can't
save scum), figuring I'd save humanity on the
first attempt. Three abandoned campaigns and thirteen hours later, I
admitted the truth to myself: XCOM®
2 is unfair on Veteran difficulty (or at least substantially more
difficult than the 2012 release). I later went on to record fifteen
hours in a Rookie campaign, before the ill-fated, alien instituted,
data-wipe. Twenty-eight hours in total, and the following is my
conclusion:
The remakes of the original series
(also confusingly called UFO: Enemy Unknown or X-COM: UFO Defense)
re-imagined themselves by attempting an innovation around combat.
Unfortunately, the concept the developer chose as their core is the
source of XCOM's difficulties. The remakes distinguished
themselves from the original XCOM (1994) series and the true
remake Xenonauts (2014), by drastically altering how soldiers
develop and function. Because of this change, the 2012 and 2016
games suffer from too much value concentrated in a single solider and
mission. Soldier become stronger as they inflict casualties and
complete missions. They “level up”, acquiring unique,
game-changing abilities in the process: transformational, singular
superpowers. Nothing as simple (and boring) as additional health or
a slightly better aim percentage. Heroes can learn to shoot multiple
times in a turn or avoid enemy attacks. Advanced heroes become
over-sized assets: too valuable to lose and to valuable to risk,
because the loss of even a Corporal will ensure the loss of future
missions. The difficulty increases swiftly, new foes are introduced
every second or third mission, and any setback in Corp advancement
will prevent future success.
In truth, it would be more correct to
call XCOM®
2's soldiers what they really are: superheros. Each level of
advancement expands their power exponentially, and the loss of any
one is a terrible burden for those who remain. XCOM®
2's mistake is compounded by another. Both the remake and the
sequel allow the player to field four heroes at the beginning, and
six by game's end. XCOM markets itself as a tactical sim, but one
can't believe this claim based on game-play. No tactical depth can be
achieved by four super-soldiers. Contrast this limitation to the
faithful remake, Xenonauts, which
allows the player to deliver eight soldiers into battle on the first
mission, and twelve on the last. When the aliens invade a base, the
commander is able to deploy the entire contingent, a couple dozen.
Even when the Aliens shoot down your super, flying, mobile base in
XCOM® 2,
only nine soldiers can enter the
field. The others sit on-board, twiddling their thumbs until a comrade
dies and they can replace them.
At this point, I've discarded any
attempt to defend XCOM®
2: No Subtitle, in favor of
Xenonauts. Of the
three options to to new players, searching for a semi-realistic,
tactical and strategic battle against a persistent extraterrestrial
foe, Xenonauts is the
only choice. While not as flashy as the 2K remake, it largely
reconstructs the original but with some innovations. I've tried
X-COM: UFO Defense,
and my assessment, and reason why I didn't play more than two hours,
is the date interface.
But
unlike XCOM®
2: Restricted, Xenonauts
and UFO Defense
deliver a challenging experience. Instead of abilities, soldiers
have attributes (Action Points, Health, Bravery, Reaction, Accuracy,
Strength) which vary significantly from rookie to rookie, and allow
the player to determine how to use them best. There are no classes,
and players can experiment with different equipment setups for the
best result. Soldiers improve slightly as they succeed in their
missions. The highest ranked, experienced soldiers are the best, but
they're only soldiers. If the commander is foolish enough to risk a
General or Marshall on a desperate action, the soldier is as likely
to die as any other. And while their death will set back the
resistance, the Extraterrestrial Combat Unit has a diverse pool of
candidates, nearly one hundred strong, to draw a replacement from.
Xenonauts has a true
strategic element grafted to its tactical battlefields, unlike XCOM®
2 which forces the player to
stare at a glowing globe searching for missions, but limiting them to
only a two or three locations of action.
When
the 2012 remake was released fans of the original asked the question:
what happened to my game? This is my thought:
It's
clear 2K and Firaxis decided on one thing: soldiers needed to feel
unique. They needed to be characters, around which the player could
tell a story. Both the 2012 and the 2016 offered a myriad of
customization options including renaming, nicknames, armor color, and
accessories. Soldiers needed unique abilities. And since
extraterrestrials couldn't be weaker than mere humans, the power
level spiraled higher and higher until even Vegeta's scouter couldn't
keep track. At this point the developers must have realized they
couldn't balance a game with eight, or twelve super-soldiers. Too
much power, too much uncertainty. Instead, the developers chose to
reduce the number of heroes available for each mission. Thereby
increasing their value, and the penalty for any losses. And while
2012 was a difficult challenge, the developers recognized the need to
control the chaos of superheros and villains fighting for global supremacy. But 2016 invests the Extraterrestrials with an increased
number of soldiers, and an expansive range of abilities, of many
deadly varieties, it can't help but be too variable, especially in
the beginning where the loss of a soldier or a mission is
devastating.
Before
I lost my save file, I XCOM®
2 played for twenty-eight hours
over three weeks. XCOM®
2, in spite of what I've written
above is a good game, and half of my frustration is from the
difficulty of Veteran, and because I lost a fifteen hour campaign. I
have no intention of returning to it. And if I had to pick between
two I'd choose XCOM 2012 over XCOM 2016.
But
I'd rather be playing Xenonauts!
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