History VideoGame / XCOMEnemyUnknown

26th Jun '17 1:46:40 PM KoblerMan
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**In ''Enemy Within'', a possible line from a MEC trooper after getting a kill goes as follows:
--> '''MEC Trooper:''' ''"Hostile removed from play."''
24th Jun '17 11:07:55 PM KoblerMan
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->''"Those who play with the devil's toys will by degrees be brought to wield his sword."''

to:

->''"Those who play with the devil's toys will be brought by degrees be brought to wield his sword."''
11th Jun '17 2:29:43 PM nombretomado
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** One of the structures you can build is named after {{XCOM}}'s original creators, the Gollop brothers (Julian and Nick). It is also mentioned that said structure was designed by a "pair of brilliant young brothers".

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** One of the structures you can build is named after {{XCOM}}'s ''VideoGame/XCom'''s original creators, the Gollop brothers (Julian and Nick). It is also mentioned that said structure was designed by a "pair of brilliant young brothers".



* EasyLogistics: Much easier compared to the original ''{{VideoGame/XCOM}}''. Ammunition is never a matter you need to personally provision, and aircraft fuel is managed for you behind the scenes. About the only things you need to manage supply-wise are the quantity of XCOM-original advanced weapons/accessories that you research and produce, as all conventional human weapons/supplies are readily available.

to:

* EasyLogistics: Much easier compared to the original ''{{VideoGame/XCOM}}''.''{{VideoGame/XCOM|UFO Defense}}''. Ammunition is never a matter you need to personally provision, and aircraft fuel is managed for you behind the scenes. About the only things you need to manage supply-wise are the quantity of XCOM-original advanced weapons/accessories that you research and produce, as all conventional human weapons/supplies are readily available.
11th Jun '17 2:27:32 PM nombretomado
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The first {{DLC}}, ''Slingshot'', was released in December 2012. It added additional soldier customization options, a series of inter-connected Council missions in China with a unique soldier, and earlier access to certain technologies/upgrades. A second {{DLC}}, ''Second Wave'', was released in January 2013 for free. It added 16 previously DummiedOut difficulty modifiers, including options that make the game more like the original {{XCOM}}, or [[NintendoHard even more extreme]].

to:

The first {{DLC}}, ''Slingshot'', was released in December 2012. It added additional soldier customization options, a series of inter-connected Council missions in China with a unique soldier, and earlier access to certain technologies/upgrades. A second {{DLC}}, ''Second Wave'', was released in January 2013 for free. It added 16 previously DummiedOut difficulty modifiers, including options that make the game more like the original {{XCOM}}, ''[[VideoGame/XCOMUFODefense X-COM]]'', or [[NintendoHard even more extreme]].
11th Jun '17 3:23:36 AM ElodieHiras
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** The Tactical Rigging Foundry upgrade from ''Enemy Within''. Enables all soldiers from that point on to carry two items, in case you don't want to choose between two equally BoringButPractical items. This becomes even more useful in Enemy Within, because it allows your base security personnel to carry two grenades each, and you get FOUR of them.

to:

** The Tactical Rigging Foundry upgrade from ''Enemy Within''. Enables all soldiers from that point on to carry two items, in case you don't want to choose between two equally BoringButPractical items. This becomes even more useful in Enemy Within, because it allows your base security personnel to carry two grenades each, and you get FOUR of them.


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* CallAHitPointASmeerp: XCOM Enemy Unknown/Within uses a quite typical ClassAndLevelSystem for your soldiers. While it does call classes "classes", the game being a gritty military type game, calls "levels" Ranks (as in, military ranks from [[NewMeat Rookie]] to [[ColonelBadass Colonel]]) and levelling up is called "earning a promotion".
22nd May '17 6:53:07 AM dsollen
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** The medal system of ''Enemy Within'' encourages this. A limited number of medals can awarded at any given time, they provide stat bonuses to units and thus are desired to have on your best teammates. Early on your need to assign them to your team to have any hope to survive the early game; However, it's possible for your original soldiers to fail to become pyshics, and game mechanics mean newer teammates will often have better Will, used by psychics and to defend against it, then your original soldiers. Thus at some point your likely want to retire your original batch of soldiers for newer pyshic powerhouses. This is when you discover you can't reassign medals from the old ones to the new. You could sacrifice useful medals by leaving them on unused soldiers, or you could remember that medals can be reassigned after death and 'retire' the old medal winner by arranging for an unfortunate accident during a mission.
22nd May '17 6:41:48 AM dsollen
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** Panic causes every mission to potentially be this on higher levels. Panic can be triggered by many things, such as seeing an ally hurt or killed, but can also be seen by panic units themselves. This can easily cause 'panic chains', where one ally panicking triggers a second to panic which triggers a third to panic etc. Panic soldiers can also sometimes shoot allies, and since your soldiers usually are not positioned to cover themselves against their allies and are very close a panic soldier is far more likely to successfully hit an ally then the enemy is. This can do damage or kill other soldiers, which can *also* trigger another panic. The end result is a single unit panic can result in most of your team panicking and then being left vulnerable for the enemy to next turn, allowing the enemy to potentially land hits or kills next turn which can of course trigger a new chain of panic. If all this wasn't bad enough high difficulty games tend towards a variant of RocketTagGameplay where one emphasis avoiding attacks because most attacks can be one shot kills. At high level this all combines to mean that missions tend towards one of two outcomes, either you move in quick and kill the enemy before it can hit you clearing the fight without any damage, or the enemy lands a hit on you, often scoring a kill, and the resulting panic and lost firepower means you suffer large casualties or TPK. There is little middle ground.
30th Apr '17 9:46:33 PM SuperFeatherYoshi
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** If you look carefully at the ending cutscene of the final mission, you can see that [[spoiler: the volunteer disappears in a purple flash right before the Temple Ship explodes.]] This appeared so briefly that virtually ''everyone'' thought [[spoiler: the volunteer died]] until Jake Solomon [[https://twitter.com/SolomonJake/status/535236820221841410 pointed this out on Twitter]].

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** If you look carefully at the ending cutscene of the final mission, you can see that [[spoiler: the volunteer Volunteer disappears in a purple flash right before the Temple Ship explodes.]] This appeared so briefly that virtually ''everyone'' thought [[spoiler: the volunteer Volunteer died]] until Jake Solomon [[https://twitter.com/SolomonJake/status/535236820221841410 pointed this out on Twitter]].
30th Apr '17 9:44:50 PM SuperFeatherYoshi
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Added DiffLines:

** If you look carefully at the ending cutscene of the final mission, you can see that [[spoiler: the volunteer disappears in a purple flash right before the Temple Ship explodes.]] This appeared so briefly that virtually ''everyone'' thought [[spoiler: the volunteer died]] until Jake Solomon [[https://twitter.com/SolomonJake/status/535236820221841410 pointed this out on Twitter]].
28th Apr '17 6:44:27 AM Cryoclaste
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The first {{DLC}}, ''Slingshot'', was released in December 2012. It added additional soldier customization options, a series of inter-connected Council missions in China with a unique soldier, and earlier access to certain technologies/upgrades. A second {{DLC}}, ''Second Wave'', was released in January 2013 for free. It added 16 previously DummiedOut difficulty modifiers, including options that make the game more like the original {{X-COM}}, or [[NintendoHard even more extreme]].

to:

The first {{DLC}}, ''Slingshot'', was released in December 2012. It added additional soldier customization options, a series of inter-connected Council missions in China with a unique soldier, and earlier access to certain technologies/upgrades. A second {{DLC}}, ''Second Wave'', was released in January 2013 for free. It added 16 previously DummiedOut difficulty modifiers, including options that make the game more like the original {{X-COM}}, {{XCOM}}, or [[NintendoHard even more extreme]].



** One of the structures you can build is named after {{X-COM}}'s original creators, the Gollop brothers (Julian and Nick). It is also mentioned that said structure was designed by a "pair of brilliant young brothers".

to:

** One of the structures you can build is named after {{X-COM}}'s {{XCOM}}'s original creators, the Gollop brothers (Julian and Nick). It is also mentioned that said structure was designed by a "pair of brilliant young brothers".



* EasyLogistics: Much easier compared to the original ''{{VideoGame/X-Com}}''. Ammunition is never a matter you need to personally provision, and aircraft fuel is managed for you behind the scenes. About the only things you need to manage supply-wise are the quantity of XCOM-original advanced weapons/accessories that you research and produce, as all conventional human weapons/supplies are readily available.

to:

* EasyLogistics: Much easier compared to the original ''{{VideoGame/X-Com}}''.''{{VideoGame/XCOM}}''. Ammunition is never a matter you need to personally provision, and aircraft fuel is managed for you behind the scenes. About the only things you need to manage supply-wise are the quantity of XCOM-original advanced weapons/accessories that you research and produce, as all conventional human weapons/supplies are readily available.



** The XCOM Project's headquartered in one. Instead of the classic top-down view flat base, this game uses a side-view multi-level base nicknamed the "Ant Farm". Unlike the original game, this is the player's only base; the developers noticed most VideoGame/{{X-COM}} players focused on a single base and built others solely to expand their radar range, which is done via launching satellites in this game.

to:

** The XCOM Project's headquartered in one. Instead of the classic top-down view flat base, this game uses a side-view multi-level base nicknamed the "Ant Farm". Unlike the original game, this is the player's only base; the developers noticed most VideoGame/{{X-COM}} VideoGame/{{XCOM}} players focused on a single base and built others solely to expand their radar range, which is done via launching satellites in this game.



* HarderThanHard[=/=]IdiosyncraticDifficultyLevels: The difficulty levels are called "Easy", "Normal", "Classic"[[labelnote:*]]Prior to the European release and resulting patch, Classic was called VideoGame/{{X-COM}}[[/labelnote]] and above that, "Impossible", with "Classic" being meant to be the closest to the original game's difficulty (that could be achieved with the game mechanics of the 2012 remake) and "Impossible" even ''more'' difficult than that. There is also another difficulty modifier called "Ironman Mode", where the game will only have one save file for that playthrough, and will save for the player after every action during combat, meaning that if you make a mistake there is no reloading to before it happened. [[UpToEleven Now try that on Classic difficulty...]]

to:

* HarderThanHard[=/=]IdiosyncraticDifficultyLevels: The difficulty levels are called "Easy", "Normal", "Classic"[[labelnote:*]]Prior to the European release and resulting patch, Classic was called VideoGame/{{X-COM}}[[/labelnote]] VideoGame/{{XCOM}}[[/labelnote]] and above that, "Impossible", with "Classic" being meant to be the closest to the original game's difficulty (that could be achieved with the game mechanics of the 2012 remake) and "Impossible" even ''more'' difficult than that. There is also another difficulty modifier called "Ironman Mode", where the game will only have one save file for that playthrough, and will save for the player after every action during combat, meaning that if you make a mistake there is no reloading to before it happened. [[UpToEleven Now try that on Classic difficulty...]]
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