History VideoGame / XCom

18th Apr '17 10:37:52 AM Golondrina
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* LesCollaborateurs: Repeated screwups in a particular funding nation or outright political manipulation thereof by the aliens can result in said nation cutting its remaining funding to X-COM and signing a nonaggression pact with the grey bastards. Most annoyingly, when you spot a UFO or USO on a "diplomatic mission", if they've landed, you're already too late. You can assault the aliens, kill every single one, loot their ship and prevent any further incursions into that particular nation's airspace, and at the end of the month be told that they've signed a non-aggression pact with the aliens. Even if the ship was only on the ground for five minutes.



* LesCollaborateurs: Repeated screwups in a particular funding nation or outright political manipulation thereof by the aliens can result in said nation cutting its remaining funding to X-COM and signing a nonaggression pact with the grey bastards. Most annoyingly, when you spot a UFO or USO on a "diplomatic mission", if they've landed, you're already too late. You can assault the aliens, kill every single one, loot their ship and prevent any further incursions into that particular nation's airspace, and at the end of the month be told that they've signed a non-aggression pact with the aliens. Even if the ship was only on the ground for five minutes.
4th Jan '17 11:35:07 PM Xtifr
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The brainchild of Julian Gollop and 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 storming their landing sites or shooting them down). What follows is a mix of [[TacticalTurnBased turn-based tactics]] and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[RandomNumberGenerator randomness]], the better player will tend to win.

to:

The brainchild of Julian Gollop and assorted Creator/{{MicroProse}} personnel, '''''X-COM''''' ''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 storming their landing sites or shooting them down). What follows is a mix of [[TacticalTurnBased turn-based tactics]] and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[RandomNumberGenerator randomness]], the better player will tend to win.
23rd Dec '16 1:19:05 PM SolariusScorch
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** ''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.

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** ''Intercptor'': ''Interceptor'': The Aliens' Project Doomsday and our own Nova Bombs.
** ''XCOM 2'': The Avatar program, which the X-COM commander (that's you) [[GrandThftPrototype [[GrandTheftPrototype hijacks]] for their own purposes.
21st Dec '16 6:28:30 AM system
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20th Dec '16 6:31:26 AM MrFebreze
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* ReptilesAreAbhorrent:
** ''X-COM'' has the Snakemen aliens. In ''UFO Defense'', they are best known for the Chrysallids that accompany them. Apart from that, they aren't too tough.
** The 2012 remake replaced the Snakemen with the "Thin Men," who look like humans on the surface but close-up inspection reveals snake eyes and other reptilian features. Their appearance recalls the Men in Black of UFO lore who threaten witnesses into silence, while also invoking the conspiracy theory claims of reptilian aliens that go around in human disguise (either as shapeshifters or with impressive fake human suits).
** ''XCOM 2'', the sequel to Enemy Unknown, introduces the Vipers, a race of cobra-hooded Snake People reminiscent of the Snakemen from the original game, albeit with a more feminine aesthetic.



* SiliconBasedLife:
** The Silacoids from ''UFO Defense'' are simple silicon-based life forms that look like lumps of purple lava. They have rock-hard skin that is immune to fire damage and attack by biting. Because of their extremely high body temperature, they leave burn marks on the ground as they move, sometimes setting fire to nearby objects.
** In ''Enemy Unknown'', researchers are forced to admit that they have no idea whether the Cyberdisks are living or purely mechanical, but conclude that if they are living, then they're probably silicon-based lifeforms. The Sectopods, on the other hand, are alive, and are silicon-based.



* SniperRifle:
** No sniper rifles are for sale in X-COM: UFO Defense, but an assault rifle works just as well. A trooper with an accuracy rating of 60 can plug an alien from 50 squares away. A Plasma Rifle extends that range to the far side of the map. Accomplished snipers will rack up the most kills of any of your troops.
** In ''X-COM: Apocalypse'', a Laser Sniper Rifle is one of the starting weapons, and the best choice for taking out targets at long range.
** ''XCOM: Enemy Unknown'' features a line of sniper rifles for the Sniper class. The best one shoots plasma.



* SnakePeople:
** ''X-COM'' has the Snakemen aliens. In ''UFO Defense'', they are best known for the Chrysallids that accompany them. Apart from that, they aren't too tough.
** The 2012 remake replaced the Snakemen with the "Thin Men," who look like humans on the surface but close-up inspection reveals snake eyes and other reptilian features. Their appearance recalls the Men in Black of UFO lore who threaten witnesses into silence, while also invoking the conspiracy theory claims of reptilian aliens that go around in human disguise (either as shapeshifters or with impressive fake human suits).
** ''XCOM 2'', the sequel to Enemy Unknown, introduces the Vipers, a race of cobra-hooded Snake People reminiscent of the Snakemen from the original game, albeit with a more feminine aesthetic.



** The great vulnerability of ground-based vehicles in ''Apocalypse'', including the tank. Also, most units take more damage from explosives that go off at their feet because of lower under armour.

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** The great vulnerability of ground-based vehicles in ''Apocalypse'', including the tank. While most X-COM units have significantly weaker under armour and are highly vulnerable to explosions directly under their feet, ground-based vehicles in Apocalypse are instantly destroyed if the road is damaged. This includes the otherwise impressive-looking Griffon tank.Also, most units take more damage from explosives that go off at their feet because of lower under armour.armour.
** Turrets in ''XCOM 2'' can occasionally be taken out in one lucky hit if they're positioned on the roof of a destructible building; collapsing the floor out from under them is a One-Hit Kill. This is easiest to accomplish with explosives, but from the right angle even a standard Assault Rifle could theoretically manage it. It's also possible to take out other enemies the same way, presumably provoking in-universe cries of "I Meant to Do That!", but falling damage isn't usally enough to be fatal by itself.



* StandardHumanSpaceship:
** ''UFO Defense'': The enemy UFOs come with all sorts of amenities: automatic sliding doors, entertainment centers, cloning facilities, chairs with consoles, a bridge. With some tinkering, your engineers can build a gunship with space capability and elerium chambers. But everything gets squeezed into a single cargo hold. (Not even a chair!)
** ''X-COM Interceptor'' tends to avert this, with the human ships actually using functional, forward-swept-wing designs, or in the case of the second-tier ship, rounded wings. All ships are also painted, and in the case of the X-1A tier one ship, even whimsical, with shark teeth painted on the nose. However, the carrier MacArthur,◊ which you have to protect during the final 2-part mission partly plays this trope straight.



* StrayShotsStrikeNothing: Averted. With the exception of map borders where the shots disappear, all missed projectiles will continue to fly until they hit something: walls, explosive materials, civilians, X-COM operatives, aliens, etc. To-Hit is calculated in two stages; wether your troops hit what they were aiming for, and what takes the hit if they miss. This can result in destroying cover or [[AccidentalAimingSkills an alien behind thefirst one]].

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* StrayShotsStrikeNothing: Averted. StrayShotsStrikeNothing:
** In the original games (UFO and TFTD), there's an invisible backstop at the edges of the map, but otherwise any shot fired will be traced across the map until it hits something be that a wall, an alien, a civilian, or an X-COM operative regardless of what it was aimed at.
** In the remake, ''Enemy Unknown'', stray shots from laser or plasma weapons have a nasty habit of blowing your cover. Striking a perfect headshot is a surprisingly-common [[AccidentalAimingSkills accident]].
**
With the exception of map borders where the shots disappear, all missed projectiles will continue to fly until they hit something: walls, explosive materials, civilians, X-COM operatives, aliens, etc. To-Hit is calculated in two stages; wether your troops hit what they were aiming for, and what takes the hit if they miss. This can result in destroying cover or [[AccidentalAimingSkills an alien behind thefirst one]].the first one.
18th Dec '16 5:46:25 PM MrFebreze
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* RedAlert:
** The ''UFO'' opening animation begins with aliens attacking an unidentified city, followed by a X-COM squad [[http://www.youtube.com/watch?v=e6aIp5dHKiY mobilizing in response.]]
** In ''Enemy Unknown'', every time abduction sites are located, or a UFO is detected, a small warning alarm goes off (code yellow). When a terror site occurs, a louder, more insistent alarm is trigger (code red). The FighterLaunchingSequence at the beginning of the game also shows the red alert as troops scramble for the first time.
** Seen again in the ''Enemy Within'' expansion, during the XCOM Base Defense mission. Bradford even states "Security Status RED" before fending off an attacker.



* ReptilesAreAbhorrent:
** ''X-COM'' has the Snakemen aliens. In ''UFO Defense'', they are best known for the Chrysallids that accompany them. Apart from that, they aren't too tough.
** The 2012 remake replaced the Snakemen with the "Thin Men," who look like humans on the surface but close-up inspection reveals snake eyes and other reptilian features. Their appearance recalls the Men in Black of UFO lore who threaten witnesses into silence, while also invoking the conspiracy theory claims of reptilian aliens that go around in human disguise (either as shapeshifters or with impressive fake human suits).
** ''XCOM 2'', the sequel to Enemy Unknown, introduces the Vipers, a race of cobra-hooded Snake People reminiscent of the Snakemen from the original game, albeit with a more feminine aesthetic.



* {{Roboteching}}: Blaster Launchers and their equivalents with their diabolical waypoint-based targeting system.
* RubberBandAI: Common in ''XCOM'' games and its successors. The better you are at handling terror sites, shooting down UFOs, putting alien bases out of commission, and keeping your sponsors happy, the angrier the aliens will be. This may range from them sending more ships to annoy your sponsors, sending bigger ships for tasks that they usually do with smaller ships, down to trying to attack your bases.

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* {{Roboteching}}: Blaster Launchers and their equivalents {{Roboteching}}:
** A late weapon in the first two ''X-COM'' games was a guided rocket launcher which sets waypoints for the rocket to pass through before striking its target. The missiles didn't corner especially well, meaning that you couldn't just spam it indoors.
*** Waypoints are actually be the most effective way to use it. Many players will give it a waypoint twenty feet above the target's head, then another waypoint right on the target, causing the missile to arc ''over'' them so that even if it misses by a few squares, the blast will consume your target.
** ''X-COM Interceptor'' had a missile
with their diabolical waypoint-based targeting system.
vector thrusters. It was designed to be capable of extremely sharp 180° turns thus outmaneuvering it is impossible.
* RubberBandAI: Common in ''XCOM'' games and its successors. The better you are at handling terror sites, shooting down UFOs, [=UFOs=], putting alien bases out of commission, and keeping your sponsors happy, the angrier the aliens will be. This may range from them sending more ships to annoy your sponsors, sending bigger ships for tasks that they usually do with smaller ships, down to trying to attack your bases.
12th Dec '16 9:43:59 PM MrFebreze
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The first game, ''UFO: Enemy Unknown'' ([[MarketBasedTitle marketed]] as ''X-COM: UFO Defense'' in North America), is considered by many to be one of the finest strategy game ever made. Despite its modest origins, the ''X-COM'' franchise 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set forty years after the First Alien War.

to:

The first game, ''UFO: Enemy Unknown'' ([[MarketBasedTitle marketed]] as ''X-COM: UFO Defense'' in North America), is considered by many to be one of the finest strategy game games ever made. Despite its modest origins, the ''X-COM'' franchise 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set forty years after the First Alien War.
12th Dec '16 9:43:38 PM MrFebreze
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''X-COM'' is a series of TurnBasedTactics games. The first ''X-COM'', [[MarketBasedTitle originally titled]] ''UFO'', was the brainchild of Julian Gollop and assorted Creator/{{MicroProse}} personnel. Jules [[SpiritualAdaptation took inspiration]] from a tape of Gerry Andersen's [[{{Series/UFO}} old sci-fi show]] from the [=1970s=]. (Seriously: the submarine is called a "Skydiver," and there's a Doctor Shen.) [[https://www.youtube.com/watch?v=Z6jonPY9D6A Here]] it is condensed into a movie.

Players are put in charge of "[[TeamTitle X-COM]]," a planetary defense agency. You're tasked with maintaining the budget and catching {{flying saucer}}s, either by storming their landing sites or shooting them down. The game is a genre hybrid: The jarheads are sent in for squad-level combat, buoyed by strategic resource management, and the combat tends to kick you in the teeth -- to the extent that all soldiers are [[StatGrinding fragile]] and bad guys wear fairly high-level gear in the first place. UFO parts and corpses sell quite well, and X-COM itself can [[AnEntrepreneurIsYou self-finance]] through arms manufacturing. Although the game has a fair amount of [[RandomNumberGod randomness]], the better player will tend to win.

to:

''X-COM'' is a series of TurnBasedTactics games. The first ''X-COM'', [[MarketBasedTitle originally titled]] ''UFO'', ''X-COM'' was the brainchild of Julian Gollop and assorted Creator/{{MicroProse}} personnel. Jules [[SpiritualAdaptation took inspiration]] from a tape of Gerry Andersen's [[{{Series/UFO}} old sci-fi show]] from the [=1970s=]. (Seriously: the submarine is called a "Skydiver," and there's a Doctor Shen.) [[https://www.youtube.com/watch?v=Z6jonPY9D6A Here]] it is condensed into a movie.

Players are put in charge of "[[TeamTitle X-COM]]," a planetary defense agency. You're They're tasked with maintaining the budget and catching {{flying saucer}}s, either by storming their landing sites or shooting them down. The game is a genre hybrid: The jarheads are sent in for squad-level combat, buoyed by strategic resource management, and the combat tends to kick you in the teeth -- to the extent that all soldiers are [[StatGrinding fragile]] and bad guys wear fairly high-level gear in the first place. UFO parts and corpses sell quite well, and X-COM itself can [[AnEntrepreneurIsYou self-finance]] through arms manufacturing. Although the game has a fair amount of [[RandomNumberGod randomness]], the better player will tend to win.



The first game, ''UFO: Enemy Unknown'' (marketed as ''X-COM: UFO Defense'' in North America), is considered by many to be one of the finest strategy game ever made. Despite its modest origins, the ''X-COM'' franchise 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set forty years after the First Alien War.

to:

The first game, ''UFO: Enemy Unknown'' (marketed ([[MarketBasedTitle marketed]] as ''X-COM: UFO Defense'' in North America), is considered by many to be one of the finest strategy game ever made. Despite its modest origins, the ''X-COM'' franchise 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set forty years after the First Alien War.
8th Dec '16 9:04:16 PM MrFebreze
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Added DiffLines:

* PointOfNoReturn: The various Aliens' [=HQs=]. Failing the missions results in instant gameover.
8th Dec '16 9:03:20 PM MrFebreze
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* TheVeryDefinitelyFnalDungeon:
** To assault the alien base at Cydonia, one must first know that there ''is'' an alien base at Cydonia. The path to find this out begins when X-Com interrogates a live alien, unlocking the research topic Alien Origins, which reveals that the hordes of UFOs assaulting Earth have a staging point somewhere in the Solar System. After this, interrogating an alien Leader (or Commander) will unlock the topic The Martian Solution, which establishes that this base is on Mars. In ''Terror From the Deep'', T'Leth is the game's final mission where aquanauts must fight through a temple to reach the leader of the invasion fleet.

to:

* TheVeryDefinitelyFnalDungeon:
TheVeryDefinitelyFinalDungeon:
** To assault the alien base at Cydonia, one must first know that there ''is'' an alien base at Cydonia. The path to find this out begins when X-Com interrogates a live alien, unlocking the research topic Alien Origins, which reveals that the hordes of UFOs [=UFOs=] assaulting Earth have a staging point somewhere in the Solar System. After this, interrogating an alien Leader (or Commander) will unlock the topic The Martian Solution, which establishes that this base is on Mars. In ''Terror From the Deep'', T'Leth is the game's final mission where aquanauts must fight through a temple to reach the leader of the invasion fleet.



* TheVeryDefinitelyFinalDungeon: The various Aliens' [=HQs=]. Failing the missions results in instant gameover.
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