XCOM: Enemy Unknown - Análisis

Author: Gustavo Maeso
Date: 2020-07-30 21:56:14
A plot as aided as an alien invasion, something as seen as hypervitamin marines fighting against the invasion, and a game mode as classic as chess is a mixture that can be, at first glance, unattractive. Xcom: Enemy Unknown, which arrives for PC, PS3 and Xbox 360, comes to show us why it is bad to judge by appearances. Developed by Firaxis and distributed by 2K Games, Xcom: Enemy Unknown is a classic turn-based strategy game in which we must give the relevant orders to our team members to carry out the mission entrusted. For this, we have the most advanced technology that human beings can count on, and which, after rumors of a change of direction, represents a return to the origins of the purest strategy. Xcom is based on a game put on sale in 1993, known as UFO: Enemy Unknown and which was a benchmark for games of this style. For this reissue of the classic, the creators of Civilization have created a world in isometric view, but this time using three-dimensional maps that we can turn to our needs, making it easier for us to make our strategic decisions and have a global view of the world. field where the action takes place.

As it could not be otherwise, the graphic section verges at high altitude, achieving its purpose of making us feel part of the adventure. Its somewhat casual comic style, although without coming to seem like a cartoon, gives the game a personality that, on the other hand, it does not need, since its game system is enough to show it off. Without reaching the spectacularity of other titles, it is indeed a very good job, and one of the best seen in strategy games. Plus, the game moves smoothly, and menu access is quick and intuitive. Even in its console version, the control method has been optimized so that in just a few minutes of play our only concern is which country we will help in our next turn.

The game is divided into two clearly differentiated main parts. The base where we make all the strategic decisions and the field where the combat itself takes place. The first thing the game asks of us will be the location of our headquarters, and it is a decision that will influence what type of resources we will receive most frequently. If, for example, we decide that our team will operate from the United States, we will have additional funds that will come in handy when buying or improving our equipment. If, on the contrary, we decide on Europe, it will be our number of engineers that will be increased, thus facilitating access to new facilities and better weapons. In any case, throughout our departure we must work to increase both, since they are essential to advance our purpose. At our base it will be where we train our team, recruiting new soldiers, promoting those who have earned it in combat and choosing who will be the next “lucky ones” who will go out to scatter some brains of aliens.

Our tasks at the base are divided into research, engineering, barracks, hangar and situation room . In Research is where we carry out all the development of our weapons and defensive equipment. Using the material that we collect in our combat outings, we can ask our team of researchers to develop the parts that best suit our strategy, either investigating new more powerful weapons, artifacts that allow us, for example, to capture alive aliens, thus opening new avenues of investigation, or improving our armor and defensive equipment. In the engineering section is where we will expand and improve our base. Building new facilities is essential to improve our chances of success, and we can build laboratories that will give us new research options, alien containment rooms where we can lock up the ones we capture alive, transmission rooms to increase the number of satellites with which to control the global situation of the earth, energy generators indispensable for the operation of the facilities or workshops where we improve our weapons.