Friday, October 12, 2012

XCOM: Enemy Unknown - review

PC/PS3/Xbox 360, £ 39.99, 12 + cert; Interactive 2K / Firaxis

Aa games

This week, I recalled the virtue of patience. Every second triple A title contains shenanigans octane high enough to break the thin layer of glass on my TV, so I did not look for the kitchen sink hit me in the face.

gun play just give you an opportunity to pause for a breath these days, it was refreshing to see this week two very entertaining titles that price a little cognitive thinking on my part before press the trigger. The first is the theme of Steampunk Arkane, Dishonored - as reviewed by Simon Parkin here. The second is XCOM: Enemy Unknown

XCOM, if you hear for the first time, is the latest in a series of point and click, turn-based strategy games, the first of which was in 1994, UFO : Enemy Unknown. The plot is quite clear: aliens invade the planet Earth and the player as commander of an international initiative called XCOM defense, is accused of rejecting the scoundrels out of this world. The way we do this is to manage the finances and resources of XCOM, and the deployment of troops to stop the alien menace wherever it appears on the planet earth.

When this is the case, players take control of a team of soldiers opposed to a selection of foreign enemies. The fighting takes place from a downward slope perspective that the player can rotate to display the cover points raised platforms and from different perspectives. Most of the card is wrapped in a fog when it forces the player, but as you progress through the mission, reveals himself to them - including foreigners lurking in the distance. The game starts in the animation strange cry or foreign sailors who cross the map to aggravate tensions.

mission XCOM terrestrial affairs tense and require endless patience and nerves of steel stoic. The temptation to send an assault team grunts at the scene of a crash UFO or alien base is something that players will have to manage, and if you do, your soldiers will die - simple as that. The best way to navigate the battles is to strengthen the sides of your computer and try to win the game and the position of the enemy forces while maintaining the cover.

When combat occurs, it tends to be fast, brutal and bloody. The alien AI is doing its best to flank the player on the team and both sides have weapons that can shoot through or completely cover the seat. When an enemy enters the line of sight of the player, the game takes into account the position of his troops, the weapon you use and the level of general education and then given a percentage of success. This means open fire on targets can be risky, you shoot where you have a chance of 45% to hit a target? Where is the rear leg on the cover? Make the wrong decision and his troops could bring in the paint quickly.

is at stake in each mission increases significantly as the player progresses in the game, each soldier, he came alive some mission points gain experience, the player can use to unlock skills depending on what kind they are - if the ability to target the enemy in their lines of his teammates' movement vision (sniper) or more between the cover (squaddie).

As troops levels still acquire nicknames, so all suffered death on the battlefield more personal. There is even a small glass memorial wall in the base barracks charge pipes with the soundtrack to emphasize the sense of loss.

Players can also create new sections on its base and uplinks, foundry and laboratories, which in turn increases the capacity to patrol the skies XCOM best on earth, build best weapons and equipment options more open.

At the beginning of the game, players receive a budget XCOM Member States, and it is up to them to decide how to spend it. They are also responsible for deciding when and where to deploy troops XCOM, which can have a profound effect on the money coming in. If they ignore calls from certain countries where kidnappings and terrorist attacks occur, these levels of panic countries will increase and eventually make the project XCOM, cut funding and too critical. Running is a juggling act XCOM both policy and management, it is a question of tactics.



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