Saturday, 18 May 2024
We're not getting X-Com 3, are we?
Wednesday, 29 November 2023
Midnight Suns: The Hero's XCom
Tuesday, 11 April 2023
XCOM Enemy Unknown versus XCOM 2
Character class systems also received something of an overhaul in XCOM 2, both to match the thematic shift from 'protectors' to 'freedom fighters' and to provide greater opportunity for build variation even when playing two pawns of the same class. Now the XCOM line-up of classes does provide everything you need on a basic level when it comes to RPG progression and within the scope of the tactical gameplay that's actually more than enough to keep most players busy and satisfied when squad crafting. However, XCOM 2 does correctly identify that in games like these, the more unique our characters are the more of a soul they feel like they have. The subclasses of XCOM 2, alongside the levelling paths it borrows from one, lay out a better spread of possibility- there's little spin to really apply here, the sequel just does it better hands down.
As these games are built around the concept of replayability, these game's ability to conjure up unique feeling play arenas based on the assets provided to the computer is important to making each playthrough feel somewhat fresh. Which is probably where XCOM: Enemy Unknown really starts to show it's age in an unescapable. It isn't long into anyone's XCOM career when they start to recognise the exact layout of locations they've cleared that were allegedly in another country altogether, which in turn makes the memorisation of Alien placement fairly trivial once you know your areas well enough. The solution to this is conceptually simple, and it's exactly what XCOM 2 does. More variety, both in potential map layouts and the archetype of those maps; creating maps that feel distinct, even when you're treading the same basic sort of themed location you've done before.
There are also the full conversion DLCs. The big DLCs that take the base game and shuffle it around a bit with focuses on whole new factions, or gameplay systems, which typically create the 'final form' of these XCOM Games. XCOM 1's 'Enemy Within' gave us a new faction and questline, alongside a new class of Mech Units that totally changed up the power dynamic of the late game now that players had a foil to big Alien Mechs. But it also introduced a new resource in a haphazard implementation that threw off the carefully designed gait of the basic gameplay too. 'Meld' kind of sucks to collect in the early game for it's time limit, but at the same time the resource ends up being an essential collectible for enjoying all the really cool mech and psionic systems in the late game. XCOM 2's 'War of the Chosen', on the otherhand, is a total powerhouse. Throwing in several new classes, an entire new breed of unique boss that actually works within the established game, reworking some of the badly implemented DLCs that I mentioned earlier and providing a new playthrough full of enough content to feel like a follow up entry. 'WOTC' is a must play for any XCOM fan, 'Enemy Within' is more of a nice cherry atop of the XCOM 1 cake.
At the end of the day, the thing that makes the XCOM games special is that there is no one game that is all around better than the other, as I said they're such different beasts they can co-exist as partners within this expansive industry of ours completely happily. Personally, I'm drawn by my mood to one game or the other, because I favour them both equally, even as one handles certain aspects better than the other. In my mind, the ideal sequel is one that can live like this, in those instances where people throw up their hands wondering how a follow up could even be conceived. Hand in hand, shoulder to shoulder, equals in quality and worthy as competitors. And then there's XCOM Chimera Squad. That game was alright as well, I guess...
Tuesday, 5 October 2021
Sid Meier's Console Civilisation
Well the obvious answer is reach, given back at that time in 2008 PC gaming was big, but not as big as the very many popular consoles that were bubbling around then. The PlayStation 3, the Xbox, The Nintendo DS, even App stores. These were all fertile grounds for picking up players, many of which hadn't even heard of this venerated series before simple due to the tech gap. (like me) Then there's the fact that Civilisation had gone two years without an entry already and it felt like time. Civilisation V, the one which is considered the definitive by many, even today, would come out in two years from then, and the staying power of these games meant that the Firaxis didn't necessarily have to feed the PC audience just yet to keep them interested, and therefore the team could focus on cultivating a new and expanded fanbase instead.
Friday, 10 September 2021
Marvel's XCOM Suns
Friday, 3 September 2021
Marvel Midnight Suns
Tuesday, 27 July 2021
XCOM Legends
Sunday, 6 June 2021
XCOM Avengers? Yes please!
Thursday, 4 June 2020
Enemy spam in game design
Enemies are a staple of a good many video games out there today, and for very good reason; they represent an active trial for the players to overcome through strife that can feel exciting and dynamic in a way that's hard to replicate with static puzzles and gradual progression. That is, of course, just a general overview of their potential role in gaming; enemies can serve many different roles for their respective games and that's what makes them such a universal aspect. That does not mean, however, that there is no etiquette or widely excepted methodology to the creation and implementation of said enemies; but I'm only interested in one specific set of rules and that's those that go into deciding the sheer quantity of enemies. What counts as just enough and what crosses into the borders of 'Enemy Spam'.
'Enemy Spam' refers to a situation in video games wherein the player meets an enemy force that vastly eclipses their ability to handle it. As such, what actually constitutes 'enemy spam' can vary wildly from game to game; it comes under the banner of balancing for the title in question. In some games, enemy spam could be considered having a group of five enemies thrown at a player in a very one-on-one style game, or having a constant barrage of enemies thrown at them again and again in a very resource heavy style game. What's important to note and make distinction of is that 'Enemy Spam' isn't used to denote a moment at which a player's ability is heavily challenged, even when it's to a degree outside of their supposed limits; but rather a time when the amount of enemies, or the type in question, are so consciously geared to be disadvantageous to the player that it starts becoming frustrating, and loses that hard-but-rewarding edge. (It's a fine line to walk.)
Personally, the first time I really came up against 'Enemy Spam' was in the party-based RPG 'Dragon Age: Origins', which I'm sure you all know so well. That was an entire game built around the core concept of intelligent use of character skills and positing in order to overcome the threats of the game. (Although, all too often that did slip into micromanaging the every move of your teammates. The AI wasn't the best on the market.) This meant that throughout the majority of the game you'd come up against smartly constructed groups of enemies that would test your versatility and strength as you devise counters against the many different enemy types, with the finale of the areas typically testing all of the strategies you had made in your journey. By the climax of the game, however, the team had run out of new enemy types to throw your way and thus just resorted to placing armies of Darkspawn in your path. This was still completely fine and dandy right up until the final hallway of enemies before the final boss; because there we all saw the quintessential example of enemy spam.
There, in front of the player, were a layout of battlements manned by Darkspawn; surely a challenge for any player to get through and requiring of some tactical planning. Bioware, however, saw to it that people wouldn't have a chance to get to planning as the second you get there you'll be hit by a wave of invisible Shrieks to throw you off your game. Good play, Bioware, but now it's time to get back to- oh, there's another wave. And another. And another. Now this isn't any where near the worst example of enemy spam, but in a game that, up until this point, had relied on strong enemy composition rather than overwhelming numbers, it was supremely jarring. And all that was compounded by the final fight itself, which swarms unending waves of enemies at you requiring anyone on higher difficulties to literally bring an entire apothecaries worth of potions just to withstand the impending hoards. (Not really the sign of a well-crafted boss fight.)
Now this is by no means the only example of this sort of issue popping up in the game balancing, and in fact; Bioware themselves are responsible for an inordinate amount of it. There's the corridor of endless Sith at the end of KOTR, the Geth Juggernaut hallway up the Citadel tower in Mass Effect and probably something at the end of Jade Empire that I haven't got to yet. But there are other examples from different game franchises. Some might say that the later Dark Souls games resorted to increased amount of enemy spam to fill their areas (although the Frigid Outskirts from Dark Souls 2 is easily the worst offender in that regard.) The final level of 2016's DOOM is split in three nauseatingly prolonged combat arenas, all enough to make you never want to see another Demon for as long as you live. The newer XCOM games have spammy final levels, as does The Outer Worlds and certainly some of the Kingdom Hearts games.
But where is that line in the sand? At what point is more enemies too much and how does a developer know how to effectively walk that line? You may have noticed a trend out of the games that I mentioned, in that most of the egregious offenders pull their spam by the final levels, and that makes sense when you think about it. The finale of the game is supposed to represent the climax in spectacle, story and gameplay; so it makes sense for the developers to throw everything they can at you. But when they just inundate you with so many enemies that the game devolves into a substandard version of itself, suddenly that's too much and considered 'Enemy Spam'. It's a very tight line to walk and I envy no one who has to do so for a living.
Perhaps the hardest task of game balancing is figuring out the utmost extremes that your game and, most importantly, what your players are comfortable with; because realistically there is no right answer. There's no cure-all, one-fits-all, choice for how to attain perfect equilibrium and therefore Devs just have to work off what little they can judge from their play testers and a little bit of instinct. Some games can totally get away with chucking the kitchen sink at you without ruining anyone's day; just look at the finale of 'Batman: Arkham Asylum' for instance. Just before the final encounter the player is asked to walk through a room brimming with clapping thugs on either side. Now this is entirely optional fight, and the key may lie in that, but I feel it's just the makeup of the game's legendarily tight combat controls that the action of knocking out everyone in that room still feels satisfying by the final punch. So as I say; different strokes for different folks.
Of course, personally I wouldn't say that Enemy Spam essentially ruins a game, but it does leave a sour taste in the mouth for the player which is rarely relived by the eventual completion of the task in question. For my two cents, I feel it's just a little unfair to be thrust into an overwhelmingly packed situation without being made aware of it prior. Perhaps it's the surprise of "Are we done ye- another wave?!" which really stings the worst, or perhaps I'm being reductionist with even that and there's an even wider net that could be cast here. Either way, I would be interested to hear a perspective for how enemy spam is handled from both a developer and player level, but as this was just an introduction to the topic, those are a couple blogs for another day.
Saturday, 25 April 2020
I got to play X-Com Chimera Squad! Here's what I thought...
I've had a trying day; ideas come few and far between as we speed ever closer to that really personally important blog I want to write, (It's tomorrow, BTW) the blog I wrote for next Friday won't upload with it's images for some reason (But this blog was written today. My schedule is weird, don't ask) and I just cut my small toe almost in half, and obviously there are no hospitals open so I'm having to hobble around everywhere like I'm drunk. (Luckily, that's a cut down the middle and not the alternative, otherwise I would probably kick down their door and demand someone help. With the other foot, obviously.) but all this means that I've gone through a full rebound to Fallout 76 literally one day after writing that I- well you'll see the blog next Friday. Also I've got a new game to kill some time with, and so that's what I'm going to be talking about today.
To pull the curtains back on this ramshackle operation a bit, I spend the weekends writing blogs that come out the same day but the weekday blogs are usually a week delayed. (Unless I set a special priority) As such, even though that 'X-Com: Chimera Squad' blog dropped two days ago, I've actually spent the whole last week pining for this game which you can bet I bought the second it was announced. (I need to stop impulse buying, this is becoming a problem.) But as such I was able to finally access the game early yesterday alongside everyone else on release day. (Well, almost alongside everyone else. Damn streamers and their priority downloads...) So I'm going to take a laid back blog for today whilst I talk about my initial reaction to Chimera Squad and why I think it's the X-Com that everyone should be playing right now.Due to no preloading (thanks, Firaxis) I had a good few hours of downloading to waste combing through information on how this Chimera Squad works in it's metagame; so I cannot speak for how effective the tutorial system for the game is, but personally I didn't get overwhelmed with all the new systems on display. Chimera Squad severely pans back the scale of the other X-Com revival games from global coverage to a more intimate city management system, and with that comes a different feel to the scale of the issues. However there is still that framework which places pressure on the player to preform with tactical cohesion in their selection of mission, although not with a 'Hard time limit' like X-Com 2 worked with. (Which is honestly one of my biggest problems with that fantastic sequel.)
As the invisible leader of elite spin-off from the X-Com initiative with an interest in promoting alien/human relations, it's up to the player to track down the assassins of city 31's mayor whilst keeping the city from unravelling at the seams. The 31PD find themselves under constant assault from the gangs of the street and everytime these gangs attack, that district stacks up on 'unrest' to a total of 5. (Or more, if you select that extra in the settings when you start your campaign) Once these districts fill up on unrest, every day from then on will count towards the city anarchy until that caps out and the whole place falls into disarray, ending the campaign in failure. Therefore it behoves you to pay attention to the mission you're picking and the extra tools at your disposal to keep things relatively normal across the board. Personally I really like this approach to the metagame as it puts the burden of control in the hands of the player rather than some unseen forces ticking in the background, so when things start to go to hell you always feel like you have the power to bring things back around, rather than feeling like you've run out of time and are merely beating around the bush until a full campaign failure.
Facing down the discordant forces of City 31 is a matter of getting a hand over the three factions that oppose you and their talents that you'll need to counter. You have the Progeny, who are mostly made up of human psionics who hate the fact that the invaders have now become friends and want to establish themselves as a master race; The Gray Phoenix, who are a selection of alien scavengers with superior tech capabilities and a monopoly over the black tech market; And Sacred Coil who have a blend of humans and aliens working as part of them, although their preview images showcases a Chryssalid, so I feel like they're probably going to have a particularly brutal slant to their approach. Chimera Squad will have to investigate these folk one-by-one which essentially means launching full-blown offences on the gangs who threaten to tear the city apart.
To this end the player has at their disposal a rather unique team, as instead of having a squad full of X-Com rookies, they have instead a group of heroic pre-made characters with their own unique abilities and stats to them. These agents hail from a variety of different backgrounds and species, symbolising the united image of City 31, and that diversity proves to be their greatest strength in battle. Cherub carries a shield alongside him and can impart a damage-negation effect upon anybody nearby, Terminal lugs around her healing drone which is capable of remote access and hacking when needed, Godmother lugs around a big-ass shotgun, so on and so forth. This diversity creates quite a unique 'everyone is special' kind of mechanic to X-Com, but does so at the cost of some of the intimacy that we shared with these folk in past games. But this new 'hero' mechanic does amplify the diversity between each character, so I'll not ride Firaxis too hard for this.
The actual gameplay sections also differ from traditional X-Com in that they are more homogenised and streamlined. Each mission starts with a preliminary 'Breach Round' in which Chimera Squad gets to pick their insertion points with a variety of advantages and disadvantages to each spot. You can choose to split up your team or keep them together as you burst into the room and attempt to pull off as much initial damage as possible. From there you'll find your turns cut-up into a timeline and split between the enemy and yourself, making the actual acts of flanking and eliminating hostiles (Something which is inherent to X-Com) much more dynamic as players can put themselves in the firing line of one hostile under the assumption that another unit will neutralise them before their turn comes to fruition. This also opens up a new dimension of tactile play as the player has tools to mess with the timeline and group up their squad or delay the enemy. There's an almost D&D level of tactile dynamism to this mechanic and it honestly completely switches up the gameplay in an particularly unexpected way.
Of course, at the end of the day I've only had the chance to play for a little bit (I cut my toe open, so that sort of put a dampener on my 'gaming' time.) but I'm already sold on the fact that I'll pull at least one full playthrough. The speed of each mission makes this one of the most accessible X-Com experiences of all time and the lack of consequence for being injured (even being knocked down isn't seriously bad) means that this is a very new-comer friendly X-Com game. I still don't think this will replace X-Com 2 as my favourite of the series, but one of the beautiful things about this franchise is that no new game is meant to replace the old ones, they're just supposed to accompany them. Once more, for £10 you'd be silly not to pick this game up before it goes out of sale in May, but even then it's a steal. Definitely give this game a shot.
Wednesday, 22 April 2020
X-Com: Chimera Squad
Here I was thinking it wouldn't be my birthday for a couple of weeks yet there pops up Firaxis, out of the blue and with a brand new X-Com game to get me all excited. I can honestly say this is one that caught me completely by surprise and saved me from another potential downer blog (you know how much I hate to write those) because now I get to gush about another franchise I'm head-over-heels for. (And for once I won't be kowtowing for Capcom. Good thing too, my knees were starting to chafe.) On the eve of Gears of War's newest attempt to diversify with their 'Tactics' (A game which hopes to copy much of the 'turn based tactical' framework that X-Com built), they'll have to contend with the surprise drop of this X-Com universe title which seeks to undermine them in all the major ways.
Now of course this isn't a straight up sequel to X-Com 2 but a side story, but unlike the canonically dubious events of 'The Bureau', I think that 'Chimera Squad' is set to detail the next steps of the franchise and that does have me quite excited. For those who haven't had the pleasure I'm about to lightly spoil the ending of X-Com 2. (The games aren't really about the developer made-story anyway, but I feel it's best to share that upfront.) Basically, at the end of X-Com 2 the commander uses their avatar link to confront the ADVENT Elders, whom at this point have been revealed to be tyrannical alien overlords who have enslaved countless alien races over the cosmos to serve in their army. The Commander manages to sever their neural network, essentially breaking the psychic control those Elders had over their forces, allowing the human resistance to force a surrender out of them. The closing shot of the game features the aliens in retreat, the humans taking back earth and a final eerie shot on a glowing crevice at the bottom of the ocean, lightly hinting at a new threat closer than we think...
Obviously that's a cliff hanger that'll have to wait (It's probably just teasing a remake of 'Terror from the Deep' anyway) as this title actually takes place in a post ADVENT controlled world wherein the pieces of society are being picked up and put back together. This time, however, there are entire menagerie worth of stranded alien species with no more psychic link to their overmasters looking for a place to call home. Obviously, with humans being as dumb as we are, we've accepted them into our home although that does not come without caveats; which in this case means making a lot of concerted efforts to bridge cultural gaps, join the right hands together and help the populace get over the fact that we're now supposed to be 'buddy buddy' with the same aliens who nuked all of our cities and enslaved us for years. (So there's going to be a few growing pains, clearly.)
In this effort there has been the founding of City 31; a model city which is created in the hopes of showcasing how humans and aliens can live together side-by-side without being at each others throats. This means that this is a politically pivotal city, and that it's under everyone's best interests that this city works flawlessly and doesn't descend into chaos within the first week. In comes Chimera Squad, a sort of future police force comprised of officers both human and alien who are trying their best to keep the city safe for the good of it's citizens and broader human-alien relations. (How very wholesome.) As players, we'll be tasked with guiding this force and picking their fights for a comparatively lower stakes campaign that still promises to be just as fun to shift through.
One of the aspects about the X-Com franchise that I truly love is the way how each game has a different approach to the metagame, (as well as the moment-to-moment) that ensures that even as each game vastly improves, it never invalidates one's desire to play the older entries. 'Enemy Unknown' had a greater focus on reacting to the aliens, making for a balancing game wherein the players could hold off the collapse of the world government practically indefinitely with the right tactical forethought and RNG. 'X-Com 2' changed that up with a complete switch to the power dynamic so that players would have to be the ones on the offensive. Suddenly the game was about racing a clock and pushing for ground before you ran out of time, making for an entirely fresh gameplay experience. Chimera Squad looks like it's going to lean more toward the initial game's model but with some changes; players will have to manage the city districts from descending into chaos whilst, I assume, unravelling the guiding hands behind this developing crime wave.
All that being said, at it's heart it would seem that 'X-Com: Chimera Squad' is the exact same game that we know and love with it's tactical planning and RNG based shooting, only with some new additions. One such addition is this new 'SWAT-Style' breech mode which allows players to set up their squad around the different entry points into a location for a surprise hit. It adds that extra layer of planning into the equation and allows for games to kick off in that flanking formation which makes X-Com so fun. There also appears to be quite a slew of new weaponry to discover and research and I'd imagine such development projects are going to take a vastly different approach to how we last saw them realised in previous X-Coms. (Something tells me that performing autopsies on the City 31 citizens might not be on the table anymore.)
There are some decisions which are bound to be somewhat contentious, however, and for me I think that'll be the idea of making ever single character in the campaign (As far as we know) a fixed character. This allows for some more story and character-based development, as well as permitting for unique powers for each ally, but it takes away some of that classic X-Com individuality. No longer will you find yourself naming soldiers after friends before watching them perish before your very eyes, as they'll all have their names and personality pre-set, effectively cutting off one of the franchise's most endearing qualities. However, given the community that's sprung up around X-Com, I wouldn't be surprised if some enterprising individuals aren't already cooking up a quick mod to patch that particular feature back in.
But what's that last cherry on top of the cake? The one thing that'll knock my socks off and let me know that I have to pick this game up? How about the fact that it's coming out on April 24th and is debuting for $10 at launch! On May it's going back up to 20, but even then that seems like an absolute steal for what is being promised to be a 20 hour game. (And that's not even taking into account the huge-replayablity value inherent with this genre of game.) So if you've never pulled the trigger on the excellent X-Com franchise before there is literally nothing stopping you from doing so this time around. 10 bucks for an X-Com game? That really can't be beat and I just cannot wait to get a glimpse into this brand new world that Firaxis are building. (And heck, I only have to wait a few days to do so!)

















