History VideoGame / XCom

10th May '16 1:37:08 AM Medinoc
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* OrganicTechnology: Everything the Aliens use.

to:

* OrganicTechnology: Everything the Aliens use.use, except for the guns they stole from Sectoids.
5th May '16 12:27:04 PM cricri3007
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Added DiffLines:

* ScrewTheRulesIHaveMoney: While X COM is supposed to protect the whole world from the aliens, you'll quickly find that selling the extra stuff you find gives more money than the supporting nations ever can. Thus, as long as one country remains protected, you can let all the others rot.
28th Apr '16 7:35:26 AM DrRomoray
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The brainchild of Julian Gollop and other assorted Creator/{{MicroProse}} personnel, '''''X-Com''''' is a European series of TurnBasedStrategy games created in 1993. Players are put in charge of X-Com, a planetary defense agency, and tasked with maintaining X-COM's budget and catching {{flying saucer}}s (either by either storming their landing sites or shooting them down). Most of the games operate as a hybrid of [[TacticalTurnBased turn-based tactics]] and [[ResourcesManagementGameplay resource management.]] The games have a fair amount of [[RandomNumberGenerator randomness]], although the better player will tend to win.

to:

The brainchild of Julian Gollop and other assorted Creator/{{MicroProse}} personnel, '''''X-Com''''' is a European series of TurnBasedStrategy games created in 1993. Players are put in charge of X-Com, a planetary defense agency, and tasked with maintaining X-COM's budget and catching {{flying saucer}}s (either by either storming their landing sites or shooting them down). Most of the games operate as a hybrid of [[TacticalTurnBased turn-based tactics]] and [[ResourcesManagementGameplay resource management.]] The games have a fair amount of [[RandomNumberGenerator randomness]], although the better player will tend to win.



After that, the possibility of a future ''X-COM'' game became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were developing a ContinuityReboot of the series: a FirstPersonShooter set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a new game closer in-line with the original ''X-COM''. The result was ''VideoGame/XCOMEnemyUnknown''. The original FPS reboot was {{Re Tool}}ed into a [[ThirdPersonShooter third-person]] tactical shooter called ''VideoGame/TheBureauXCOMDeclassified'', intended as a prequel to ''Enemy Unknown'' (the game's three separate iterations [[http://www.ign.com/videos/2013/05/10/the-evolution-of-the-bureau-xcom-declassified are documented here]]). In 2015, it was announced that Firaxis was working on a sequel to ''Enemy Unknown'', named ''VideoGame/XCOM2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.

to:

After that, the possibility of a future ''X-COM'' game became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were developing a ContinuityReboot of the series: a FirstPersonShooter an FPS set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a new game closer in-line with the original ''X-COM''. The result was ''VideoGame/XCOMEnemyUnknown''. The original FPS reboot was {{Re Tool}}ed into a [[ThirdPersonShooter third-person]] tactical shooter called ''VideoGame/TheBureauXCOMDeclassified'', intended as a prequel to ''Enemy Unknown'' (the game's three separate iterations [[http://www.ign.com/videos/2013/05/10/the-evolution-of-the-bureau-xcom-declassified are documented here]]). In 2015, it was announced that Firaxis was working on a sequel to ''Enemy Unknown'', named ''VideoGame/XCOM2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.
28th Apr '16 7:29:15 AM DrRomoray
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The brainchild of Julian Gollop and other assorted Creator/{{MicroProse}} personnel, '''''X-Com''''' is a European series of TurnBasedStrategy games created in 1993. Players are put in charge of X-Com, a planetary defense agency, and tasked with maintaining X-COM's budget and catching {{flying saucer}}s (either by either storming their landing sites or shooting them down). Though the scenery changes, each games operates as a hybrid of [[TacticalTurnBased turn-based tactics]] and [[ResourcesManagementGameplay resource management.]] The games have a fair amount of [[RandomNumberGenerator randomness]], although the better player will tend to win.

to:

The brainchild of Julian Gollop and other assorted Creator/{{MicroProse}} personnel, '''''X-Com''''' is a European series of TurnBasedStrategy games created in 1993. Players are put in charge of X-Com, a planetary defense agency, and tasked with maintaining X-COM's budget and catching {{flying saucer}}s (either by either storming their landing sites or shooting them down). Though Most of the scenery changes, each games operates operate as a hybrid of [[TacticalTurnBased turn-based tactics]] and [[ResourcesManagementGameplay resource management.]] The games have a fair amount of [[RandomNumberGenerator randomness]], although the better player will tend to win.
28th Apr '16 7:21:29 AM DrRomoray
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* See ''VideoGame/XComUFODefense''

to:

* See ''VideoGame/XComUFODefense''''[[VideoGame/XComUFODefense UFO Defense]]''



* See ''VideoGame/XComTerrorFromTheDeep''

to:

* See ''VideoGame/XComTerrorFromTheDeep''''[[VideoGame/XComTerrorFromTheDeep Terror from the Deep]]''
28th Apr '16 7:20:45 AM DrRomoray
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The first title, ''UFO: Enemy Unknown'' (marketed as ''X-COM: UFO Defense'' in North America) was a watershed title for the genre and is still hailed as one of the best strategy games ever. Despite its modest origins, the ''X-COM'' legacy was not a solo act: While Gollop's team set to work on a sequel called ''X-COM: Apocalypse'', an in-house crew at [=MicroProse=] beat him to the punch in 1995 with a MissionPackSequel: ''X-COM: Terror from the Deep'', which is set 40 years after the First Alien War.

''Apocalypse'' was released in 1997 to average reception, and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by Hasbro Interactive) saw ''X-COM'' have two {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), which kept the base management elements while swapping out the strategy missions for space-bound [[SimulationGame Flight Simulator]] action, and '''''X-COM: Enforcer''''' (2001), which ditched the strategy part outright to make a FirstPersonShooter running parallel to the timeline of ''UFO Defense''.

After that, the possibility of a future ''X-COM'' game became uncertain due to the licensing passing between various companies. The earlier games spawned a number of mods and remake attempts. Various [[SpiritualSuccessor Spiritual Successors]] also emerged, such as ''[[VideoGame/UFOAfterblank UFO: Aftermath]]'' and its sequels ''Aftershock'' and ''Afterlight'' (unrelated to the original ''UFO'' name, listed above). Another, ''Rebelstar: Tactical Command'', came out on the GameBoyAdvance along with ''Laser Squad: Nemesis'' (in and of itself a sequel to ''X-COM'''s own predecessor ''Laser Squad'')[[note]]In fact, the game was originally to be called ''Laser Squad II''.[[/note]] and ''[[http://ufo.ufo-extraterrestrials.com/ UFO: Extraterrestrials]]'' which is almost an exact remake of the original game. Fans have also made their own remakes, most notably ''[[http://openxcom.org/ OpenXcom,]]'' ''UFOAlienInvasion'' and ''VideoGame/{{Xenonauts}}''. [=OpenXcom=] itself has enabled total conversions like the ''[=Xops=]'' and ''VideoGame/{{Piratez}}'' mods.

In 2010, [=2K Marin=] announced that they were developing a ContinuityReboot of the series: a FirstPersonShooter set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a new game closer in-line with the original ''X-COM''. The result was ''VideoGame/XCOMEnemyUnknown''. The original FPS reboot was {{Re Tool}}ed into a [[ThirdPersonShooter third-person]] tactical shooter called ''VideoGame/TheBureauXCOMDeclassified'', intended as a prequel to ''Enemy Unknown'' (the game's three separate iterations [[http://www.ign.com/videos/2013/05/10/the-evolution-of-the-bureau-xcom-declassified are documented here]]). In 2015, it was announced that Firaxis was working on a sequel to ''Enemy Unknown'', named ''VideoGame/XCOM2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.

to:

The first title, ''UFO: Enemy Unknown'' (marketed as ''X-COM: UFO Defense'' in North America) was a watershed title for the genre and which is still hailed as one of the best strategy games ever. Despite its modest origins, the ''X-COM'' legacy was not a solo act: While Gollop's team set to work on a sequel called ''X-COM: Apocalypse'', an in-house crew at [=MicroProse=] beat him to the punch in 1995 with a MissionPackSequel: ''X-COM: Terror from the Deep'', which is set 40 years after the First Alien War.

''Apocalypse'' was released in 1997 to average reception, and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by Hasbro Interactive) saw ''X-COM'' have two {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for space-bound [[SimulationGame Flight Simulator]] action, [[SpaceFighter flight sim]], and '''''X-COM: Enforcer''''' (2001), a GaidenGame which ditched the strategy part outright to make a FirstPersonShooter running parallel to the timeline in favor of ''UFO Defense''.

a FirstPersonShooter.

After that, the possibility of a future ''X-COM'' game became uncertain due to the licensing rights passing between various companies. The earlier games spawned a number of mods and remake attempts. Various [[SpiritualSuccessor Spiritual Successors]] also emerged, such as ''[[VideoGame/UFOAfterblank UFO: Aftermath]]'' and its sequels ''Aftershock'' and ''Afterlight'' (unrelated to the original ''UFO'' name, listed above). Another, ''Rebelstar: Tactical Command'', came out on the GameBoyAdvance along with ''Laser Squad: Nemesis'' (in and of itself a sequel to ''X-COM'''s own predecessor ''Laser Squad'')[[note]]In fact, the game was originally to be called ''Laser Squad II''.[[/note]] and ''[[http://ufo.ufo-extraterrestrials.com/ UFO: Extraterrestrials]]'' which is almost an exact remake of the original game. Fans have also made their own remakes, most notably ''[[http://openxcom.org/ OpenXcom,]]'' ''UFOAlienInvasion'' and ''VideoGame/{{Xenonauts}}''. [=OpenXcom=] itself has enabled total conversions like the ''[=Xops=]'' and ''VideoGame/{{Piratez}}'' mods.

In 2010, [=2K Marin=] announced that they were developing a ContinuityReboot of the series: a FirstPersonShooter set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a new game closer in-line with the original ''X-COM''. The result was ''VideoGame/XCOMEnemyUnknown''. The original FPS reboot was {{Re Tool}}ed into a [[ThirdPersonShooter third-person]] tactical shooter called ''VideoGame/TheBureauXCOMDeclassified'', intended as a prequel to ''Enemy Unknown'' (the game's three separate iterations [[http://www.ign.com/videos/2013/05/10/the-evolution-of-the-bureau-xcom-declassified are documented here]]). In 2015, it was announced that Firaxis was working on a sequel to ''Enemy Unknown'', named ''VideoGame/XCOM2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.



!!{{Spiritual successor}}s and {{fan game}}s
The earliest games spawned a number of mods and remake attempts. Various [[SpiritualSuccessor Spiritual Successors]] also emerged, such as ''[[VideoGame/UFOAfterblank UFO: Aftermath]]'' and its sequels ''Aftershock'' and ''Afterlight''. Another, ''Rebelstar: Tactical Command'', came out on the GameBoyAdvance along with ''Laser Squad: Nemesis'' (in and of itself a sequel to ''X-COM'''s own predecessor ''Laser Squad'') and ''[[http://ufo.ufo-extraterrestrials.com/ UFO: Extraterrestrials]]'' which is almost an exact remake of the original game.

Fans have also made their own remakes, most notably ''[[http://openxcom.org/ OpenXcom,]]'' ''UFOAlienInvasion'' and ''VideoGame/{{Xenonauts}}''. [=OpenXcom=] itself has enabled total conversions like the ''Xeno Operations'' and ''VideoGame/{{Piratez}}'' mods.



* ApocalypseHow: The result of failing to defeat the aliens (and sometimes even when succeeding). See the more detailed AP examples in each games respective sections.

to:

* ApocalypseHow: AndYourRewardIsClothes: Each difficulty level you beat in ''Enforcer'' (in single play) unlocks a few new skins for the title robot.
* ApocalypseHow:
**
The result of failing to defeat the aliens (and sometimes even when succeeding). See the more detailed AP examples in each games respective sections.sections.
** ''Interceptor'': If you fail, the alien superweapon utterly obliterates Earth, leaving a smoldering husk behind. You get to turn the tables on them, though, [[spoiler:using the Nova Bomb to cause a supernova in their pocket dimension solar system]]. Technically, you can do it ''as much as you want'', which is a little frightening.



* AwesomeButImpractical: Several weapons and base components, either due to how easily their replacements can be researched or by being {{Nerf}}ed by the game mechanics.

to:

* AwesomeButImpractical: AwesomeButImpractical:
**
Several weapons and base components, either due to how easily their replacements can be researched or by being {{Nerf}}ed by the game mechanics.



** ''Interceptor:'' The [[http://www.youtube.com/watch?v=z655q7pClO8 cutscene]] when you complete research on the Nova Bomb, which of course includes a test. The pilot who reports that the test was successful doesn't sound too happy about it. [[SlasherSmile But the player's avatar is.]]



* BossRush: Completing ''Enforcer'' on Xtra Spicy grants access to the [=XtraSpicy=] bonus level, where each boss in the game attacks in pairs (at the minimum).



* DiscOneNuke:
** Laser weapons and personal armor, in that order.
** Through a NewGamePlus or by starting a multiplayer server, the most powerful of upgrades are unlockable at the beginning on ''Enforcer'', including the nuker.



* DoomsdayDevice:
** TFTD: The sunken city of T'Leth.
** ''Intercptor'': The Aliens' Project Doomsday and our own Nova Bombs.
** ''XCOM 2'': The Avatar program, which the X-COM commander (that's you) [[GrandThftPrototype hijacks]] for their own purposes.



* EarthShatteringKaboom: ''Interceptor'''s Nova Bomb is designed to take out a star and everything orbiting it (a lower-level Class X-2 on the ApocalypseHow scale).



* TheFinalFrontier / SettlingTheFrontier:
** ''Apocalypse'' is based on an alien planet in the process of being colonized by earth corporations.
** ''Interceptor'': One of our side jobs is to protect the developing outposts that will later mine Elerium.



* HarderThanHard:
** Superhuman. "Ironman" Mode saves the game after each turn, thus preventing the player from fixing mistakes.
** ''Enforcer'': [=XtraSpicy=] is unlocked after beating the game on hard. The most obvious difference is NumericalHard.



* HoldTheLine: The objective of any Base Defense mission. Can literally turn into Hold The Line if you choose to adopt such tactics, although in some cases it's not so much line-holding as shooting fish in a barrel with a BFG. This probably only applies if your base is attacked early in the game where aliens' psi attacks turn it into a nightmare. But, once you screened your recruits (and sack the weak minded ones) and researched alien weapons, even if you have poorly designed base, a defense mission is just a shooting gallery.

to:

* HoldTheLine: HoldTheLine:
**
The objective of any Base Defense mission. Can literally turn into Hold The Line if you choose to adopt such tactics, although in some cases it's not so much line-holding as shooting fish in a barrel with a BFG. This probably only applies if your base is attacked early in the game where aliens' psi attacks turn it into a nightmare. But, once you screened your recruits (and sack the weak minded ones) and researched alien weapons, even if you have poorly designed base, a defense mission is just a shooting gallery.gallery.
** Two early missions of ''Enforcer''. The first requires to defend against incoming waves while travelling on a hoverboat, and the second in the following mission where you defend four humans in a forcefield. A late mission requires you do destroy on an aircraft while defending the pilots. (Only "hold the line" missions have vulnerable civilians. In all other cases, they'll [[InvulnerableCivilians simply scream]] due to nearby weapon fire.)



* KillStreak:
** The total number of "kills" in each soldier's profile.
** ''Enforcer'': The "hot streak" is increased by killing aliens, but is reduced by taking damage. As it increases, it treats weapons as being at least one level higher than the research level.



* MythologyGag: Marsec's first appearance was in ''Laser Squad'', the spiritual predecessor to ''X-COM''.

to:

** The Psilords (''Interceptor'') are apparently all brain.
* MythologyGag: MythologyGag:
** The "Gollup" chamber.
**
Marsec's first appearance was in ''Laser Squad'', the spiritual predecessor to ''X-COM''.''X-COM''.
** ''Enforcer'' features a mishmash of resources from two fellow ''X-COM'' titles scrapped during its development, ''Genesis'' and ''Alliance''.



* PowerUp: All powerups, whether weapon or conventional, need to be researched in order to be equipped and/or randomly dropped (in ''Enforcer'').



* RegeneratingHealth: Available in ''Enforcer'' as a researchable passive ability.



* StarKilling: The Nova bombs in ''Interceptor''.



* TheVeryDefinitelyFinalDungeon:
** Cydonia, the "Face on Mars".
** The city of T'leth.
** The Temple ship in the ''X-Com'' remake.
** ''Interceptor'': The Star system housing the Doomsday project, hidden [[spoiler: on the other end of the event horizon of a ''black hole'', not only necessitating your fighter piggybacking on another carrier to get in and out, but justifying the use of the Nova Bomb.]]



See ''VideoGame/XComUFODefense''

to:

* See ''VideoGame/XComUFODefense''



See ''VideoGame/XComTerrorFromTheDeep''

to:

* See ''VideoGame/XComTerrorFromTheDeep''



[[folder:Interceptor]]
* ApocalypseHow: If you fail, the alien superweapon utterly obliterates Earth, leaving a smoldering husk behind. You get to turn the tables on them, though, [[spoiler:using the Nova Bomb to cause a supernova in their pocket dimension solar system]]. Technically, you can do it ''as much as you want'', which is a little frightening.
* DoomsdayDevice: The Aliens' Project Doomsday and our own Nova Bombs.
* EarthShatteringKaboom: ''Interceptor'''s Nova Bomb is designed to take out a star and everything orbiting it (a lower-level Class X-2 on the ApocalypseHow scale).
* TheFinalFrontier / SettlingTheFrontier: One of our side jobs is to protect the developing outposts that will later mine Elerium.
* GoneHorriblyRight: The [[http://www.youtube.com/watch?v=z655q7pClO8 cutscene]] when you complete research on the Nova Bomb, which of course includes a test. The pilot who reports that the test was successful doesn't sound too happy about it. [[SlasherSmile But the player's avatar is.]]
* {{Interquel}}: Set between ''TFTD'' and ''Apocalypse''.
* MyBrainIsBig: The Psilords are apparently all brain.
* SpaceFighter: The main part of the game is piloting one.
* SpacePirates
* SpaceStation
* StarKilling: The Nova bombs.
* TheVeryDefinitelyFinalDungeon: The Star system housing the Doomsday project, hidden [[spoiler: on the other end of the event horizon of a ''black hole'', not only necessitating your fighter piggybacking on another carrier to get in and out, but justifying the use of the Nova Bomb.]]
[[/folder]]

[[folder:Enforcer]]
* AllDesertsHaveCacti
* AndYourRewardIsClothes: Each difficulty level you beat Enforcer at in single play unlocks a few new skins for the title robot.
* AttackDrone: The Enforcer itself, and it can get one for itself.
* BossRush: Completing the game on Xtra Spicy grants access to the XtraSpicy bonus level, where each boss in the game attacks in pairs (at the minimum).
* DiscOneNuke: Through a NewGamePlus or by starting a multiplayer server, the most powerful of upgrades are unlockable at the beginning, including the nuker.
* GaidenGame: Set during the First Alien War.
* HarderThanHard: [=XtraSpicy=] is unlocked after beating the game on hard. The most obvious difference is NumericalHard.
* HoldTheLine: Two early missions. The first requires to defend against incoming waves while travelling on a hoverboat, and the second in the following mission where you defend four humans in a forcefield. A late mission requires you do destroy on an aircraft while defending the pilots.
* InvulnerableCivilians: Only HoldTheLine missions have vulnerable civilians. In all other cases, they'll simply scream due to nearby weapon fire.
* KillStreak: The "hot streak" is increased by killing aliens, but is reduced by taking damage. As it increases, it treats weapons as being at least one level higher than the research level.
* MythologyGag: ''Enforcer'' features a mishmash of resources from two fellow ''X-COM'' titles scrapped during its development, ''Genesis'' and ''Alliance''.
* PowerUp: All powerups, whether weapon or conventional, need to be researched in order to be randomly dropped.
* RegeneratingHealth: Available as a researchable passive ability.
[[/folder]]
27th Apr '16 3:37:41 PM DrRomoray
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** ''UFO: Enemy Unknown'', released as ''X-COM: UFO Defense'' in North America (1994)
** ''X-COM: Terror from the Deep'' (1995)

to:

** ''UFO: Enemy Unknown'', released as ''X-COM: UFO Defense'' ''VideoGame/XComUFODefense'' in North America (1994)
** ''X-COM: Terror from the Deep'' ''VideoGame/XcomTerrorFromTheDeep'' (1995)
27th Apr '16 3:36:35 PM DrRomoray
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/x-com_1081.jpg]]
[[caption-width-right:256:[-Okay! So you shoot down the UFO and then land and take out the surviving aliens. I think I got thi-- [[DifficultySpike HOLY]] [[NintendoHard CRAP]]!!!!-] ]]

The brainchild of Julian Gollop and other assorted Creator/{{MicroProse}} personnel, ''UFO: Enemy Unknown'' is a strategy game produced in 1993 and unleashed upon the European gaming public. A year later, it jumped the pond to grace American players as ''X-COM: UFO Defense.''[[note]]Name changed due to a naming rights conflict with an obscure 1989 flight simulator by subLOGIC called ''UFO.''[[/note]]

The year is 1998 A.D. Strange things are afoot in our solar system. UFO sightings, previously dismissed as an urban legend, have become commonplace in the night skies. Reports of human abductions and cattle mutilation spread terror amongst the populace. Initially, the world's superpowers attempt to deal independently with the alien threat. However, after 5 months of fruitless attempts to capture an alien craft, a deal is struck to merge these clandestine agencies into a global defense force: E'''X'''traterrestrial '''COM'''bat Unit. On January 1, 1999, the U.N. council in Geneva rubber-stamps funding for the first of many X-COM bases, with the proviso that future appropriations will be cut if the ruling body doesn't see some results--and soon. Meanwhile, members of the council, skeptical of X-COM's ability to fend off the invaders, are secretly putting out feelers for peace...

The game consists of a hybrid of RealTimeStrategy (improving X-COM's overall condition and catching [[FlyingSaucer UFOs]] by either storming their landing sites or shooting them down) and [[TacticalTurnBased Turn Based Tactics]] (exploring crash sites, halting terrorist attacks, and defending/assaulting bases). Despite its modest origins, the ''X-COM'' legacy is not a solo act: While Gollop's team set to work on a sequel called ''X-COM: Apocalypse'', an in-house crew at [=MicroProse=] beat him to the punch in 1995 with a MissionPackSequel: ''X-COM: Terror from the Deep'', which is set 40 years after the First Alien War. In the last ditch attempt, the aliens send out a signal that awakens their dormant underwater cousins, who then proceed to invade humanity from the depths of the oceans.

''Apocalypse'' was released in 1997 to average reception, and included the option to play [[RealTimeStrategy in real-time.]] The last days of [=MicroProse=] (and its acquisition by Hasbro Interactive) saw ''X-COM'' have two {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), which kept the base management elements while swapping out the strategy missions for space-bound [[SimulationGame Flight Simulator]] action, and ''X-COM: Enforcer'' (2001), which ditched the strategy part outright to make a FirstPersonShooter running parallel to the timeline of ''UFO Defense''.

After that, the possibility of a future ''X-COM'' game became uncertain due to the licensing passing between various companies. The earlier games spawned a number of mods and remake attempts. Various [[SpiritualSuccessor Spiritual Successors]] also emerged, such as ''[[VideoGame/UFOAfterblank UFO: Aftermath]]'' and its sequels ''Aftershock'' and ''Afterlight'' (unrelated to the original ''UFO'' name, listed above). Another, ''Rebelstar: Tactical Command'', came out on the GameBoyAdvance along with ''Laser Squad: Nemesis'' (in and of itself a sequel to ''X-COM'''s own predecessor ''Laser Squad'')[[note]]In fact, the game was originally to be called ''Laser Squad II''.[[/note]] and ''[[http://ufo.ufo-extraterrestrials.com/ UFO: Extraterrestrials]]'' which is almost an exact remake of the original game. Fans have also made their own remakes, most notably ''[[http://openxcom.org/ OpenXcom,]]'' ''UFOAlienInvasion'' and ''VideoGame/{{Xenonauts}}''. [=OpenXcom=] itself has enabled total conversions like the VideoGame/{{Piratez}} mod.

In 2010, [=2K Marin=] announced that they were developing a ContinuityReboot of the series: a FirstPersonShooter set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a new game closer in-line with the original ''X-COM''. The result was ''VideoGame/XCOMEnemyUnknown''. The original FPS reboot was {{Re Tool}}ed into a third-person tactical shooter called ''VideoGame/TheBureauXCOMDeclassified'', intended as a prequel to ''Enemy Unknown'' (the game's three separate iterations [[http://www.ign.com/videos/2013/05/10/the-evolution-of-the-bureau-xcom-declassified are documented here]]). In 2015, it was announced that Firaxis was working on a sequel to ''Enemy Unknown'', named ''VideoGame/XCOM2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.

to:

[[quoteright:256:http://static.[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/x-com_1081.jpg]]
[[caption-width-right:256:[-Okay! So you shoot down the UFO and then land and take out the surviving aliens. I think I got thi-- [[DifficultySpike HOLY]] [[NintendoHard CRAP]]!!!!-] ]]

org/pmwiki/pub/images/x_geoscape.jpg]]
[[caption-width-right:300:''Vigilo Confido.''[[note]]We Are Watchful, We Are Necessary.[[/note]]]]

The brainchild of Julian Gollop and other assorted Creator/{{MicroProse}} personnel, ''UFO: Enemy Unknown'' '''''X-Com''''' is a strategy game produced in 1993 and unleashed upon the European gaming public. A year later, it jumped the pond to grace American players as ''X-COM: UFO Defense.''[[note]]Name changed due to a naming rights conflict with an obscure 1989 flight simulator by subLOGIC called ''UFO.''[[/note]]

The year is 1998 A.D. Strange things
series of TurnBasedStrategy games created in 1993. Players are afoot put in our solar system. UFO sightings, previously dismissed as an urban legend, have become commonplace in the night skies. Reports charge of human abductions and cattle mutilation spread terror amongst the populace. Initially, the world's superpowers attempt to deal independently with the alien threat. However, after 5 months of fruitless attempts to capture an alien craft, X-Com, a deal is struck to merge these clandestine agencies into a global planetary defense force: E'''X'''traterrestrial '''COM'''bat Unit. On January 1, 1999, the U.N. council in Geneva rubber-stamps funding for the first of many X-COM bases, agency, and tasked with the proviso that future appropriations will be cut if the ruling body doesn't see some results--and soon. Meanwhile, members of the council, skeptical of maintaining X-COM's ability to fend off the invaders, are secretly putting out feelers for peace...

The game consists of a hybrid of RealTimeStrategy (improving X-COM's overall condition
budget and catching [[FlyingSaucer UFOs]] {{flying saucer}}s (either by either storming their landing sites or shooting them down) and down). Though the scenery changes, each games operates as a hybrid of [[TacticalTurnBased Turn Based Tactics]] (exploring crash sites, halting terrorist attacks, turn-based tactics]] and defending/assaulting bases). [[ResourcesManagementGameplay resource management.]] The games have a fair amount of [[RandomNumberGenerator randomness]], although the better player will tend to win.

The first title, ''UFO: Enemy Unknown'' (marketed as ''X-COM: UFO Defense'' in North America) was a watershed title for the genre and is still hailed as one of the best strategy games ever.
Despite its modest origins, the ''X-COM'' legacy is was not a solo act: While Gollop's team set to work on a sequel called ''X-COM: Apocalypse'', an in-house crew at [=MicroProse=] beat him to the punch in 1995 with a MissionPackSequel: ''X-COM: Terror from the Deep'', which is set 40 years after the First Alien War. In the last ditch attempt, the aliens send out a signal that awakens their dormant underwater cousins, who then proceed to invade humanity from the depths of the oceans.

War.

''Apocalypse'' was released in 1997 to average reception, and included the option to play in [[RealTimeStrategy in real-time.]] real-time]]. The last days of [=MicroProse=] (and its acquisition by Hasbro Interactive) saw ''X-COM'' have two {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), which kept the base management elements while swapping out the strategy missions for space-bound [[SimulationGame Flight Simulator]] action, and ''X-COM: Enforcer'' '''''X-COM: Enforcer''''' (2001), which ditched the strategy part outright to make a FirstPersonShooter running parallel to the timeline of ''UFO Defense''.

After that, the possibility of a future ''X-COM'' game became uncertain due to the licensing passing between various companies. The earlier games spawned a number of mods and remake attempts. Various [[SpiritualSuccessor Spiritual Successors]] also emerged, such as ''[[VideoGame/UFOAfterblank UFO: Aftermath]]'' and its sequels ''Aftershock'' and ''Afterlight'' (unrelated to the original ''UFO'' name, listed above). Another, ''Rebelstar: Tactical Command'', came out on the GameBoyAdvance along with ''Laser Squad: Nemesis'' (in and of itself a sequel to ''X-COM'''s own predecessor ''Laser Squad'')[[note]]In fact, the game was originally to be called ''Laser Squad II''.[[/note]] and ''[[http://ufo.ufo-extraterrestrials.com/ UFO: Extraterrestrials]]'' which is almost an exact remake of the original game. Fans have also made their own remakes, most notably ''[[http://openxcom.org/ OpenXcom,]]'' ''UFOAlienInvasion'' and ''VideoGame/{{Xenonauts}}''. [=OpenXcom=] itself has enabled total conversions like the VideoGame/{{Piratez}} mod.

''[=Xops=]'' and ''VideoGame/{{Piratez}}'' mods.

In 2010, [=2K Marin=] announced that they were developing a ContinuityReboot of the series: a FirstPersonShooter set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a new game closer in-line with the original ''X-COM''. The result was ''VideoGame/XCOMEnemyUnknown''. The original FPS reboot was {{Re Tool}}ed into a third-person [[ThirdPersonShooter third-person]] tactical shooter called ''VideoGame/TheBureauXCOMDeclassified'', intended as a prequel to ''Enemy Unknown'' (the game's three separate iterations [[http://www.ign.com/videos/2013/05/10/the-evolution-of-the-bureau-xcom-declassified are documented here]]). In 2015, it was announced that Firaxis was working on a sequel to ''Enemy Unknown'', named ''VideoGame/XCOM2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.



!!''X-COM'' provides examples of the following tropes:

[[foldercontrol]]

to:

!!''X-COM'' !!The ''X-COM'' series provides examples of the following tropes:

[[foldercontrol]]
of:



* AlienAbduction: Floaters and Sectiods practice this. They even have a specialised UFO called the "Abductor".



* AlienInvasion: Duh. Though alien threat comes from a new source--space, underwater, and another dimension respectively.

to:

* AlienInvasion: Duh. Though alien threat comes from a new source--space, underwater, and another dimension respectively.



* AliensStealCattle: One of the few straight but completely non-comedic examples. Several missions involve "Harvester" [=UFOs=] sent to meet the aliens' carnivorous needs. [[IncrediblyLamePun They are, of course, equipped with]] CowTools.



* AlmightyJanitor: Your newly hired and unranked recruits, thanks to their randomly created stats, are potentially capable of being incredible marksmen, MadeOfIron or -- when you have researched a Psionic Laboratory -- mindraping any alien they see into committing treasonous and suicidal acts of violence against their own side. (But more likely they're completely useless and you'll have to sack 8 out of 10 when you finally get their psi evaluations.) If you know what the limits are for a fresh recruits stats (for example, they can start with 40 to 70 time units), then you'll quickly realize that most of your recruits literally ''are'' cannon fodder, being at the bottom rung of effectiveness.



* ArtificialStupidity:
** The civilians in Terror Sites. They will run through a door, back through it, then back AGAIN. That is if they are not running into the middle of fire fights, because the natural place to stand in a military operation is ''directly in front'' of the man with the laser rifle. Just do yourself a favor and stun-rod any civilian you come across. They can't wander in front of your gun muzzle, and they can't get impregnated by space bugs; just zap them in the butthole and be done.
** Sometimes a Chryssalid might run past one of your soldiers and just end its turn. This is because they prefer to perform their insta-kill attack on your soldiers [[InTheBack from behind]], even though they could perfectly [[DickDastardlyStopsToCheat hit your soldier in the face with no chance of failure]]. As a result, they run out of [=TUs=] to actually perform the attack in the turn and end up a sitting duck for your troops.



* AuthorityEqualsAsskicking:
** Blaster Launchers, a.k.a. the [[SmartBomb portable airstrike]], are usually carried by Commanders, Leaders and Engineers. They have no qualms about firing them indoors, or even at point-blank range. This makes them very difficult to capture. Leaders/Commanders tend also to have better armor, speed, and reactions than your troops; in a quick-draw duel, a Commander can plug two agents and still have time to duck out through the door.
** Sectoid leaders, but only in the first two games. Apart from selling their carcasses, most rank-and-file soldiers aren't particularly useful; the higher up the command structure you go, the more valuable the intel. Of particular note is the Sectoid navigator, who can help you construct a better radar system. A Sectoid leader can teach you psionics.
** Not necessarily true with human soldiers, depending on whether the player has the officers on the battlefield getting exercise along with the other soldiers or leaves their muscles to atrophy in the back of the Skyranger.



* {{Badass}}: Any human who lives long enough. Everybody starts out as a RedShirt, but over time they can become absolutely terrifying, some even capable of single-handedly slaughtering entire alien craft full of enemies in a single mission.



* BrainMonster: The first game also features the Alien Brain on Mars as the BigBad.



* TheComputerIsACheatingBastard: Most prevalent in ''UFO Defense'', where aliens don't suffer from Fatal Wounds unless they were inflicted under previous mind control, magically know the entire map (and your soldiers' positions) after Turn 20, and can target any of your soldiers as soon as just one is in visual range (particularly rage-inducing with Ethereals' psi-spamming). Even so, it's possible to fool them by bringing a psi-decoy with low mental defences and no weapons to suck up all their psychic powers, as they are always going to target the people wth the weakest minds.



* EnsignNewbie: Your newly hired and unranked recruits, thanks to their randomly created stats, are potentially capable of being incredible marksmen, MadeOfIron or -- when you have researched a Psionic Laboratory -- mindraping any alien they see into committing treasonous and suicidal acts of violence against their own side. (But more likely they're completely useless and you'll have to sack 8 out of 10 when you finally get their psi evaluations.) If you know what the limits are for a fresh recruits stats (for example, they can start with 40 to 70 time units), then you'll quickly realize that most of your recruits literally ''are'' cannon fodder, being at the bottom rung of effectiveness.



* GlobalCurrency: Everything bought and sold in the main games is apparently done so in U.S. dollars.

to:

* GlobalCurrency: Everything bought and sold in the main games is apparently done so in [[WeAllLiveInAmerica U.S. dollars.]]



* MotherRussiaMakesYouStrong: Alien threat? No sweat -- Russia is the only nation in the game that can never be subjugated by the aliens, no matter how bad things get. They'll [[IWillFightSomeMoreForever fight until the last man falls.]]



* NintendoHard:
** ''X-COM: UFO Defense'' and ''X-COM: Terror From the Deep'' are infamously difficult, as the game system is very complex, and almost every random variable in the game has a high variance in either direction. No punches are pulled early in the game, with most every enemy type capable of appearing in missions from the get-go, and at no point does a soldier ever become safe from being instantly killed by a stray shot. Even the safest move is a gamble for both sides, although the aliens aren't bothered by losses. In ''Terror From the Deep'', because the (then unknown) bug in ''UFO Defense'' locking the difficulty to Beginner prompted the fans to complain about it being too easy, the developers made the Beginner setting of ''Terror from the Deep'' as hard as the Superhuman of ''UFO''. There's a [[UrbanLegendOfZelda common rumour]] that ''TFTD'' had the original's bug backwards, locking difficulty to Superhuman. It doesn't; it's just a ''lot'' harder.
** The way the game generates missions and is also utterly unforgiving. A far cry from today's games that insist on giving you a shallow learning curves and holding your hand through the most simple of tasks, X-COM has no scruples against sending you on a terror mission with nearly bullet-proof Cyberdisks or Chryssalids in the early game, or positioning aliens in a half-circle around your Skyranger's disembarking ramp, ready to mow down whoever tries to disembark. Know when to fight and when to attempt a frantic TacticalWithdrawal.
** Since they couldn't replicate the original Alien AI with the modern code, ''[=OpenXcom=]'' developers had to make it smarter than in the original just so it would not be curbstomped, and there is a Sneaky AI option that makes it even harder.



* YouAllLookFamiliar: A good number of soldiers will have similar appearances on the inventory screen. Played Straight in missions. On the map they virtually all look alike. The guys all have [[Franchise/StreetFighter Guile haircuts]] and the women have ponytails. Ditto for civilians.

to:

* YouAllLookFamiliar: A good number of soldiers YouAllLookFamiliar:
** Soldiers
will have similar appearances on the inventory screen. screen.
**
Played Straight in missions. On the map they virtually all look alike. The guys all have [[Franchise/StreetFighter Guile haircuts]] and the women have ponytails. Ditto for civilians. (Veterans may remember the "Island of Identical Blue Bikinis" missions very well.)



[[folder:UFO Defense[=/=]Enemy Unknown (1993)]]
* AbusivePrecursors: [[spoiler:The Alien Brain in ''UFO Defense'' claims that the aliens created humanity.]]
* AchillesHeel
** A misprint in the EncyclopediaExposita entry for Sectopods means their primary weapon counts as a laser attack (which they're weak to) rather than a plasma attack. Combine that with the fact that 2x2 enemies have to be mind-controlled one block at a time and that blocks controlled by opposing sides can fire on one another... Controlling part of a Cyberdisk or Sectopod is, in fact, the easiest way to destroy one.
** Flying suits will bring aliens with melee-only attack, including the fearsome Chryssalids, at your mercy.
* TheAestheticsOfTechnology: The alien technology is sleek, shiny and spotless.
* AlienLunch: The "Alien Food" is a nutrient soup made from body parts extracted from cattle and humans. You can even sell it on the market.
* {{Animesque}}: The intro of the ''UFO Defense'' is proto-animesque (with a Marvel Comics aesthetic familiar with Chris Claremont's run on ''X-Men''), and the demo's list of features mentions a "popular 'Manga' look and feel to graphics." The background images for base functions and Hidden Movement retain the art style of the intro. Otherwise, the graphics are about as realistic as can be expected from a game of its age.
* ApocalypseHow -- Planetary: If you fail to stop the aliens, they take over the world, destroy human civilization completely, and humanity ends up as a race of semi-intelligent mutants at best. Also, the sky burns.
* ArmlessBiped: The Reapers.
* AstralFinale: You fly to Mars to assault the Aliens' HQ, the Cydonia base.
* BigNo: A rare written example. [[spoiler:The alien brain tries to talk you out of killing it via a computer screen at its base. The screen displays an enormous-font "NO" as the brain is incinerated.]]
* BriefcaseFullOfMoney: A picture of a high-ranking X-COM agent with one of these and silhouettes of obviously armed guards behind him is the background on the screens for the buying/selling of armaments and hiring/sacking of personnel. Merchants of death don't accept charge cards, it seems.
* CommandingCoolness: Commander is the highest rank that can be attained within X-COM. A Commander accompanying your troops on a mission will provide some hefty morale boosts, but it also incurs a ''severe'' morale penalty when he/she is killed, so there's little advantage to dragging them out of the office. When you have thirty soldiers or more (combined from all bases), and a vacant position, then the best eligible Colonel is promoted. ''There Can Be Only One''....commander at a time.
* CoversAlwaysLie: The European cover art depicts insect-like aliens which do not appear in the actual game.
* CutscenePowerToTheMax: Inverted. The opening animation of ''UFO Defense'' features troops facing down Mutons with Personal Armor, a couple of the beginning rifles, and an Auto-Cannon. By the time you normally face Mutons, however, you'll be trampling them with Powered and Flying Suit-equipped soldiers packing any combination of Psi-Amps, Laser Rifles, Heavy Plasmas, or Blaster Launchers. Played straight in that you ''will'' get your ass kicked. Also, amusingly, in that you will never see a red-suited Muton in the game; the Muton Commander seen in the opening does not exist ingame. Mutons have no commanders.
* DroneOfDread: The battlescape soundtrack is a constant, low, pulsing drone.
* GettingCrapPastTheRadar: The PSX version has a K-A rating from the ESRB for the censored versions of its Game Over and Mission Abort cutscenes, both of which are present on the disc, but neither of which is actually shown: the versions that are shown are quite violent.
* FacelessGoons: What your soldiers become when wearing power armor. A mod exists which makes it that they are holding their helmets in their hand in the inventory screen, like in ''TFTD''.
* FantasticDrug: Sort of. Some [=UFOs=] have weird rooms with walls that look like they're covered by shifting blue or orange clouds and have strange silver orbs with red cores. These rooms are revealed to be a form of alien entertainment that stimulate certain sensory regions of the brain. They are described as being similar to hallucinogenic drugs.
* [[FighterLaunchingSequence Drop Ship Launching Sequence]]: Seen in the Intro movie.
* FlyingSaucer
** One of the smaller alien craft in the first game take this form, as does the first X-COM-built craft.
** The Cyberdisc is essentially a miniaturized flying saucer with a powerful plasma cannon and self-destruct mechanism.
** The hovertanks appear to be based off the Cyberdisc design. As in, they just look like repainted Cyberdiscs with a tank cannon mounted on top.
** Essentially every UFO is a variation of a Flying Saucer.
* FormFittingWardrobe: Personal "Armor" looks suspiciously like purple superhero attire. Mutons also get emerald-tinged armor which fits them like a glove.
* GottaKillThemAll: Missions don't end until every martian is on the floor. Annoying when you've stunned one inadvertently: they'll get up and go for a wander after a while, leaving you to wonder why the mission's not ended after clearing out the UFO.
* ItsAWonderfulFailure: The aliens agree to a cease-fire, ram a treaty down the U.N.'s throat, then [[RewardedAsATraitorDeserves cap the President in the head]] before the ink is even dry -- at least in the [=PSOne=] game. The PC version recounts the genocide of Earth's culture and people as it becomes a colony of an ancient space empire, while all of your discoveries--and, thus, any hope of future resistance--are lost forever.
* MasterOfNone: The Lightning. It can intercept and carry troops, but is a worse fighter than the Firestorm and a worse troop bus than the Skyranger. Contrast the Avenger, a true JackOfAllStats.
* MiniMecha: The Sectopods, the heavily armored bipedal chicken-legged robot that serves as the terrorist unit for Ethereals.
* NextSundayAD: The original game was released in 1993 and set in 1999.
* NothingIsScarier: The combination of Night-time Missions and the Battlescape music is one of the perfect recipes for fear.
* {{Novelization}}: Has had at least two: [[http://en.wikipedia.org/wiki/X-COM_:_UFO_Defense_-_A_Novel One]] by Creator/DianeDuane and one by Russian sci-fi author [[http://en.wikipedia.org/wiki/Vladimir_Vasilyev_%28writer%29 Vladimir Vasilyev]].
* PowerFloats: Unlike Floaters, whose bodies are 50% comprised of levitation technology, Ethereals seem to float by their own power.
* PowerPincers: The Chrysallids have them, used to hold their victims for zombification.
* PyrrhicVictory: [[spoiler:Retroactively added in the ''Apocalypse'' manual, which stated that soon after the victory on Cydonia, the world goes into a political and economical chaos while X-COM is all but disgracefully disbanded.]]
* RareRandomDrop: Technically, every alien UFO that you assault runs on a supply of Elerium, with each power source containing a stack of 50, which means that you ''should'', in theory, get all kinds of Elerium from all the [=UFOs=] you're shooting down. But then RealityEnsues: you are firing explosive weapons at a ship that then crashes, meaning that nine times out of ten, the power source, and its associated Elerium, will be destroyed long before you touch down. Even if they aren't, a stray bullet from the weakest weapon in the game can destroy the power source in battle, taking the Elerium with it. Landed [=UFOs=] are therefore highly sought, and should be carefully attacked, in order to maximize your Elerium theft.
* ReptilesAreAbhorrent: The Snakemen.
* RoboTeching: The blaster launcher is a missile launcher that sends it payload to a series of player defined waypoints, making any absurd trajectory possible. However, since the missile can't hit its waypoints with perfect accuracy, the most effective way to use it is to set a waypoint twenty feet above an enemy's head, then another waypoint directly on the enemy, causing the missile to arc over the target, then slam down, ensuring it will explode even if it misses.
* [[BlackCloak Saffron Cloak]]: The Ethereals. A brown cloak and hood is the last thing a number of poor saps will ever see.
* ShoutOut: The leader of the aliens is a huge Alien Brain that controls their HiveMind, not so different from ''Franchise/{{Metroid}}'s'' Mother Brain.
** The Chryssalids are based around the mutant that appears on the old Penguin cover art for [[Literature/TheChrysalids John Wyndham's similarly named novel]] ([[CoversAlwaysLie though not in the novel itself]]).
* ShutUpHannibal: ''UFO Defense'''s ending.
* SinisterGeometry: Cyberdiscs, the featureless tank unit of the Sectoids. While not as devastating as Sectopods, they fire 3 shots per turn and always show up in packs. Making matters worse, its slim shape makes the Cyberdisc difficult to hit from a lateral angle.
* SinisterSilhouettes: The bodyguards in the Buy[=/=]Sell, Hire[=/=]Sack screen.
* SlasherSmile
** The Chryssalids have one ''permanently''. [[DemonicSpiders Fitting]], really.
** Snakemen have a big toothy grin as well, but then again, they don't have any visible lips.
* SlippySlideyIceWorld: Arctic and Antarctic missions, thankfully without the slippy slidey part.
* SquishyWizard: Ethereals' bodies have atrophied so much that their self-sustaining functions have to be governed by their immense PsychicPowers. Which does not prevent them from having the best armour values and second best hit point totals among the non-terror unit aliens. [[FridgeBrilliance Their huge cloaks present a considerably larger profile than their actual bodies... hitting the cloak is not necessarily hitting the Ethereal.]] [[OrganDodge Plus, there isn't much to damage in their bodies.]] However, their brains still need an ample supply of blood, and if they lose too much blood because of serious injuries, they die.
* SuspiciousVideogameGenerosity: Capturing any live Ethereal, regardless of rank, will bequeath a psionic research discovery. On Easy mode, at least, Ethereals start appearing as ground troops in June. You might even spot a Very Small Scout piloted by only one(!) Ethereal, making them that easier to catch. The other way to learn Psi was to snatch a Sectoid Leader, which was hardly guaranteed given that they rarely appear. By Autumn, the game is telling the player that they'd better hustle and learn psionics if they want to survive Cydonia.
* TrailersAlwaysLie: There are four details that make the Intro very misleading.
-->1. You will never see that cool-looking Dropship in the game.\\
2. You will never see that that Red Muton commander in the game.\\
3. You don't get Personal Armor right away.\\
4. Rifles and Auto-Cannons are hopelessly useless against Mutons
* TheVeryDefinitelyFinalDungeon: The aliens' Martian base located in the Cydonia region.
* WarWasBeginning: The opening cinematic -- though the game properly starts before the war has escalated to that level.
* WeCanRuleTogether: [[spoiler:The brain offers this in the ending cutscene, but you shoot it.]]
* ZombieApocalypse: Any Snakeman terror mission can turn into this if not properly managed, due to [[DemonicSpiders those damned Chryssalids]]. Every civilian or trooper is a potential zombie, and zombies are the larval stage of new Chryssalids.

to:

[[folder:UFO Defense[=/=]Enemy Unknown (1993)]]
* AbusivePrecursors: [[spoiler:The Alien Brain in ''UFO Defense'' claims that the aliens created humanity.]]
* AchillesHeel
** A misprint in the EncyclopediaExposita entry for Sectopods means their primary weapon counts as a laser attack (which they're weak to) rather than a plasma attack. Combine that with the fact that 2x2 enemies have to be mind-controlled one block at a time and that blocks controlled by opposing sides can fire on one another... Controlling part of a Cyberdisk or Sectopod is, in fact, the easiest way to destroy one.
** Flying suits will bring aliens with melee-only attack, including the fearsome Chryssalids, at your mercy.
* TheAestheticsOfTechnology: The alien technology is sleek, shiny and spotless.
* AlienLunch: The "Alien Food" is a nutrient soup made from body parts extracted from cattle and humans. You can even sell it on the market.
* {{Animesque}}: The intro of the ''UFO Defense'' is proto-animesque (with a Marvel Comics aesthetic familiar with Chris Claremont's run on ''X-Men''), and the demo's list of features mentions a "popular 'Manga' look and feel to graphics." The background images for base functions and Hidden Movement retain the art style of the intro. Otherwise, the graphics are about as realistic as can be expected from a game of its age.
* ApocalypseHow -- Planetary: If you fail to stop the aliens, they take over the world, destroy human civilization completely, and humanity ends up as a race of semi-intelligent mutants at best. Also, the sky burns.
* ArmlessBiped: The Reapers.
* AstralFinale: You fly to Mars to assault the Aliens' HQ, the Cydonia base.
* BigNo: A rare written example. [[spoiler:The alien brain tries to talk you out of killing it via a computer screen at its base. The screen displays an enormous-font "NO" as the brain is incinerated.]]
* BriefcaseFullOfMoney: A picture of a high-ranking X-COM agent with one of these and silhouettes of obviously armed guards behind him is the background on the screens for the buying/selling of armaments and hiring/sacking of personnel. Merchants of death don't accept charge cards, it seems.
* CommandingCoolness: Commander is the highest rank that can be attained within X-COM. A Commander accompanying your troops on a mission will provide some hefty morale boosts, but it also incurs a ''severe'' morale penalty when he/she is killed, so there's little advantage to dragging them out of the office. When you have thirty soldiers or more (combined from all bases), and a vacant position, then the best eligible Colonel is promoted. ''There Can Be Only One''....commander at a time.
* CoversAlwaysLie: The European cover art depicts insect-like aliens which do not appear in the actual game.
* CutscenePowerToTheMax: Inverted. The opening animation of ''UFO Defense'' features troops facing down Mutons with Personal Armor, a couple of the beginning rifles, and an Auto-Cannon. By the time you normally face Mutons, however, you'll be trampling them with Powered and Flying Suit-equipped soldiers packing any combination of Psi-Amps, Laser Rifles, Heavy Plasmas, or Blaster Launchers. Played straight in that you ''will'' get your ass kicked. Also, amusingly, in that you will never see a red-suited Muton in the game; the Muton Commander seen in the opening does not exist ingame. Mutons have no commanders.
* DroneOfDread: The battlescape soundtrack is a constant, low, pulsing drone.
* GettingCrapPastTheRadar: The PSX version has a K-A rating from the ESRB for the censored versions of its Game Over and Mission Abort cutscenes, both of which are present on the disc, but neither of which is actually shown: the versions that are shown are quite violent.
* FacelessGoons: What your soldiers become when wearing power armor. A mod exists which makes it that they are holding their helmets in their hand in the inventory screen, like in ''TFTD''.
* FantasticDrug: Sort of. Some [=UFOs=] have weird rooms with walls that look like they're covered by shifting blue or orange clouds and have strange silver orbs with red cores. These rooms are revealed to be a form of alien entertainment that stimulate certain sensory regions of the brain. They are described as being similar to hallucinogenic drugs.
* [[FighterLaunchingSequence Drop Ship Launching Sequence]]: Seen in the Intro movie.
* FlyingSaucer
** One of the smaller alien craft in the first game take this form, as does the first X-COM-built craft.
** The Cyberdisc is essentially a miniaturized flying saucer with a powerful plasma cannon and self-destruct mechanism.
** The hovertanks appear to be based off the Cyberdisc design. As in, they just look like repainted Cyberdiscs with a tank cannon mounted on top.
** Essentially every UFO is a variation of a Flying Saucer.
* FormFittingWardrobe: Personal "Armor" looks suspiciously like purple superhero attire. Mutons also get emerald-tinged armor which fits them like a glove.
* GottaKillThemAll: Missions don't end until every martian is on the floor. Annoying when you've stunned one inadvertently: they'll get up and go for a wander after a while, leaving you to wonder why the mission's not ended after clearing out the UFO.
* ItsAWonderfulFailure: The aliens agree to a cease-fire, ram a treaty down the U.N.'s throat, then [[RewardedAsATraitorDeserves cap the President in the head]] before the ink is even dry -- at least in the [=PSOne=] game. The PC version recounts the genocide of Earth's culture and people as it becomes a colony of an ancient space empire, while all of your discoveries--and, thus, any hope of future resistance--are lost forever.
* MasterOfNone: The Lightning. It can intercept and carry troops, but is a worse fighter than the Firestorm and a worse troop bus than the Skyranger. Contrast the Avenger, a true JackOfAllStats.
* MiniMecha: The Sectopods, the heavily armored bipedal chicken-legged robot that serves as the terrorist unit for Ethereals.
* NextSundayAD: The original game was released in 1993 and set in 1999.
* NothingIsScarier: The combination of Night-time Missions and the Battlescape music is one of the perfect recipes for fear.
* {{Novelization}}: Has had at least two: [[http://en.wikipedia.org/wiki/X-COM_:_UFO_Defense_-_A_Novel One]] by Creator/DianeDuane and one by Russian sci-fi author [[http://en.wikipedia.org/wiki/Vladimir_Vasilyev_%28writer%29 Vladimir Vasilyev]].
* PowerFloats: Unlike Floaters, whose bodies are 50% comprised of levitation technology, Ethereals seem to float by their own power.
* PowerPincers: The Chrysallids have them, used to hold their victims for zombification.
* PyrrhicVictory: [[spoiler:Retroactively added in the ''Apocalypse'' manual, which stated that soon after the victory on Cydonia, the world goes into a political and economical chaos while X-COM is all but disgracefully disbanded.]]
* RareRandomDrop: Technically, every alien UFO that you assault runs on a supply of Elerium, with each power source containing a stack of 50, which means that you ''should'', in theory, get all kinds of Elerium from all the [=UFOs=] you're shooting down. But then RealityEnsues: you are firing explosive weapons at a ship that then crashes, meaning that nine times out of ten, the power source, and its associated Elerium, will be destroyed long before you touch down. Even if they aren't, a stray bullet from the weakest weapon in the game can destroy the power source in battle, taking the Elerium with it. Landed [=UFOs=] are therefore highly sought, and should be carefully attacked, in order to maximize your Elerium theft.
* ReptilesAreAbhorrent: The Snakemen.
* RoboTeching: The blaster launcher is a missile launcher that sends it payload to a series of player defined waypoints, making any absurd trajectory possible. However, since the missile can't hit its waypoints with perfect accuracy, the most effective way to use it is to set a waypoint twenty feet above an enemy's head, then another waypoint directly on the enemy, causing the missile to arc over the target, then slam down, ensuring it will explode even if it misses.
* [[BlackCloak Saffron Cloak]]: The Ethereals. A brown cloak and hood is the last thing a number of poor saps will ever see.
* ShoutOut: The leader of the aliens is a huge Alien Brain that controls their HiveMind, not so different from ''Franchise/{{Metroid}}'s'' Mother Brain.
** The Chryssalids are based around the mutant that appears on the old Penguin cover art for [[Literature/TheChrysalids John Wyndham's similarly named novel]] ([[CoversAlwaysLie though not in the novel itself]]).
* ShutUpHannibal: ''UFO Defense'''s ending.
* SinisterGeometry: Cyberdiscs, the featureless tank unit of the Sectoids. While not as devastating as Sectopods, they fire 3 shots per turn and always show up in packs. Making matters worse, its slim shape makes the Cyberdisc difficult to hit from a lateral angle.
* SinisterSilhouettes: The bodyguards in the Buy[=/=]Sell, Hire[=/=]Sack screen.
* SlasherSmile
** The Chryssalids have one ''permanently''. [[DemonicSpiders Fitting]], really.
** Snakemen have a big toothy grin as well, but then again, they don't have any visible lips.
* SlippySlideyIceWorld: Arctic and Antarctic missions, thankfully without the slippy slidey part.
* SquishyWizard: Ethereals' bodies have atrophied so much that their self-sustaining functions have to be governed by their immense PsychicPowers. Which does not prevent them from having the best armour values and second best hit point totals among the non-terror unit aliens. [[FridgeBrilliance Their huge cloaks present a considerably larger profile than their actual bodies... hitting the cloak is not necessarily hitting the Ethereal.]] [[OrganDodge Plus, there isn't much to damage in their bodies.]] However, their brains still need an ample supply of blood, and if they lose too much blood because of serious injuries, they die.
* SuspiciousVideogameGenerosity: Capturing any live Ethereal, regardless of rank, will bequeath a psionic research discovery. On Easy mode, at least, Ethereals start appearing as ground troops in June. You might even spot a Very Small Scout piloted by only one(!) Ethereal, making them that easier to catch. The other way to learn Psi was to snatch a Sectoid Leader, which was hardly guaranteed given that they rarely appear. By Autumn, the game is telling the player that they'd better hustle and learn psionics if they want to survive Cydonia.
* TrailersAlwaysLie: There are four details that make the Intro very misleading.
-->1. You will never see that cool-looking Dropship in the game.\\
2. You will never see that that Red Muton commander in the game.\\
3. You don't get Personal Armor right away.\\
4. Rifles and Auto-Cannons are hopelessly useless against Mutons
* TheVeryDefinitelyFinalDungeon: The aliens' Martian base located in the Cydonia region.
* WarWasBeginning: The opening cinematic -- though the game properly starts before the war has escalated to that level.
* WeCanRuleTogether: [[spoiler:The brain offers this in the ending cutscene, but you shoot it.]]
* ZombieApocalypse: Any Snakeman terror mission can turn into this if not properly managed, due to [[DemonicSpiders those damned Chryssalids]]. Every civilian or trooper is a potential zombie, and zombies are the larval stage of new Chryssalids.
[[folder:''UFO Defense'']]
See ''VideoGame/XComUFODefense''



[[folder:Terror from the Deep]]
* AchillesHeel
** Tentaculats: Unlike the ''UFO Defense'' counterpart which can damage tanks, Tentaculats can't damage your SWS, and will still stupidly try to attack them anyway to no avail. So always bring one if you are expecting them.
** Lobstermen: While even the alien's own Sonic Cannons can barely scratch them, they are surprisingly vulnerable to both melee attack and thermal weapons -- if you haven't got the [[ThisIsADrill Vibro Blade]] line of research opened up yet, make sure you pack some Thermal Tazers and[=/=]or Thermal Shok Bombs.
** Triscenes: They can take some Sonic Cannon punishment, but its non-existent underside armor means a single cheap magna-blast grenade thrown under it will most often kill it.
* TheAestheticsOfTechnology: Aliens have a UsedFuture look.
* [[HumanPopsicle Alien Popsicle]]: The aliens use cryogenic stasis chambers to remain dormant for thousands of years. You can also sell these chambers as VendorTrash.
* AnimalMotifs: The smaller [=USOs=] have a manta-like design.
* AnimatedArmor: Calcinites are giant blobs of protoplasm which seek out antique diving suits strewn across the sea floor. Once they've filled the suit up, it springs backs to "life."
* AndIMustScream[=/=]TorturedMonster: The Bio-Drones.
* ApocalypseHow -- Continental: Failing to stop the aliens means their city-weapon rises from the deeps and kills pretty much everything. [[spoiler: When you win, the aliens still have the last laugh, as the destruction of T'leth results in a near-Planetary apocalypse.]]
* ArmlessBiped: Like the Reapers, the Triscenes don't have arms. Unlike the Reapers, they make up for it by carrying tow Heavy Sonic Cannons on their bodies.
* ArmorPiercingAttack : While there is an "Armour Piercing" damage type, they aren't good at penetrating armor. This job instead applies to [[ThisIsADrill Vibro Blades, Thermic Lances, and Heavy Thermic Lances]]. While you ''can'' kill the absurdly heavily armored Lobstermen without them (they take a ''maximum'' of 50% damage from ''most'' sources), once you realize that they take ''200%'' damage from those weapons, you'll be carrying them with you ''everywhere''.
* ArtificialStupidity: Are any of the aliens in a given mission equipped with Sonic Pulsers? They'll also be carrying either a Vibro Blade, Thermic Lance, or Heavy Thermic Lance -- and yet they never use them, even if they've run out of Sonic Pulsers[[note]]This is due to a bug: the aliens can't functionally switch weapons, and their AI routines don't include melee attacks unless they have a built-in melee function (Lobstermen and Calcinites, for example)[[/note]].
* AquaticMook: With the exception of the few surface-only Terror units, all Aliens are aquatic.
* AwesomeButImpractical: Sonic Cannon deals huge damage, but has extremely low rate of fire and a very small clip.
* BagOfSpilling: X-COM was disbanded after the First Alien War thanks to politics, reduced to the underwater Elerium salvage team financed by a tycoon, until the arrival of aliens prompted the re-constituted Funding Nations to reboot the program.
** In addition, all the research from the First Alien War is functionally useless: alien alloys react poorly to seawater, meaning they can't be used for armor or weapons (invalidating plasma weaponry), and lasers are impractical underwater due to blooming and other issues (invalidating laser weaponry). Meaning you're fielding operatives with basic projectile weaponry and zero combat armor.
** Played With in the subsequent games in the series: because TFTD was not developed by Microprose directly, the technologies from the game are not present in the later games: sonic and gauss weaponry is completely absent, with laser and plasma taking the forefront of XCOM weaponry. Zrbite is mentioned as becoming inert once T'leth was destroyed, possibly providing a HandWave, and the inert material becomes important in the development of the hyperdrive in ''Interceptor''.
* BlobMonster: The Calcinites, although they were contained in a humanoid diving suit.
* BoardingParty: The Ship Terror Missions.
* BrainInAJar: The Bio-Drones.
* BrokeYourArmPunchingOutCthulhu: [[spoiler:The end of ''Terror from the Deep'' results in T'leth's destruction spreading chemicals all over the world's oceans and thus snapping a few links off the food chain. Oops]].
* TheCaptain: The highest rank the X-COM soldier can achieve, and there can only be one.
* CloningBlues: Just about all of the aliens are cloned.
* CommandingCoolness: The second-highest rank the X-COM soldiers can achieve.
* DerelictGraveyard: Small ones when recovering [=USOs=].
* DiabolusExNihilo: The Great Dreamer. Apparently you can't kill it. Nothing can. What works, however, is detonating its undersea temple so it can't resurface and awaken. Nobody on earth can guess where the creature came from as it's a closely-guarded secret. Most of the ''aliens'' don't know.
* DieselPunk: The aliens show elements of this.
* DividedStatesOfAmerica: People's Republic of Alaska.
* EenieMeenieMinyMoai: They show up on island terror missions in ''TFTD''. Must be some kind of fad in 2040.
* EldritchAbomination: The BigBad is the sleeping one from T'Leth, and he waits.
* [[EverythingsBetterWithDinosaurs Everything's Harder with Heavily Armored Cyborg Dinosaurs with Mounted Sonic Cannons]].
* FishPeople: The Gillmen, being early humans who were genetically modified to survive underwater, and the Lobstermen, being actual lobsters that were genetically modified into bipedal soldiers, both fit. Autopsies reveal that other creatures, like the Deep One and the Hallucinoid, reveal that they also have some human and aquatic DNA, but they're so far removed from humanity they don't count for this trope.
* FlyingSaucer
** What do you get when you take the cyberdisc, miniaturize it, waterproof it, replace the CPU with a still conscious human brain and replace the plasma cannons with a concentrated sound wave generated by [[AndIMustScream said brain's reactions to the inherent agony of the process]]? The answer is: The Bio-Drones.
** There's also the Dreadnought, TFTD's answer to UFO's Battleship, which almost looks exactly like its UFO counterpart, in that it looks like a giant Flying Saucer.
* TheFuture: ''TFTD'' is set far enough the 21st century -- that is, far enough to prevent overlap with the previous campaign (regardless of how bad you suck at ''X-Com'', it probably didn't take forty years to complete). The initial alien invasions caused turmoil among the funding nations, splitting some into blocs while annexing others into greater superpowers. Alaska is now a people's republic, China and India formed an Asian Coalition, everything west of the Mississippi has [[MexicoCalledTheyWantTexasBack been retaken by Mexico]], Europe finally got its act together, and Africa/Egypt are currently [[OneNationUnderCopyright governed by private enterprises]].
* GameBreakingBug
** ''Never'' research the Tasoth Commander[[note]]Fixed in the CD version, though[[/note]].
** If an explosive object is detonated by a stray shot from a Deep One[[labelnote:*]]Which is actually extremely unlikely, as the Deep Ones have good accuracy and their electric acid shots have a very, very low probability of causing an explosion, usually just melting the object instead[[/labelnote]], the aliens will freeze up and their turn never ends.
* GameplayAndStorySegregation: Molecular Control supposedly works through mind control implants, but aliens can control soldiers with no implants just fine.
** The [[strike:Interceptor]] Barracuda not only boasts propulsion that allows supersonic speeds ''underwater'', it's also capable of flight and VTOL. Truly an engineering marvel.
** Zig-zagged with port attacks:
### Your troops, being idiots, are still wearing their weighted shoes and diving suits, losing any dexterity one would expect from fighting on the surface instead of 10,000 ft. below sea level.
### Machine guns and heavy artillery aren't available either, for obvious reasons, which is fine because the aliens are restricted to aquatic weapons also. But the Hydrojet Cannon and the Torpedo Launcher, which both use propeller tech to drive their projectiles, are completely ineffective on land, leaving you with the Gas Cannon as your most powerful weapon available and severely limiting your offensive capabilities until you have Gauss technology, which will not be available until ''after'' your first Terror Site at best[[note]]You ''can'' get Gauss pistols by the first Terror Site, but their low accuracy and attack power means you're actually better off using the otherwise horrible Harpoon Gun.[[/note]]
* [[GiantEnemyCrab Giant Enemy Lobsters]]: The much feared Lobstermen. Until you acquire flying suits and mind control. As they are invulnerable to basic pistols, they become the best target practices. Or, when you get [[ThisIsADrill Vibro Blades.]]
* GlassCannon
** The Tasoths are a varient of this. All Tasoths have potent M.C. abilities, but on lower difficulties, aquanauts with high enough M.C. stats can easily use mind control on them.
** Deep Ones possess an attack that can kill an aquanaut in one hit, regardless of armor, but are fairly easy to kill.
* HarpoonGun: Your starting "standard rifle". Five darts at point-blank range won't even faze [[TheGoomba a Gillman]]. If you bring a harpoon gun into battle, you can almost hear the aliens laugh.
* HotSubOnSubAction: Your subs versus [=USOs=].
* HumanoidAbomination: The Deep Ones.
* AnIcePerson: Hallucinoids are prehistoric jellyfish that were modified to use a powerful chemical freezer. They attack by using a melee attack that literally freezes targets to death. They are supposed to have a similar ranged attack, but almost never use it due to a bug.
* IfItSwimsItFlies: [=USOs=] (Unidentified Submersible Objects) and your flying subs that intercept them. Both can fly over land, with a handwave stating that the engines are convertible to work in the air without issues, but weapons can only be fired underwater due to their design (a torpedo is not the same thing as a missile, for example).
* ImplacableMan
** The Lobstermen. [[{{Determinator}} They. Will. Not. DIE.]] Let's put it this way... unless you drop them with the heaviest melee weapons, chances are, they're [[OnlyAFleshWound actually unconscious, not dead]][[note]]Lobstermen take 20% damage from most weapons, with the exception of Gauss (30%) and Sonic (50%). Thermal weapons inflict full damage, but are relatively impractical due to melee range, or due to being a single-shot weapon. In addition, lobstermen have the highest armor value in the game, almost 20% higher than the best armor you can get for your aquanauts (which is the second best armor in the game), meaning that even if you DO hit the lobsterman, there's a good chance it's not going to do anything because your shot didn't get through the armor. Now imagine facing a full Dreadnought of these guys, which can be in excess of ''twenty-five'' lobstermen! And just in case you were reassured by the fact that they take 200% damage from drills, they have a natural melee attack that's as strong as a Thermic Lance. And they still have a gun in their hand. Enjoy![[/note]].
** The Triscenes are Implacable ''[[EverythingsBetterWithDinosaurs Dinosaurs]]''.
* KillItWithIce: Subverted. Freezing weapons, including Thermal Tasers and Thermal-Shok Bombs, are the equivalent of Stun Weapons from ''Enemy Unknown''. Instead of killing targets, they harmlessly freeze them, allowing you to capture aliens.
* LethalLavaLand: Sort of, one of the ''TFTD'' combat mission terrains consists of underwater mini-volcanoes leaking cooled lava. They have no effect on your soldiers and enemies, but they do provide illumination in night missions.
* LizardFolk: The Psychic Tasoth.
* LostColony: T'Leth is a massive colonizing ship that crashed 65 million years ago.
%%* LovecraftLite: The alien horde has cousins dwelling under the sea. Their final goal is to awaken the "Ultimate Alien", a giant squid which is entombed in the ancient sunken city of T'leth.
* MakeMeWannaShout
** The Aliens' Sonic Weapons, TFTD's equivalent of UFO's Plasma Weapons.
** Bonus points for the Bio-Drone, whose sonic beam is based on the original vocal cords of the brain that pilots it, meaning that it literally screams its enemies to death.
* MasterOfNone: The Gillmen, though they become JackOfAllStats at higher difficulties.
* MeetTheNewBoss: Although "not alive but somehow not dead" the Ultimate Alien is subliminally commanding the submarine fleet. It fills the old role left over by the brain.
* MilitaryMashupMachine: The alien subs, as well as XCOM subs, are all capable of flying over land. According to the lore, the turbines that drive both spin up and turn into actual jet engines above water, meaning that the subs are actually air/aquatic hybrids. The mounted weapons only work underwater though, which means a sub will pursue a USO until it goes back in the water before attacking.
* {{Mooks}}: The poor Gillmen. They have horrible aiming skills, they panic easily, and are even more fragile than the Aquatoids. It is heavily implied they they are enslaved by the other aliens and are considered totally disposable.
* MultiArmedAndDangerous: The Lobstermen, mostly cosmetical in regards of equipment, but not for their close combat ability.
* NewNeoCity: "Neo-Japan".
* NoOntologicalInertia: Killing the BigBad and destroying T'Leth makes all the remaining Zbrite inert, only good enough in large numbers, which is how they managed to send an Avenger to Mars for E-115 prospecting.
* NoWaterproofingInTheFuture: Weapons and other technology developed (or reverse-engineered) during the decades of fighting in ''UFO Defense'' are completely useless underwater, so, in ''Terror from the Deep'', you must restart the researches from scratch. Consider it a {{Justified|Trope}} BagOfSpilling... that is, unless you're a clever enough hacker to exploit the similarities of the ''UFO Defense'' and ''[=TFTD=]'' engines and [[OldSaveBonus carry over goodies whose quantities were stored in the same data addresses]]. Partially justified by the fact that the alien gear needs Elerium, and the rest of the stuff is lasers. Still doesn't explain why they don't keep a few crates of lasers around for land missions, though.
* NostalgiaLevel: ''Just when you thought it was safe to go to the beach...'' The aliens will occasionally make landfall and start terrorizing resorts; this is when the game feels most like the original ''X-Com''.
* OminousFloatingCastle: In the game over sequence, the city of T'leth rises from the sea to work its magic on the human populace.
* PeopleJars: Alien Autopsy reports feature the Alien remains in a liquid tank.
* PhlebotinumKilledTheDinosaurs: The Colony ship T'leth crashing on Earth is what killed the dinosaurs.
* PowerPincers: The Lobstermen have them, naturally, and they hurt like hell.
* PunctuationShaker: T'leth.
* PyrrhicVictory: [[spoiler:Retroactively added in the ''Apocalypse'' manual, which states that the Destruction of T'Leth, in addition of killing your elite soldiers, releases the deadly chemicals that instantly kills everything in and around the Gulf of Mexico and turns the rest of the Earth into a toxic wasteland.]]
* RareRandomDrop: Averted after the Elerium fiasco of the first game: the destruction of a USO engine does not necessary destroy the associated Zrbite, making it much more common (so much so that, in the early game, you can actually sell it if you're desperately in need of money, since you won't need it for a few months anyway).
* ReactorBoss: The second part of alien colonies missions, and to lesser extent Artifact Sites, are too large to accomplish by killing every single alien, so it is more practical to find the synonium device that powers the base, destroy it while optionally capturing one of its high ranked guards, and get out.
* [[RecycledInSpace Recycled Underwater]]
* ReptilesAreAbhorrent: The Tasoth.
* RunningGag: A small one amongst veteran ''Terror'' players is that bases which see regular combat against the Lobstermen often requisition suspiciously large amounts of butter.
* SealedEvilInACan: The BigBad is one, not suprising since he is an expy of Cthulhu.
* SequelDifficultySpike: Early versions of the first game had a bug that enforced low difficulty mode. Due to player complaints, the sequel had the challenge rating cranked up -- sure the bug was gone, but even "easy" mode was a fair challenge without SaveScumming. In addition, while the first game only had one two-stage mission (the final assault), ''TFTD'' has many: ship terror missions, alien base attacks, and Sydonium sites. [[spoiler: And the last mission has ''three'' phases.]]
* ShipLevel: The Cargo[=/=]Cruise Ship Terror Mission. They consist of [[MarathonLevel two parts]], above deck and below deck, like Cydonia. [[BugHunt Plus numerous rooms, narrow corridors and lots of hiding places]] [[NintendoHard and you got a recipe for disaster.]]
* ShockAndAwe: Researching a Deep One reveals that their "acid spit" attack is actually a highly dangerous electrical discharge. It is the only attack in the game that armor is completely unable to guard against.
* ShoutOut: ''TFTD'' is practically made of shout outs, if not direct ripoffs.
** The Calcinites in bear a laughable resemblance to the title antagonist of the B-movie ''Robot Monster'' due to them impersonating old-school divers.
** The Tasoth race are pretty much Lovecraft's Deep Ones (even though there's an entirely different race in the game actually ''called'' "Deep Ones"), especially since their original description (which was replaced in the final version of the game) had them being converted humans (much like the aforementioned actual Deep Ones of the final game).
** The Gill Men are extremely similar visually and thematically to the Gill Man of ''Film/CreatureFromTheBlackLagoon'', as well as being very reminiscent of the Sea Devils and Silurians of ''Series/DoctorWho''.
** The Great Dreamer, leader of the aliens, who sleeps most of the game away in the sunken spaceship/city called T'leth is, when you finally see him, an expy of Cthulhu, that giant monster/god dude who's slept away most of history in the sunken city called R'lyeh.
** The Tentaculats are, visually, a copy of ''D&D'' Grells, but a lot of that sort of thing went on in the early '90s.
* SpaceFillingEmpire: The Nations in 2040, Including:
** MiddleEasternCoalition: Arabic Bloc.
** UnitedEurope: Euro-Syndicate, with the exception of Northern Europe which formed it's own united state (Scandinavia) and Icelandic Union.
* ThisIsADrill: The game features a series of power drills that are the most effective weapons against Lobstermen. Combine with [[MindControlDevice Molecular Control Disruptors]] to conserve ammo, or [[FreezeRay Thermal Shok Launchers[=/=]Thermal Tazers]] if you need to take them alive.
* UltraTerrestrials: The Gill Men are a lifeform native to Earth. Research implies that they are a human ancestor that, instead of staying on land, ended up in the water. There's also a lot of evidence of genetic manipulation on the alien's part, so they're a human off-shoot in name only at this point.
* UnderTheSea: Half of ''TFTD'' is this.
* UnderwaterBase: X-COM's base of operations. Also, one of the rarer terrain type in the USO recovery missions is a small series of underwater modules.
* UnderwaterRuins: Of several varieties. You can find sunken islands, sunken pirate ships (with gold! That you can't have), and even airplane carcasses.
* UnWinnable: The state of game in which the Tasoth Commander has been researched. Thankfully, patches and mods keep this (and other deadly bugs within the TechTree) from happening.
* UsedFuture: The Aliens seems to give this vibe.
* TheVeryDefinitelyFinalDungeon: The Colony Ship of T'leth.
* {{Vibroweapon}}: The drills.
* WaterIsAir: The ''Terror from the Deep'' was directly adapted from the original with no changes, so the characters are able to do ridiculous things like ''throwing grenades underwater.'' They also are unable to float or swim ([[WalkDontSwim instead just tromping around on the ocean bottom]]) until you research the equivalent of the flying suit[[note]]which is justified by the fact that they are in extremely heavy diving suits, so that the ocean current doesn't pull them away from the battlefield[[/note]]. On the Geoscape, there are times where your fighter craft[=/=]troop transport cannot engage[=/=]deliver soldiers due to the (downed[=/=]landed) USO being "too deep", due to water pressure: even the most basic USO is capable of surviving depths that would crush a human-made submarine. Once you have the Leviathan, USO interceptions will never be called off due to extreme depth.
* XtremeKoolLetterz: The Sonic-Blasta Rifle and Thermal-Shok Bomb Launcher.
* {{Zeerust}}: Running the X-COM nautical division in ''TFTD'' makes you feel like a regular Captain Nemo, particularly with the arsenal of pulp sci-fi weapons. The alien submarines manage to look antique and futuristic in equal measure.

to:

[[folder:Terror from [[folder:''Terror From the Deep]]
* AchillesHeel
** Tentaculats: Unlike the ''UFO Defense'' counterpart which can damage tanks, Tentaculats can't damage your SWS, and will still stupidly try to attack them anyway to no avail. So always bring one if you are expecting them.
** Lobstermen: While even the alien's own Sonic Cannons can barely scratch them, they are surprisingly vulnerable to both melee attack and thermal weapons -- if you haven't got the [[ThisIsADrill Vibro Blade]] line of research opened up yet, make sure you pack some Thermal Tazers and[=/=]or Thermal Shok Bombs.
** Triscenes: They can take some Sonic Cannon punishment, but its non-existent underside armor means a single cheap magna-blast grenade thrown under it will most often kill it.
* TheAestheticsOfTechnology: Aliens have a UsedFuture look.
* [[HumanPopsicle Alien Popsicle]]: The aliens use cryogenic stasis chambers to remain dormant for thousands of years. You can also sell these chambers as VendorTrash.
* AnimalMotifs: The smaller [=USOs=] have a manta-like design.
* AnimatedArmor: Calcinites are giant blobs of protoplasm which seek out antique diving suits strewn across the sea floor. Once they've filled the suit up, it springs backs to "life."
* AndIMustScream[=/=]TorturedMonster: The Bio-Drones.
* ApocalypseHow -- Continental: Failing to stop the aliens means their city-weapon rises from the deeps and kills pretty much everything. [[spoiler: When you win, the aliens still have the last laugh, as the destruction of T'leth results in a near-Planetary apocalypse.]]
* ArmlessBiped: Like the Reapers, the Triscenes don't have arms. Unlike the Reapers, they make up for it by carrying tow Heavy Sonic Cannons on their bodies.
* ArmorPiercingAttack : While there is an "Armour Piercing" damage type, they aren't good at penetrating armor. This job instead applies to [[ThisIsADrill Vibro Blades, Thermic Lances, and Heavy Thermic Lances]]. While you ''can'' kill the absurdly heavily armored Lobstermen without them (they take a ''maximum'' of 50% damage from ''most'' sources), once you realize that they take ''200%'' damage from those weapons, you'll be carrying them with you ''everywhere''.
* ArtificialStupidity: Are any of the aliens in a given mission equipped with Sonic Pulsers? They'll also be carrying either a Vibro Blade, Thermic Lance, or Heavy Thermic Lance -- and yet they never use them, even if they've run out of Sonic Pulsers[[note]]This is due to a bug: the aliens can't functionally switch weapons, and their AI routines don't include melee attacks unless they have a built-in melee function (Lobstermen and Calcinites, for example)[[/note]].
* AquaticMook: With the exception of the few surface-only Terror units, all Aliens are aquatic.
* AwesomeButImpractical: Sonic Cannon deals huge damage, but has extremely low rate of fire and a very small clip.
* BagOfSpilling: X-COM was disbanded after the First Alien War thanks to politics, reduced to the underwater Elerium salvage team financed by a tycoon, until the arrival of aliens prompted the re-constituted Funding Nations to reboot the program.
** In addition, all the research from the First Alien War is functionally useless: alien alloys react poorly to seawater, meaning they can't be used for armor or weapons (invalidating plasma weaponry), and lasers are impractical underwater due to blooming and other issues (invalidating laser weaponry). Meaning you're fielding operatives with basic projectile weaponry and zero combat armor.
** Played With in the subsequent games in the series: because TFTD was not developed by Microprose directly, the technologies from the game are not present in the later games: sonic and gauss weaponry is completely absent, with laser and plasma taking the forefront of XCOM weaponry. Zrbite is mentioned as becoming inert once T'leth was destroyed, possibly providing a HandWave, and the inert material becomes important in the development of the hyperdrive in ''Interceptor''.
* BlobMonster: The Calcinites, although they were contained in a humanoid diving suit.
* BoardingParty: The Ship Terror Missions.
* BrainInAJar: The Bio-Drones.
* BrokeYourArmPunchingOutCthulhu: [[spoiler:The end of ''Terror from the Deep'' results in T'leth's destruction spreading chemicals all over the world's oceans and thus snapping a few links off the food chain. Oops]].
* TheCaptain: The highest rank the X-COM soldier can achieve, and there can only be one.
* CloningBlues: Just about all of the aliens are cloned.
* CommandingCoolness: The second-highest rank the X-COM soldiers can achieve.
* DerelictGraveyard: Small ones when recovering [=USOs=].
* DiabolusExNihilo: The Great Dreamer. Apparently you can't kill it. Nothing can. What works, however, is detonating its undersea temple so it can't resurface and awaken. Nobody on earth can guess where the creature came from as it's a closely-guarded secret. Most of the ''aliens'' don't know.
* DieselPunk: The aliens show elements of this.
* DividedStatesOfAmerica: People's Republic of Alaska.
* EenieMeenieMinyMoai: They show up on island terror missions in ''TFTD''. Must be some kind of fad in 2040.
* EldritchAbomination: The BigBad is the sleeping one from T'Leth, and he waits.
* [[EverythingsBetterWithDinosaurs Everything's Harder with Heavily Armored Cyborg Dinosaurs with Mounted Sonic Cannons]].
* FishPeople: The Gillmen, being early humans who were genetically modified to survive underwater, and the Lobstermen, being actual lobsters that were genetically modified into bipedal soldiers, both fit. Autopsies reveal that other creatures, like the Deep One and the Hallucinoid, reveal that they also have some human and aquatic DNA, but they're so far removed from humanity they don't count for this trope.
* FlyingSaucer
** What do you get when you take the cyberdisc, miniaturize it, waterproof it, replace the CPU with a still conscious human brain and replace the plasma cannons with a concentrated sound wave generated by [[AndIMustScream said brain's reactions to the inherent agony of the process]]? The answer is: The Bio-Drones.
** There's also the Dreadnought, TFTD's answer to UFO's Battleship, which almost looks exactly like its UFO counterpart, in that it looks like a giant Flying Saucer.
* TheFuture: ''TFTD'' is set far enough the 21st century -- that is, far enough to prevent overlap with the previous campaign (regardless of how bad you suck at ''X-Com'', it probably didn't take forty years to complete). The initial alien invasions caused turmoil among the funding nations, splitting some into blocs while annexing others into greater superpowers. Alaska is now a people's republic, China and India formed an Asian Coalition, everything west of the Mississippi has [[MexicoCalledTheyWantTexasBack been retaken by Mexico]], Europe finally got its act together, and Africa/Egypt are currently [[OneNationUnderCopyright governed by private enterprises]].
* GameBreakingBug
** ''Never'' research the Tasoth Commander[[note]]Fixed in the CD version, though[[/note]].
** If an explosive object is detonated by a stray shot from a Deep One[[labelnote:*]]Which is actually extremely unlikely, as the Deep Ones have good accuracy and their electric acid shots have a very, very low probability of causing an explosion, usually just melting the object instead[[/labelnote]], the aliens will freeze up and their turn never ends.
* GameplayAndStorySegregation: Molecular Control supposedly works through mind control implants, but aliens can control soldiers with no implants just fine.
** The [[strike:Interceptor]] Barracuda not only boasts propulsion that allows supersonic speeds ''underwater'', it's also capable of flight and VTOL. Truly an engineering marvel.
** Zig-zagged with port attacks:
### Your troops, being idiots, are still wearing their weighted shoes and diving suits, losing any dexterity one would expect from fighting on the surface instead of 10,000 ft. below sea level.
### Machine guns and heavy artillery aren't available either, for obvious reasons, which is fine because the aliens are restricted to aquatic weapons also. But the Hydrojet Cannon and the Torpedo Launcher, which both use propeller tech to drive their projectiles, are completely ineffective on land, leaving you with the Gas Cannon as your most powerful weapon available and severely limiting your offensive capabilities until you have Gauss technology, which will not be available until ''after'' your first Terror Site at best[[note]]You ''can'' get Gauss pistols by the first Terror Site, but their low accuracy and attack power means you're actually better off using the otherwise horrible Harpoon Gun.[[/note]]
* [[GiantEnemyCrab Giant Enemy Lobsters]]: The much feared Lobstermen. Until you acquire flying suits and mind control. As they are invulnerable to basic pistols, they become the best target practices. Or, when you get [[ThisIsADrill Vibro Blades.]]
* GlassCannon
** The Tasoths are a varient of this. All Tasoths have potent M.C. abilities, but on lower difficulties, aquanauts with high enough M.C. stats can easily use mind control on them.
** Deep Ones possess an attack that can kill an aquanaut in one hit, regardless of armor, but are fairly easy to kill.
* HarpoonGun: Your starting "standard rifle". Five darts at point-blank range won't even faze [[TheGoomba a Gillman]]. If you bring a harpoon gun into battle, you can almost hear the aliens laugh.
* HotSubOnSubAction: Your subs versus [=USOs=].
* HumanoidAbomination: The Deep Ones.
* AnIcePerson: Hallucinoids are prehistoric jellyfish that were modified to use a powerful chemical freezer. They attack by using a melee attack that literally freezes targets to death. They are supposed to have a similar ranged attack, but almost never use it due to a bug.
* IfItSwimsItFlies: [=USOs=] (Unidentified Submersible Objects) and your flying subs that intercept them. Both can fly over land, with a handwave stating that the engines are convertible to work in the air without issues, but weapons can only be fired underwater due to their design (a torpedo is not the same thing as a missile, for example).
* ImplacableMan
** The Lobstermen. [[{{Determinator}} They. Will. Not. DIE.]] Let's put it this way... unless you drop them with the heaviest melee weapons, chances are, they're [[OnlyAFleshWound actually unconscious, not dead]][[note]]Lobstermen take 20% damage from most weapons, with the exception of Gauss (30%) and Sonic (50%). Thermal weapons inflict full damage, but are relatively impractical due to melee range, or due to being a single-shot weapon. In addition, lobstermen have the highest armor value in the game, almost 20% higher than the best armor you can get for your aquanauts (which is the second best armor in the game), meaning that even if you DO hit the lobsterman, there's a good chance it's not going to do anything because your shot didn't get through the armor. Now imagine facing a full Dreadnought of these guys, which can be in excess of ''twenty-five'' lobstermen! And just in case you were reassured by the fact that they take 200% damage from drills, they have a natural melee attack that's as strong as a Thermic Lance. And they still have a gun in their hand. Enjoy![[/note]].
** The Triscenes are Implacable ''[[EverythingsBetterWithDinosaurs Dinosaurs]]''.
* KillItWithIce: Subverted. Freezing weapons, including Thermal Tasers and Thermal-Shok Bombs, are the equivalent of Stun Weapons from ''Enemy Unknown''. Instead of killing targets, they harmlessly freeze them, allowing you to capture aliens.
* LethalLavaLand: Sort of, one of the ''TFTD'' combat mission terrains consists of underwater mini-volcanoes leaking cooled lava. They have no effect on your soldiers and enemies, but they do provide illumination in night missions.
* LizardFolk: The Psychic Tasoth.
* LostColony: T'Leth is a massive colonizing ship that crashed 65 million years ago.
%%* LovecraftLite: The alien horde has cousins dwelling under the sea. Their final goal is to awaken the "Ultimate Alien", a giant squid which is entombed in the ancient sunken city of T'leth.
* MakeMeWannaShout
** The Aliens' Sonic Weapons, TFTD's equivalent of UFO's Plasma Weapons.
** Bonus points for the Bio-Drone, whose sonic beam is based on the original vocal cords of the brain that pilots it, meaning that it literally screams its enemies to death.
* MasterOfNone: The Gillmen, though they become JackOfAllStats at higher difficulties.
* MeetTheNewBoss: Although "not alive but somehow not dead" the Ultimate Alien is subliminally commanding the submarine fleet. It fills the old role left over by the brain.
* MilitaryMashupMachine: The alien subs, as well as XCOM subs, are all capable of flying over land. According to the lore, the turbines that drive both spin up and turn into actual jet engines above water, meaning that the subs are actually air/aquatic hybrids. The mounted weapons only work underwater though, which means a sub will pursue a USO until it goes back in the water before attacking.
* {{Mooks}}: The poor Gillmen. They have horrible aiming skills, they panic easily, and are even more fragile than the Aquatoids. It is heavily implied they they are enslaved by the other aliens and are considered totally disposable.
* MultiArmedAndDangerous: The Lobstermen, mostly cosmetical in regards of equipment, but not for their close combat ability.
* NewNeoCity: "Neo-Japan".
* NoOntologicalInertia: Killing the BigBad and destroying T'Leth makes all the remaining Zbrite inert, only good enough in large numbers, which is how they managed to send an Avenger to Mars for E-115 prospecting.
* NoWaterproofingInTheFuture: Weapons and other technology developed (or reverse-engineered) during the decades of fighting in ''UFO Defense'' are completely useless underwater, so, in ''Terror from the Deep'', you must restart the researches from scratch. Consider it a {{Justified|Trope}} BagOfSpilling... that is, unless you're a clever enough hacker to exploit the similarities of the ''UFO Defense'' and ''[=TFTD=]'' engines and [[OldSaveBonus carry over goodies whose quantities were stored in the same data addresses]]. Partially justified by the fact that the alien gear needs Elerium, and the rest of the stuff is lasers. Still doesn't explain why they don't keep a few crates of lasers around for land missions, though.
* NostalgiaLevel: ''Just when you thought it was safe to go to the beach...'' The aliens will occasionally make landfall and start terrorizing resorts; this is when the game feels most like the original ''X-Com''.
* OminousFloatingCastle: In the game over sequence, the city of T'leth rises from the sea to work its magic on the human populace.
* PeopleJars: Alien Autopsy reports feature the Alien remains in a liquid tank.
* PhlebotinumKilledTheDinosaurs: The Colony ship T'leth crashing on Earth is what killed the dinosaurs.
* PowerPincers: The Lobstermen have them, naturally, and they hurt like hell.
* PunctuationShaker: T'leth.
* PyrrhicVictory: [[spoiler:Retroactively added in the ''Apocalypse'' manual, which states that the Destruction of T'Leth, in addition of killing your elite soldiers, releases the deadly chemicals that instantly kills everything in and around the Gulf of Mexico and turns the rest of the Earth into a toxic wasteland.]]
* RareRandomDrop: Averted after the Elerium fiasco of the first game: the destruction of a USO engine does not necessary destroy the associated Zrbite, making it much more common (so much so that, in the early game, you can actually sell it if you're desperately in need of money, since you won't need it for a few months anyway).
* ReactorBoss: The second part of alien colonies missions, and to lesser extent Artifact Sites, are too large to accomplish by killing every single alien, so it is more practical to find the synonium device that powers the base, destroy it while optionally capturing one of its high ranked guards, and get out.
* [[RecycledInSpace Recycled Underwater]]
* ReptilesAreAbhorrent: The Tasoth.
* RunningGag: A small one amongst veteran ''Terror'' players is that bases which see regular combat against the Lobstermen often requisition suspiciously large amounts of butter.
* SealedEvilInACan: The BigBad is one, not suprising since he is an expy of Cthulhu.
* SequelDifficultySpike: Early versions of the first game had a bug that enforced low difficulty mode. Due to player complaints, the sequel had the challenge rating cranked up -- sure the bug was gone, but even "easy" mode was a fair challenge without SaveScumming. In addition, while the first game only had one two-stage mission (the final assault), ''TFTD'' has many: ship terror missions, alien base attacks, and Sydonium sites. [[spoiler: And the last mission has ''three'' phases.]]
* ShipLevel: The Cargo[=/=]Cruise Ship Terror Mission. They consist of [[MarathonLevel two parts]], above deck and below deck, like Cydonia. [[BugHunt Plus numerous rooms, narrow corridors and lots of hiding places]] [[NintendoHard and you got a recipe for disaster.]]
* ShockAndAwe: Researching a Deep One reveals that their "acid spit" attack is actually a highly dangerous electrical discharge. It is the only attack in the game that armor is completely unable to guard against.
* ShoutOut: ''TFTD'' is practically made of shout outs, if not direct ripoffs.
** The Calcinites in bear a laughable resemblance to the title antagonist of the B-movie ''Robot Monster'' due to them impersonating old-school divers.
** The Tasoth race are pretty much Lovecraft's Deep Ones (even though there's an entirely different race in the game actually ''called'' "Deep Ones"), especially since their original description (which was replaced in the final version of the game) had them being converted humans (much like the aforementioned actual Deep Ones of the final game).
** The Gill Men are extremely similar visually and thematically to the Gill Man of ''Film/CreatureFromTheBlackLagoon'', as well as being very reminiscent of the Sea Devils and Silurians of ''Series/DoctorWho''.
** The Great Dreamer, leader of the aliens, who sleeps most of the game away in the sunken spaceship/city called T'leth is, when you finally see him, an expy of Cthulhu, that giant monster/god dude who's slept away most of history in the sunken city called R'lyeh.
** The Tentaculats are, visually, a copy of ''D&D'' Grells, but a lot of that sort of thing went on in the early '90s.
* SpaceFillingEmpire: The Nations in 2040, Including:
** MiddleEasternCoalition: Arabic Bloc.
** UnitedEurope: Euro-Syndicate, with the exception of Northern Europe which formed it's own united state (Scandinavia) and Icelandic Union.
* ThisIsADrill: The game features a series of power drills that are the most effective weapons against Lobstermen. Combine with [[MindControlDevice Molecular Control Disruptors]] to conserve ammo, or [[FreezeRay Thermal Shok Launchers[=/=]Thermal Tazers]] if you need to take them alive.
* UltraTerrestrials: The Gill Men are a lifeform native to Earth. Research implies that they are a human ancestor that, instead of staying on land, ended up in the water. There's also a lot of evidence of genetic manipulation on the alien's part, so they're a human off-shoot in name only at this point.
* UnderTheSea: Half of ''TFTD'' is this.
* UnderwaterBase: X-COM's base of operations. Also, one of the rarer terrain type in the USO recovery missions is a small series of underwater modules.
* UnderwaterRuins: Of several varieties. You can find sunken islands, sunken pirate ships (with gold! That you can't have), and even airplane carcasses.
* UnWinnable: The state of game in which the Tasoth Commander has been researched. Thankfully, patches and mods keep this (and other deadly bugs within the TechTree) from happening.
* UsedFuture: The Aliens seems to give this vibe.
* TheVeryDefinitelyFinalDungeon: The Colony Ship of T'leth.
* {{Vibroweapon}}: The drills.
* WaterIsAir: The ''Terror from the Deep'' was directly adapted from the original with no changes, so the characters are able to do ridiculous things like ''throwing grenades underwater.'' They also are unable to float or swim ([[WalkDontSwim instead just tromping around on the ocean bottom]]) until you research the equivalent of the flying suit[[note]]which is justified by the fact that they are in extremely heavy diving suits, so that the ocean current doesn't pull them away from the battlefield[[/note]]. On the Geoscape, there are times where your fighter craft[=/=]troop transport cannot engage[=/=]deliver soldiers due to the (downed[=/=]landed) USO being "too deep", due to water pressure: even the most basic USO is capable of surviving depths that would crush a human-made submarine. Once you have the Leviathan, USO interceptions will never be called off due to extreme depth.
* XtremeKoolLetterz: The Sonic-Blasta Rifle and Thermal-Shok Bomb Launcher.
* {{Zeerust}}: Running the X-COM nautical division in ''TFTD'' makes you feel like a regular Captain Nemo, particularly with the arsenal of pulp sci-fi weapons. The alien submarines manage to look antique and futuristic in equal measure.
Deep'']]
See ''VideoGame/XComTerrorFromTheDeep''



[[folder:Apocalypse]]

to:

[[folder:Apocalypse]][[folder:''Apocalypse'']]



->[[ATeamFiring *pew* *pop* *pew* *pop*]]
->[[HellIsThatNoise *slither* *slither* *slither* *slither* *slither* *pit* *pat* *pit* *pat*]]
->[[OhCrap *tap* *tap* *tap* *tap* *click-click*]]

to:

->[[ATeamFiring *pew* ->*pew* *pop* *pew* *pop*]]
->[[HellIsThatNoise *slither*
*pop*
->*slither*
*slither* *slither* *slither* *slither* *pit* *pat* *pit* *pat*]]
->[[OhCrap *tap* *tap* *tap* *tap* *click-click*]]
*pat*


Added DiffLines:

->THAT'S X-COM, BABY!
19th Apr '16 8:27:03 PM Kuruni
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** To be fair, this is what the ''humans'' call this ship. All of the names for the craft are generated by X-COM.
19th Apr '16 3:42:31 PM RadiatedRonin
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Added DiffLines:

** To be fair, this is what the ''humans'' call this ship. All of the names for the craft are generated by X-COM.
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