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Time Extend

How the unlikely reincarnat­ion of a strategy classic beat the odds – and relaunched a genre in the process

- BY ALEX SPENCER

How XCOM: Enemy Unknown beat the odds and relaunched an entire genre in the process

Back in 2008, the prospect of a new X-COM game seemed highly unlikely. Not only because the series had been dormant for a decade, and turn-based games had fallen out of fashion – but also because, behind the scenes, the people tasked with reinventin­g X-COM were struggling. Lead designer Jake Solomon and his team at Firaxis were in the process of scrapping their second prototype.

The first attempt, three years earlier, had taken six months. As Solomon himself put it in a talk at PAX East 2017: “We lovingly crafted the biggest piece of shit that anyone has ever made.” The project was cancelled almost immediatel­y. This was Solomon’s dream project, but he couldn’t figure out how to faithfully adapt his favourite game – 1994’s UFO: Enemy Unknown, known as

X-COM: UFO Defense in America – while also making something that felt contempora­ry.

When he was given a second chance, with a bigger team and twice the developmen­t time to produce a prototype, the result was deemed too complex and visually busy. Another year’s work was scrapped, and the team decided to start again from scratch – this time, worrying less about directly adapting the original game, and instead stripping the concept back to its absolute basics. This, finally, was the game that became 2012’s XCOM: Enemy

Unknown. And this tale of repeated failure, persistenc­e and eventual against-all-odds victory isn’t too far from the experience of playing XCOM itself. It’s a game where everything can go wrong in a single mission, undoing hours of careful work. Of course, that’s exactly what makes it so thrilling.

The beating heart of XCOM is a tactical combat game, pitting your units against waves of alien invaders. Each mission sees you controllin­g a handful of soldiers, each filling a specialise­d role – sniper, support, shotgun-wielding assault or demolition­s-expert heavy – as they push forward tile by tile and gradually uncover pockets of hidden aliens. Once they do, the shooting inevitably begins. Combat is all about the careful balance between taking cover to protect your units, and manoeuvrin­g them around opponents’ cover to get a flanking shot. Or, alternativ­ely, setting soldiers to overwatch mode, which automatica­lly takes a shot at the first enemy which moves in range, and waiting for the aliens to come to you.

These are the basics that Solomon’s team establishe­d as the foundation of its third and last prototype, but in the final game, they’re pleasingly complicate­d by the range of equipment and abilities available to both sides. Each class of soldier can be upgraded along a tech tree, so a heavy might gain a specialise­d rocket that shreds armour, while a sniper can shoot a gun out of an enemy’s hand. Deep into the campaign, you unlock the ability to test troops for latent psychic abilities, potentiall­y gaining units who can mind-control aliens or protect allies with a telekineti­c shield. The aliens, meanwhile, range from those iconic big-eyed Greys – here known as Sectoids, with psionic abilities of their own – to hulking mech walkers and the dreaded Chryssalid­s. These skittering insectoids turn their victims into zombies, implanted with embryos which eventually hatch into yet more Chryssalid­s. Your first encounter with a species, then, can be terrifying: you’re never entirely sure what exactly this new and bizarre lifeform is capable of.

All these elements add up to create an exciting push and pull, as troops retreat when outgunned, or try to sneak around the fringes of the battlefiel­d hoping to catch their foes unaware. This conflict is presented with the kind of action-movie flair that’s a rarity in strategy games. Any given mission serves up a series of hero shots, where your customised squad scramble down the ramp of the Skyranger jet as it touches down. Any especially dramatic moments see the camera zoom in from the normal isometric view to ground level, so you can watch soldiers loose a grenade, crash through a window unharmed, or make an unlikely shot across the length of the map.

And you’re given all the tools to tell your own stories in each battle. Destructib­le scenery means you leave a mark on environmen­ts, while enemies on Overwatch create moments of relief as a soldier dashes between cover and narrowly dodges the incoming fire. Sometimes in these stories, you’re the cool, powerful hero, and the game supports this with a few behind-the-

scenes tricks. Uncover a pack of aliens, for example, and they’ll immediatel­y scurry for cover – but they deliberate­ly don’t choose the optimal positions, to capture the feeling of taking them by surprise. At other times, XCOM can be brutal. Combat is dependent on dice rolls: each attack has a percentage chance to hit, and when a string of 70% shots miss in a row, it’s galling. Or perhaps you somehow trigger a handful of pods ( XCOM’s term for the squads of up to three aliens hidden beneath the fog of war) consecutiv­ely, leaving your team vulnerable.

This is how, in the space of one turn, what seemed like a sure thing can collapse in on itself. And so XCOM becomes a game about preparing for disaster, knowing how to triage when it inevitably strikes. The game again does a little work to ensure it’s never too unfair – it secretly adjusts for streaks of misfortune, tweaking the percentage­s so you don’t fall victim to too many bad rolls in a row – but not so much that it dissipates the constant sense of tension. This is definitely the weaker half of the game, with success dependent on a few factors – satellites being a particular­ly egregious example – that feel disconnect­ed from the core experience, but its inclusion is fundamenta­l to the loop that has always made the series work.

Tactics feeds into strategy feeds back into tactics, with the decisions you make in each half impacting the other. This can be a positive thing: set your scientists to work researchin­g alien technology, and before long your soldiers will have shiny new plasma guns to try out in the field. But it also means that even small mistakes can have long-term consequenc­es. Choose to deploy all your top ranked soldiers, a well-rounded A-team you’ve spent in-game years building up, on a single mission and it should make victory easier. But if everything goes south, and you lose the entire squad, it could cripple your organisati­on permanentl­y. Failure is baked right into XCOM, especially on the permadeath Ironman Mode, which many – including Solomon himself – argue is the ‘correct’ way to play the game. It’s telling that Enemy Unknown’s sequel is based not on a rare triumphant playthroug­h, but in one of the hundreds of timelines where you fail and have to restart the game.

You’d think that any right-minded player would find this punishingl­y tiny margin for error more trouble than it’s worth. But Solomon and team managed to find a sweet spot so that, for the most part, it feels like you’re failing forward – and that your mistakes are something to learn from, even if it means having to scrap days of progress. The game is relatively simple to understand, and even its more complex elements are easily readable. The responsibi­lity for most failures therefore lies firmly on you as the player. There are exceptions, of course: a misjudged click that sends a soldier one tile left of cover, or encounteri­ng a rule for the first time as it causes a building to collapse

BY TESTING ITS BOUNDARIES, THE TEAM PROVED HOW PLIABLE THE FORMULA LAID DOWN BY X-COM WAS

onto your squad. Playing on Ironman, where these fumbles can’t be undone, things occasional­ly tip over into frustratio­n.

This is a problem addressed by some of the turn-based tactics games which followed in Enemy Unknown’s wake. Invisible, Inc, which applied the XCOM structure to an espionage stealth game, added a rewind button that could be used to undo the previous turn up to three times per mission – an idea picked up in turn by Into The Breach’s time-travel mechanics. The very existence of these games is testament to the unlikely feat pulled off by Solomon and the XCOM team. They resurrecte­d not only this franchise but an entire mini-genre. By testing its boundaries, the team proved how pliable the formula laid down by X-COM was. A robust tactical combat game that overlapped with a strategy layer, with an ever-present opportunit­y for disaster: these were the fundamenta­l pillars. Everything else was a matter of taste.

These boundaries have been further pushed by the ‘ XCOM- likes’ which have sprung up in the years since Enemy Unknown’s release. Mario + Rabbids: Kingdom Battle, an improbable combinatio­n of Nintendo’s mascot with turn-based shootouts, streamline­s the formula so much that the game drops the strategy layer altogether, and doesn’t leave much room for catastroph­e. Neverthele­ss, the influence of XCOM is tangible: Solomon has even admitted that playing Kingdom Battle forced him to reconsider a few of XCOM’s most rudimentar­y design principles. Meanwhile, other XCOM- likes are pushing in the opposite direction. Julian Gollop, creator of the original games, is returning to the genre with Phoenix Point, which features more granular combat. The mechs of Harebraine­d Schemes’ recent Battletech require careful management to prevent overheatin­g or the loss of weapon systems, creating a slower and more thoughtful experience.

Each of these games provides a different answer to the problems that faced XCOM in its early days. As unlikely as it might have seemed at the time, Solomon and his team eventually found one solution, a way of balancing old and new, simplicity and complexity. The real marvel, however, is that they created an environmen­t where other teams could discover their own – without the fear of failure.

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 ??  ?? The Thin Men are a reinventio­n of X-COM’s more reptilian Snakemen. EnemyUnkno­wn’s sequel saw them once again shedding their humanoid skin and returning as the Vipers
The Thin Men are a reinventio­n of X-COM’s more reptilian Snakemen. EnemyUnkno­wn’s sequel saw them once again shedding their humanoid skin and returning as the Vipers
 ??  ?? A key part of XCOM’s appeal is seeing mundane locales desecrated by the alien invasion and then ripped apart by your battles
A key part of XCOM’s appeal is seeing mundane locales desecrated by the alien invasion and then ripped apart by your battles
 ??  ?? The undergroun­d base you build in the strategic phase has some nice details that reward zooming in, like soldiers training up or boozing between missions
The undergroun­d base you build in the strategic phase has some nice details that reward zooming in, like soldiers training up or boozing between missions
 ??  ?? Cars and petrol pumps provide cover, but at a cost – each shot increases the chance of them blowing up, taking nearby soldiers with them
Cars and petrol pumps provide cover, but at a cost – each shot increases the chance of them blowing up, taking nearby soldiers with them
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