The XCOM: Enemy Unknown review that took 18 years to write

Time travel has not yet been invented. But thirty years from now, it will have been. This will lead to a series of events that would take me all day to diagram with straws, and even then, trying to understand it would fry your brain like an egg. Suffice to say, time travel will allow me to write the following XCOM review with the help of a leading authority on all things X-Com: myself.

After the jump, I came across time for you, X-Com

2012 Tom: Hello, I’m Tom Chick. I’ve been playing videogames for as long as they’ve been around.

1994 Tom: And I’m Tom Chick, too. I’ve also been playing videogames for as long as they’ve been around.

2012 Tom: Well, they just haven’t been around as long for you.

1994 Tom: I don’t see what that has to do with anything.

2012 Tom: The games I play are more advanced.

1994 Tom: Excuse me?

2012 Tom: More advanced. The people who make them have had more time to figure out how to do it better.

1994 Tom: By more advanced, you mean they’re made to be more competitive with other forms of entertainment. They’re easier to get into, they’re more immediately gratifying. They’re flashier. They’re suited to playing in shorter bursts.

2012 Tom: How would you know?

1994 Tom: You had me play the XCOM remake.

2012 Tom: Well, you make it sound like those are bad things.

1994 Tom: I’m guessing games in 2012 are made to sell before they’re made to play. I’m guessing a lot of the games I play have no place in 2012. I love X-Com, Civilization, Red Baron, and even war games with CRTs. Do you even remember what CRT stands for?

2012 Tom: Do I remember what CRT stands for? Of course. Cathode ray tube. I still have some of those monitors in the garage.

1994 Tom: You so do not deserve an X-Com remake. You should really let me handle this review.

2012 Tom: No, because you’d just start out complaining about the hyphen and it would go into a nerdcore rabbit hole from there. Just be grateful that I’ve invited you into the future to play a game you won’t get to play for another 18 years. Besides, it’s not a remake. It’s an update, or an homage, or a reimagining. It’s its own thing.

1994 Tom: If it was its own thing, it wouldn’t be called XCOM. But it is called XCOM and it’s missing a lot of stuff from the original X-Com.

2012 Tom: That’s not necessarily a bad thing.

1994 Tom: Maybe. Maybe not. But a lot of the missing stuff is conspicuous for us X-Com fans. For instance, why aren’t there nighttime missions?

2012 Tom: Some of the missions are at night.

1994 Tom: Which isn’t the same thing. Nighttime missions have a whole other feel in the original X-Com. That was one of the few games that really appreciated darkness for what it is: a real pain in the ass when you need to see stuff. Remember F-19 Stealth Fighter? Flying at night?

2012 Tom: Wow, that takes me back.

1994 Tom: I bet flight sims are really cool in 2012.

2012 Tom: Well.

1994 Tom: I bet the dynamic campaigns are unlike anything I can imagine.

2012 Tom: That’s, uh, yeah. That’s one way to put it.

1994 Tom: I bet the flight models are amazingly realistic.

2012 Tom: Yeah, we’ll get into that another time. But these days, it takes an indie project like Day Z to really turn off the lights.

1994 Tom: Day Z? What’s that?

2012 Tom: It’s a zombie game.

1994 Tom: They made a whole game about zombies? Like, the whole game? Cool.

2012 Tom: Taking visibility away from the player is way too harsh. Just turn everything a little bluer and call it a night. If it’s good enough for movies, it’s good enough for games.

1994 Tom: That’s the kind of thinking that brought us all those full motion video CD-ROM games. But it’s not just the lack of meaningful nighttime. The missions overall have a whole other feel in the original X-Com. X-Com is like war. Long periods of boredom punctuated by moments of terror. I haven’t played them yet, but I know I’ll love games like Far Cry 2, Wind Waker, and Silent Hill when they come out.

2012 Tom: Hey, that’s dirty pool.

1994 Tom: I bet you’re still playing serious submarine sims.

2012 Tom: Lots of people didn’t like those games, and lots of people don’t need long stretches of boredom to punctuate their sheer moments of terror. Sometimes moments of sheer terror can be efficiently orchestrated.

1994 Tom: But you like it when that stuff happens organically. When the terror, when the action is all the more meaningful for the downtime.

2012 Tom: I do, but in 2012, I don’t necessarily need it. I don’t mind that this XCOM is densely packed with a certain number of aliens per screenful of map.

1994 Tom: There aren’t many screenfuls of these maps. Why are they so small? Why is there so little room to move? Why is it always so obvious which direction you have to go?

2012 Tom: It isn’t always. Some of the maps are bigger.

1994 Tom: Please. You played the original X-Com. You know what I’m saying. X-Com played out in large areas where you didn’t always have the luxury of putting your back to an inviolable map edge, much less the luxury of knowing where the aliens will be waiting for you. That uncertainty, that expanse, made X-Com X-Com.

2012 Tom: I have a feeling a lot of your reservations about this XCOM involve specific ideas about what made X-Com X-Com. I’d rather talk about what makes XCOM XCOM. The frequent discrete choices. The boardgameyness.

1994 Tom: Boardgameyness? What does that even mean? Like Monopoly?

2012 Tom: Like Shadow Watch.

1994 Tom: What’s that?

2012 Tom: Really, you don’t know Shadow Watch?

1994 Tom: Not for another six years.

2012 Tom: Well, you’re in for a treat. But in terms of gameplay, XCOM owes more to the great boardgames of the 21st century than to the original X-Com. This is a design about establishing simple rules and then breaking them. For instance, a soldier only gets to do two things a turn. Simple rule. But a heavy soldier with bullet swarm gets to fire before doing its two things, or an assault soldier with run-and-gun gets to move twice and then fire. Simple rule broken.

1994 Tom: Time units were better. You could do more things.

2012 Tom: More isn’t better. Has Sid Meier said that thing about good games being a series of interesting choices yet? Because this is that. Spending eight turns deciding who’s going to move next while you’re going down the street isn’t interesting. Why not compress that street, and those turns, into one important decision? Why not get down to brass tacks?

1994 Tom: You know what’s an interesting choice? Who’s going to get off the Sky Ranger first. The Sky Ranger isn’t even in this game.

2012 Tom: Yes it is.

1994 Tom: Just its butt. You have a big ol’ Sky Ranger butt at the corner of every map. That’s not a Sky Ranger. You walk around underneath a Sky Ranger. A Sky Ranger has wheels for you to hide behind. You jetpack up on top of a Sky Ranger to see better. A Sky Ranger has a ramp you come down.

2012 Tom: Yeah, like those boats that Tom Hanks came out of on D-Day. I do miss that.

1994 Tom: Tom Hanks was at D-Day?

2012 Tom: It’s a movie.

1994 Tom: That would make a cool videogame. How come no games have a D-Day level? Hey, did you get to the Sidonia level in XCOM?

2012 Tom: Wait, don’t tell me. That’s a spoiler.

1994 Tom: Didn’t you finish the game?

2012 Tom: Well.

1994 Tom: Did you get to the end?

2012 Tom: No. I got pretty far before my game was killed by a bug. Everything hanged during an alien activity phase. I hadn’t saved in over three hours.

1994 Tom: Ouch.

2012 Tom: Yeah. In that respect, it’s like the original X-Com. Do you people from 1994 even know about the difficulty bug yet?

1994 Tom: What difficulty bug?

2012 Tom: What difficulty level are you playing on?

1994 Tom: Veteran.

2012 Tom: Keep telling yourself that. But I didn’t really mind restarting XCOM. I’ve since gotten a couple more games going, but I’m trying to play on the harder difficulty level, which is so gratifying for how frustrating it can be. It’s a perfect expression of games as enjoyable frustration.

1994 Tom: I don’t like all this hoo-ha about satellites. And why does America have cheaper airplanes but South America is better at autopsies? That makes no sense.

2012 Tom: Games are inevitably about abstracting things. You play Civilization I and you have a problem with the continental bonuses in XCOM? How are those phalanxes doing against your battleships?

1994 Tom: Wait, you said Civilization I. There’s more than one Civilization in the future?

2012 Tom: I love the sleek strategic stuff. I love the sorts of decisions I have to make at the base. I love how well it creates a sense of tension from passing time at the base, how important events are always just a few days away, much more efficiently than the original game.

1994 Tom: So you haven’t gotten to the base assaults yet?

2012 Tom: The alien base assaults? Sure, I’ve gotten to those.

1994 Tom: No, I mean the XCOM base assault. You haven’t gotten to that yet? Where the aliens attack your base?

2012 Tom: No.

1994 Tom: Well guess what? You’re not going to. The aliens don’t assault your base in XCOM.

2012 Tom: That’s too bad. I love that idea that your home base isn’t as safe as you assume. I’m playing another game now called Cargo Commander, and it’s a great moment when you realize that aliens can get into your ship to attack you. You’re going to love that in a game called Fatal Frame 3 one day. But that makes sense in XCOM that they can’t attack your base. How are they going to attack a base from a side view?

1994 Tom: I know, right?

2012 Tom: I don’t mind the side view, though. I actually like it. It has a certain amount of charm. It looks like a Wes Anderson thing, like the cutaway of the ship in Life Aquatic.

1994 Tom: Who’s Wes Anderson?

2012 Tom: You and me come from such different worlds.

1994 Tom: Well, in my world, X-Com is way better than XCOM. I have serious problems with this fancy new version. I can see how the masses might like it. I can see how it would sell well. I can see how Microprose has sold out and you went right along with them. But there’s too much missing. There’s not enough of the essentials that made X-Com the game that it was. I’d give it two stars.

2012 Tom: Well, you don’t get to rate it. You can be a part of the review, but you can’t be a part of the final call.

1994 Tom: Why not?

2012 Tom: Because it’s not 1994 anymore. It’s 2012. This is a real shot of innovation and bold creativity and relevance in terms of bringing something older into the modern world of videogame design. As an example of game design in the year 2012, it’s inspired. Compare this to Dishonored, for example.

1994 Tom: What’s that?

2012 Tom: You know Thief?

1994 Tom: No.

2012 Tom: Well, Dishonored is like a game you haven’t played yet called Thief. And it still uses all the same tropes, from hoarding arrows, to creeping around vision cones, to navigating patrol paths. Dishonored might be a good game, but it acts as if the games we played in the 90s transplant just fine to the 2010s. Sometimes they don’t. XCOM knows that.

1994 Tom: I don’t believe you believe that. I don’t believe you think the games I love from this time — the games you loved — aren’t great in any time.

2012 Tom: It’s not just that. It’s more about how game design evolves, and changes, and adapts over time. You don’t know yet what’s going to happen to flight sims and strategy games and RPGs and RTSs.

1994 Tom: What are RTSs?

2012 Tom: Like Warcraft. Like Command and Conquer.

1994 Tom: What’s that?

2012 Tom: You have so much to learn. You don’t know yet how many kinds of games are going to go through a downward spiral of getting too detailed, too involved, too esoteric, of catering to increasingly vocal hardcore players like you and me. Yet all the while, publishers will need to see bigger returns on their investments, so they’ll realize they can’t cater to those people, to us. You don’t know yet what we’re going to do to videogames. Entire genres will all but vanish. You’re going to have a tough time of it.

1994 Tom: Well, as long as id keeps making great games. I’ve been playing a lot of Doom II. Imagine X-Com as a Doom II style game. I hope someone in the future thinks that up.

2012 Tom: Which reminds me that you don’t know yet how lucky you are that a developer plucked a game from your time and decided to update it to my time. Besides, if you want the original X-Com experience in 2012, you can still set up an emulator to play the original X-Com. Or you can play a really good clone on the iPad called Aliens vs Humans.

1994 Tom: What’s an Eye Pad?

2012 Tom: You don’t want to know. Your life will be 18 years of sheer hell waiting for it to be invented.

1994 Tom: Come on, tell me.

2012 Tom: You know the Gameboy?

1994 Tom: Yeah.

2012 Tom: It’s like that.

1994 Tom: Oh.

2012 Tom: Look. In six years, you’re going to write an article for IGN in which you list the four things that made X-Com great. You don’t know what they’re going to be yet, so I’ll tell you. One, the sense of attachment to your troops. Write this down. Two, the way the gameplay unfolds in the campaign. Three, the atmosphere. Are you getting this? And, four, the way you can break stuff. This new XCOM gets all four of those things right, even if it does some of them in different ways. It knows. It understands. But not blindly, not slavishly. More than a fan of X-Com, this game is a fan of the tenets of modern game design. It’s doing exactly the right thing, in exactly the right ways, at exactly the right time.

1994 Tom: What’s IGN?

4 stars
PC

  • Pogue Mahone

    Well, at least 1994 Tom didn’t shoot 2012 Tom.

  • Duncan

    It’s official, Tom has lost his mind.

    Best review ever

  • Tim James

    Cool review format, but I’m ready for someone to move beyond the comparisons and rationalizations. If hardcore X-Com fans need to move on, then let the writers lead the way! It’s time to criticize XCOM as its own independent work.

  • Duncan

    I wonder if 1994 Tom know’s that Kurt Cobain died….oops spoiler alert?

  • tomchick

    I agree, Tim, but for some of us, that’s easier said than done. X-Com was a hugely formative experience for me as a videogamer. So that format of Old Tom talking to New Tom was an integral part of my experience with Firaxis’ game.

    But you’re right that there’s a lot to be said about XCOM as it’s own thing, or even in comparison to the Japanese SRPGs that some of us have used to fill the X-Com shaped holes in our hearts, or the boardgames that Firaxis has obviously been playing lately.

  • Dan Thurot

    Fun review, Tom. And I agree — there are details I miss, but I’m really digging XCOM for the things it does well.

  • Wolfox

    Amazing read, Tom. I love when you write stuff like this. Oh, the memories.

    Also, here’s a little tear for the current state of flight sims. 1994 Wolfox would be so sad if he knew that the best dynamic campaigns in any flight sim ever came from two 1998/1999 sims (Falcon 4.0 and Rowan’s Mig Alley). I know 2012 Wolfox is.

  • Tim James

    Yes, I know I’m being unfair to those who need a little more time to go through that process. And not everyone is aware of the high-level shifts happening in strategy and simulation design.
    But sometimes it seems like people think shouting down X-Com’s outdated design is the end of the story on XCOM. I’m not saying you’re doing that of course. I’m just itching to read more about the modern game. I’ll check out the TMA podcast to see if they get into it.

  • Ben

    Best thing I read all month.

  • someone

    Really nice article

  • MikeO

    Loved this review, Tom. I am also from 1994 and 2012, and I love XCOM, while also missing a few things from X-Com. The 2012 me is mostly thankful he is playing the 2012 XCOM.

  • http://www.facebook.com/people/Nathan-Phoenix/100001009669803 Nathan Phoenix

    Oooooh he named dropped Shadow Watch.

  • thebigJ_A

    Hadn’t saved in three hours…? Huh?

    But….It’s got autosave. Saves all by itself, even when you forget.

    And Ironman is the way to play. Normal Ironman if classic is too punishing for you (it is for me still, but I’m getting there). It makes the choices into actual choices, prevents you from giving in to temptation when things go real bad. Dealing with the consequences of serious tragedy is one of the most interesting, and gratifying parts of this game.

  • lapce

    Great article. Nicely done.
    Then i remind myself that this is the same guy who hates Deus Ex, loves iOS crap games, and enjoys casual sex with whores on trains.

  • tomchick

    The autosave wasn’t on. And I don’t think I turned it off, although I find it surprising if it defaults to autosave off. I’m not sure why that happened. I was playing de facto ironman anyway.

    Honestly, though, I’m not too bitter, as I was playing on normal and finding it a bit too forgiving. Classic is much more my speed. I’m happy to take whatever lumps the game dishes out, so I’ve since enabled the ironman option, which I didn’t even know was in there when I first started playing.

  • George Reeves

    Great, nuanced look at how videogames have changed. Love interesting formats like this, have the next one be based around The Master pleaaaase

  • http://twitter.com/brunodion Bruno Dion

    Did 1994 Tom carve the score in his forearm?

  • Fan of Both

    Excellent review from a old-school fan’s perspective. It does assume the “greatness” of the original to be understood and held in respect by all, and we hardcore fans need to remember that not everyone played/liked the 1994 release. I don’t think someone unfamiliar with the franchise will get much out of this, however. What I miss most in the new game is the shit-your-pants nighttime missions along with that creepy, creepy music “duh duh duh DUH duh duh duh duh duh DUH DUH duh duh duh …”.

  • IndridCold

    awesome review! I wonder if Firaxis is regretting not sending you a review copy now!

  • http://twitter.com/jodymacgregor Jody Macgregor

    This is so good.

  • Sean

    I would give it a 4.5 starts Tom. Got to hit that 90% Metacritic rating so the Firaxis boys can get their xmas bonuses. ;)

  • thebigJ_A

    Wait till you find out about the not-quite-fully enabled game-changing modifiers that were seemingly meant to be unlocked upon second playthrough, and can still be accessed through a bit of easy hacking!

    http://forums.2kgames.com/showthread.php?150041-Do-quot-Second-Wave-quot-Settings-Even-Exist-Doesn-t-Look-Like-It

  • Peter Michelsen

    As much as I hate polishing your ego like this, that was brilliant Tom. And pretty much exactly the same song and dance I’ve been doing in my head since this came out.

    I definitely don’t agree that they got the atmosphere right though. In X-Com soldiers looked like helpless janitors and the world was a cold, lonely place for someone who wanted to fight aliens. In XCOM the soldiers look like cartoon space marines, and your base is full of cheerful alien-fighting cub scouts. I’d have to hand it to 1994 Tom.

  • thebigJ_A

    Lies!

    He takes his train-whore sex very seriously indeed.

  • Nightgaunt

    Aw, dammit. I’ve been looking forward to when they invade my base! Why in the world could they NOT do that? It doesn’t have to be side-view (obviously), but it could use some of the base art assets.

    Oh well. This was a great review, Tom. The lack of night missions was a great detail to focus on, indicative of much of what the new game has sacrificed.

  • :)

    I just want to point out that I was born in 1993 and my first videogame was an RTS I shudder to think that tree was a time when they didn’t exist.

  • Mygaffer

    GREAT review! I loved the format, perfect for this game and so creative. This kind of stuff you don’t get at any other outlet and I love it.

  • Mygaffer

    The moment someone scores a game based on whether or not a team should get their bonus is the time to stop reviewing games.

  • Mygaffer

    Looper reference, nice.

  • http://www.jonshaferondesign.com/ Jon Shafer

    A 4 out of 5 is very much not a good review, at least by Metacritic standards. :)

    I’ll echo the sentiment here – great article Tom. To be fair, I do think you were a bit harsh on 1994 Tom, but it’ll be good for him!

    - Jon

  • http://www.facebook.com/people/Jason-McMaster/607680289 Jason McMaster

    ARGH STOP MAKING ME FEEL THIS OLD

  • squaddie

    Tom, that was an excellent review. I had a question for your score: how much did you count off your review score for the bugs? I would have given the game 3-stars on the bugs and some gameplay issues that makes the experience feel a little incomplete.

    I do remember the original X-Com went through a few versions before the final 1.4 release. But I would hope these days companies would spend more attention to squashing game-breaking bugs.

    But perhaps the attractive gameplay and Firaxis’s presentation of this remake outweighs their QA sloppiness in the overall scoring.

  • krayzkrok

    I think the very fact that people disagree over whether XCOM is better than X-Com shows what a monumental accomplishment Firaxis have achieved here. There are bits and pieces from both games that I wish were in the other one, but overall right now I’m having more fun with the 2012 version. Plus, I think I like 2012 Tom better than 1994 Tom.

  • http://twitter.com/driftglass Hayley Winter

    I’ve said it before – and every time, I mean it a little more than previously…
    Tom, you’re a national treasure!
    (and I’m not talking about the Nicolas Cage variety)

  • tomchick

    Glad you caught it! Usually that name is sadly dropped when it’s dropped. :(

  • tomchick

    You and me both, brother. That 1994 guy is a real twerp.

  • tomchick

    Squaddie, either you won’t be alive long enough to read this reply, or you won’t be a squaddie when you read it, but I’m glad you asked. Unfortunately, I don’t really have a helpful answer for you. I don’t think of ratings as something scored with a balance. It’s not a system for me. It is simply a matter of how much I like a game. A sort of basic expression of my overall experience. As such, your reason for saying you’d give it 3 stars seems perfectly sensible to me.

    Have other folks besides us been experiencing bugs? I’ve followed almost none of the conversation about X-Com because I wanted to come to it blind, and I haven’t really talked about it much with other people yet.

    Aside from my fatal lock up, which I think had something to do with a Goliath SHIV not loading into the mission properly, it seems like a pretty polished game to me from a technical standpoint.

    Although, lordy, do I hate the mission loadout screen. It’s almost as if they wanted to make it awkward as an homage to the original game. Ugh.

  • tomchick

    Oh, you’re absolutely right that they deviated from the original X-Com’s atmosphere. But I still feel like this game has its own atmosphere, it’s own aesthetic, which plays out as a more colorful, less spooky setting. It’s got a space marine rah rahness to it. You hit the nail on the head with your cub scouts comment. I shall have to steal that!

    But I like how these cub scout space marines die violently, suddenly, and frequently. It reminds me a bit of Veerhoven’s juxtaposition of chipper teen models and icky bug aliens in Starship Troopers.

  • tomchick

    Damn it, Bruno, now I’m going to have to put that on a list of things I wished I’d said.

  • tomchick

    Gah, that looks awesome! I can’t really tell from that thread what the rumpus is. Please tell me that stuff is actually in there for a second playthrough!

  • Robert

    The game sits at a 90 on both 360 and PS3. Not to mention we don’t eve know if 2K has this dirty practice of bonuses based on metacritic. The companies that do have it set at 85 I think

  • http://twitter.com/phanboy_iv Ben Leggett

    I think the thing with Dishonored is that it’s bringing back something that was unfairly lost in the scuffle of guns and brown and large explosions.

    There’s nothing wrong with bringing something back that is still marvelous, that was ahead of its time. And Thief 1/2 are, both of them, all of those things. Marvelous, brilliant pieces of design, chock full of game design lessons oh so many have *yet to learn*.

    And it remains marvelous and brilliant today, I played the The Dark Project for the first time in 2010 and it was unforgettable.

    There are things that are products of their time, that have little of value to offer outside of that time. And then there are the odd jumps ahead, the flashes of brilliance, the anomalies, the fascinating forays down a dead evolutionary line that when revisited are a shocking breath of fresh air.

    Literature has those. Film has those. Art has those. Music has those. And gaming has them too, in spite of fanboys with rose-colored glasses and the relentlessly short-sighted and commoditized “newer is always better and greatness has an expiration date” crowd that we’ve yet to (or will never) grow out of.

  • TrashMan

    XCOM is a fun little game, but it doesn’t deserve the name of X-Com.
    Too simple. Too shallow.

  • luckystriker

    I bet this makes me feel older than you. 1975. Bewm.

  • Josh

    Rookie. It is Cydonia, not Sidonia :-)

    Good review Tom, it really hammered home just how much games and genres have changed over time. Great piece of writing in my opinion.

  • http://www.facebook.com/jack.mcnamee Jack McNamee

    The Blink power really turns Dishonoured into a 2012 game. It allows you to move forward a massive distance, instantly, and it’s infinitely re-usable. That’s totally contrary to the slow pace and tense resource management of Thief, System Shock and Deus Ex.

    Blink allows you to teleport past almost all obstacles on the map and easily complete your objectives in a very short amount of time. Any challenge Dishonoured holds comes from self-inforced rules: Ghosting the level, killing no-one, experimenting with the game systems. This turns the levels into sandbox toys instead of dungeon crawls.

    You only have to experiment or engage with almost any part of the game if you think it will be fun. That’s a completely modern concept.

  • KeysE2S

    Either way, he’s blissfully unaware of Jimmy Ray, Jah Rule, Aqua, and Paula Cole.

  • KeysE2S

    Say what you want about the tenets of modern game design, at least they imply an ethos.

  • thebigJ_A

    It’s not in there for a second playthrough, but it was meant to be and can be accessed with a little ingenuity. You just need a program to hack the Xcom executable and change a certain 0 to a 1. Then the menu appears. Some of the options might not work quite right, but you *can* play with them.

    Firaxis officially acknowledged that it was something they didn’t have time to iron out, and may return to. Still, what’s there is quite fun.

  • Mercanis

    You use the old-school spelling for “X-Com” in the above comment. I’ll try not to read too much into that. :P

    And because I can’t help but point it out, the “Yeah. In that respect” line is missing its “2012 Tom” label in the review.