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* EliteAgentsAboveTheLaw: X-COM has permission to operate in more-or-less any country. So long as you do a good job of fighting off the alien forces, none of the funding nations will withdraw support. You can be given [[SideQuest requests]] by these funding nations, but are not obligated to complete them. The penalty for failing (or simply not attempting) the requests is typically minimal.

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*** And then DoubleSubverted in ''XCOM 2 - [[spoiler:[[HumanResources no they]] [[AMillionIsAStatistic bloody well aren't!]]]]''

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*** ** And then DoubleSubverted in ''XCOM 2 - [[spoiler:[[HumanResources no they]] [[AMillionIsAStatistic bloody well aren't!]]]]''aren't!]]]]''
** And ''then'' ''Chimera Squad'' plays it both ways: The Etherials were almost universally bastards, but their SlaveMooks were as much their victims as humanity was.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** Lasers: In the first ''X-COM'', they're extremely useful throughout the early and mid-game and retain effectiveness in the late game, as they use no ammunition. Laser pistols also have the added advantage of an very low TU cost to their autofire, making them ideal for room-to-room combat against anything short of Mutons and Snakemen missions with Chryssalids. Sectopods, the Ethereal's terror units, are more vulnerable to laser beams than plasma.



* FrickinLaserBeams: The Laser weapons obviously. In the first ''X-COM'', they're extremely useful throughout the early and mid-game and retain effectiveness in the late game, as they use no ammunition. Laser pistols also have the added advantage of an very low TU cost to their autofire, making them ideal for room-to-room combat against anything short of Mutons and Snakemen missions with Chryssalids. Sectopods, the Ethereal's terror units, are more vulnerable to laser beams than plasma.
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** ''UFO: Enemy Unknown'', released as ''VideoGame/XCOMUFODefense'' in North America (1994)
** ''VideoGame/XComTerrorFromTheDeep'' (1995)
** ''VideoGame/XComApocalypse'' (1997)
** ''X-COM: Interceptor'' (1998)

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** ''UFO: Enemy Unknown'', released as ''VideoGame/XCOMUFODefense'' in North America (1994)
(1994), the game that first began the alien-hunting insanity of the series. [[TwentyMinutesIntoTheFuture In the then-close future of 1999]], an AlienInvasion threatens Earth, and X-COM is founded to combat the threat from beyond the stars. The player is thrust into the role of commander, and must manage finances, research, manufacturing, base facilities, government relationships, and of course, sending in ground troops to lay the hurt on the aliens.
** ''VideoGame/XComTerrorFromTheDeep'' (1995)
(1995), a MissionPackSequel to ''Enemy Unknown'', which meshes the alien invasion themes of the first game with a OceanPunk LovecraftLite game set beneath the seas. Fourty years after the first game, X-COM has disbanded, but the sudden rise of a group of EldritchAbomination StarfishAliens from beneath the oceans convinces the fractured governments of the world to start pumping funds back into the project again. It's up to you to fight back the aliens, travelling across the world's seas to combat them.
** ''VideoGame/XComApocalypse'' (1997)
(1997), a post-apocalyptic survival-themed game that is quite different to the previous two games. By the late 2080's, the Earth is in ruins and the only hopes for survival lie in [[ComicBook/JudgeDredd Judge Dredd-esque mega-cities]], such as Mega-Primus, where the game is set. X-COM is refounded when a race of mysterious [[EldritchAbomination horrors from another dimension]] begin invading, and the player is tasked with both leading the combat group and also managing their political standings, public perception, and reputation with other MegaCorps.
** ''X-COM: Interceptor'' (1998)''VideoGame/XComInterceptor'' (1998), a spaceship fighter-themed GaidenGame that is a {{interquel}} between ''Terror from the Deep'' and ''Apocalypse''. By the year 2066, [[UsedFuture the Earth's resources are pretty much depleted]], and humanity seeks a new home with better resources. With the player as the commander of X-COM's space station, they find that the aliens from the first game aren't quite done with humanity just yet, and it falls to you to keep humanity's fledgling space colonies safe with their star fighters and combat bases.

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* RaceAgainstTheClock:
** Even if your service is exemplary each month, you can't stop the funding nations from dropping out of the project. (Taking out the "Infiltrator" [=UFOs=] slows down the process, but it ultimately cannot be halted.) Lose enough donors, and you might go bankrupt. Lose ''all'' of them, [[NonStandardGameOver and the program is shut down.]]
** Averted in ''Apocalypse'', if only because it doesn't matter if everyone hates you as long as you have funding.
** Also technically averted in ''Interceptor'': in theory, the aliens are constantly working towards their goal of [[spoiler: building the Planet Destroyer to raze Earth]]. In practice, you can take as much time as you need, as long as you don't go bankrupt[[note]]There ''is'' a time limit that can be extended by destroying alien Ore Processing Platforms, bases, and supply convoys, but the time limit is so generous as to be functionally meaningless anyway[[/note]].



* TickingClock:
** Even if your service is exemplary each month, you can't stop the funding nations from dropping out of the project. (Taking out the "Infiltrator" [=UFOs=] slows down the process, but it ultimately cannot be halted.) Lose enough donors, and you might go bankrupt. Lose ''all'' of them, [[NonStandardGameOver and the program is shut down.]]
** Averted in ''Apocalypse'', if only because it doesn't matter if everyone hates you as long as you have funding.
** Also technically averted in ''Interceptor'': in theory, the aliens are constantly working towards their goal of [[spoiler: building the Planet Destroyer to raze Earth]]. In practice, you can take as much time as you need, as long as you don't go bankrupt[[note]]There ''is'' a time limit that can be extended by destroying alien Ore Processing Platforms, bases, and supply convoys, but the time limit is so generous as to be functionally meaningless anyway[[/note]].
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* TheComputerIsACheatingBastard: A rare example where it's used to make the game ''less'' frustrating. When there is only one alien left, or if you reach turn 20 in a mission, the enemy automatically knows the location of all of your soldiers at all times. The reason for this isn't to give the computer an advantage but to ensure that you encounter them quickly so missions don't drag out while you have to scour the entire map for them.
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* TheComputerIsACheatingBastard: A rare example where it's used to make the game ''less'' frustrating. When there is only one alien left, or if you reach turn 20 in a mission, the enemy automatically knows the location of all of your soldiers at all times. The reason for this isn't to give the computer an advantage but to ensure that you encounter them quickly so missions don't drag out while you have to scour the entire map for them.
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** The reboots contain even more that you can create, particularly ''XCOM 2'' which includes grenades coming in flavours such as [[KillItWithFire Incendiary]], [[HollywoodAcid Acid]], {{EMP}}, and [[DeadlyGas Gas]], as well as tricky devices that can be thrown out like Mimic Beacons and Battle Scanners.
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** This is potentially [[DefiedTrope defied]] by the reboot games which have an 'Ironman' option which prevents you from having more than one save file, which autosaves every turn- but, being optional, it's [[SelfImposedChallenge only for if you really want to play that way]].
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*** And then DoubleSubverted in ''XCOM 2 - [[spoiler:[[HumanResources no they]] [[AMillionIsAStatistic bloody well aren't!]]]]''
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In 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]]. The ''Chimera Squad'' spin-off is a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).

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In 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]]. The 2020 ''Chimera Squad'' spin-off is a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).
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In 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]]. The upcoming ''Chimera Squad'' looks like a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).

to:

In 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]]. The upcoming ''Chimera Squad'' looks like spin-off is a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).

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Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an [[FirstPersonShooter FPS]] set exclusively in the USA in TheFifties. The fandom's response to the reboot was negative enough that Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) were tasked with creating a title closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The FPS reboot was retooled into a [[ThirdPersonShooter third-person]] tactical shooter: ''The Bureau: XCOM Declassified'', 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 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]]. The upcoming ''Chimera Squad'' looks like a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).

to:

Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an [[FirstPersonShooter FPS]] set exclusively in the USA in TheFifties. The fandom's response to the reboot was negative enough that Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) were tasked with creating a title closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The FPS reboot was retooled into a [[ThirdPersonShooter third-person]] tactical shooter: ''The Bureau: XCOM Declassified'', 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 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]]. The upcoming ''Chimera Squad'' looks like a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).
Is there an issue? Send a MessageReason:
None


The first title, ''UFO: Enemy Unknown'' (marketed as ''X-COM: UFO Defense'' in North America) was a watershed title for the genre. 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set 40 years after the First Alien War. ''Apocalypse'' took place another 40 years later, and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by {{Creator/Hasbro}} Interactive) saw three {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for a space-bound [[SpaceFighter flight sim]]. Next was ''X-COM: First Alien Invasion,'' an e-mail game. Then came ''X-COM: Enforcer'' (2001), a GaidenGame which ditched the strategy outright in favor of an [[FirstPersonShooter FPS]]. As of March 2016, all three games of the classic series (along with ''Enforcer'' and ''Interceptor'') are available at [[https://www.gog.com/game/xcom_ufo_defense GOG.com]][[note]]Link goes to the first game.[[/note]] as well as Steam.

Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an [[FirstPersonShooter FPS]] set exclusively in the USA in TheFifties. The fandom's response to the reboot was negative enough that Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) were tasked with creating a title closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The FPS reboot was retooled into a [[ThirdPersonShooter third-person]] tactical shooter: ''The Bureau: XCOM Declassified'', 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 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]].

to:

The first title, ''UFO: Enemy Unknown'' (marketed as ''X-COM: UFO Defense'' in North America) was a watershed title for the genre. 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set 40 years after the First Alien War. ''Apocalypse'' took place another 40 years later, later [[TakeOverTheCity in an isolated city]], and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by {{Creator/Hasbro}} Interactive) saw three {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for a space-bound [[SpaceFighter flight sim]]. Next was ''X-COM: First Alien Invasion,'' an e-mail game. Then came ''X-COM: Enforcer'' (2001), a GaidenGame which ditched the strategy outright in favor of an [[FirstPersonShooter FPS]]. As of March 2016, all three games of the classic series (along with ''Enforcer'' and ''Interceptor'') are available at [[https://www.gog.com/game/xcom_ufo_defense GOG.com]][[note]]Link goes to the first game.[[/note]] as well as Steam.

Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an [[FirstPersonShooter FPS]] set exclusively in the USA in TheFifties. The fandom's response to the reboot was negative enough that Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) were tasked with creating a title closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The FPS reboot was retooled into a [[ThirdPersonShooter third-person]] tactical shooter: ''The Bureau: XCOM Declassified'', 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 2016, Firaxis released a sequel to ''Enemy Unknown'' which re-imagines X-COM as an [[LaResistance underground resistance cell]] fighting against [[VichyEarth alien occupiers]].
occupiers]]. The upcoming ''Chimera Squad'' looks like a combination of ''Apocalypse'' (on-the-street storyline) and the 3D games (a smaller specialized squad).
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[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]]"[[/note]]]]

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[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either ''[[note]]Loosely "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]]"[[/note]]]]
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[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]]"
"[[/note]]]]

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[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]]"
"[[/note]]]]
Necessary]]"[[/note]]]]
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Nope, cannot, in any conceivable interpretation, mean that; the first one is a stretch, although it's... ok


[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]]" or "[[ProperlyParanoid Trust In My Vigilance]]"[[/note]]]]

to:

[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]]" or "[[ProperlyParanoid Trust In My Vigilance]]"[[/note]]]]
Necessary]]"
"[[/note]]]]
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SSSN is getting cut. Examples where shots strike something go here or in Spectator Casualty


* 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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to:

**''VideoGame/XCOMChimeraSquad'' (2020) [[/index]]
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Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an FPS set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a game closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The original FPS reboot was [[{{Retool}} retooled]] into a [[ThirdPersonShooter third-person]] tactical shooter called ''The Bureau: XCOM Declassified'', 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 ''XCOM 2'', exploring X-COM as an underground resistance group, fighting against the alien occupation forces and the VichyEarth government.

to:

Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an FPS [[FirstPersonShooter FPS]] set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy negative enough that, instead, that Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was were tasked with creating a game title closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The original FPS reboot was [[{{Retool}} retooled]] retooled into a [[ThirdPersonShooter third-person]] tactical shooter called shooter: ''The Bureau: XCOM Declassified'', intended as a prequel {{prequel}} to ''Enemy Unknown'' (the 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]]). here]].) In 2015, it was announced that 2016, Firaxis was working on released a sequel to ''Enemy Unknown'' named ''XCOM 2'', exploring which re-imagines X-COM as an [[LaResistance underground resistance group, cell]] fighting against the [[VichyEarth alien occupation forces and the VichyEarth government.
occupiers]].

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Moved to YMMV.


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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set 40 years after the First Alien War.

''Apocalypse'' was released in 1997 to [[{{Sequelitis}} average reception]], and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by {{Creator/Hasbro}} Interactive) saw three {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for a space-bound [[SpaceFighter flight sim]]. Next was ''X-COM: First Alien Invasion,'' an e-mail game. Then came ''X-COM: Enforcer'' (2001), a GaidenGame which ditched the strategy outright in favor of an [[FirstPersonShooter FPS]]. As of March 2016, all three games of the classic series (along with ''Enforcer'' and ''Interceptor'') are available at [[https://www.gog.com/game/xcom_ufo_defense GOG.com]][[note]]Link goes to the first game.[[/note]] as well as Steam.

to:

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. genre. 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 mission pack sequel]]: ''X-COM: Terror from the Deep'', set 40 years after the First Alien War.

War. ''Apocalypse'' was released in 1997 to [[{{Sequelitis}} average reception]], took place another 40 years later, and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by {{Creator/Hasbro}} Interactive) saw three {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for a space-bound [[SpaceFighter flight sim]]. Next was ''X-COM: First Alien Invasion,'' an e-mail game. Then came ''X-COM: Enforcer'' (2001), a GaidenGame which ditched the strategy outright in favor of an [[FirstPersonShooter FPS]]. As of March 2016, all three games of the classic series (along with ''Enforcer'' and ''Interceptor'') are available at [[https://www.gog.com/game/xcom_ufo_defense GOG.com]][[note]]Link goes to the first game.[[/note]] as well as Steam.
Is there an issue? Send a MessageReason:
None


[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either: '[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]].' or '[[ProperlyParanoid Trust In My Vigilance]]'."[[/note]]]]

to:

[[caption-width-right:300:''Vigilo Confido.''[[note]]Can be translated as either: '[[BenevolentConspiracy either "[[BenevolentConspiracy I Am Watchful]], [[IDidWhatIHadToDo I Am Necessary]].' Necessary]]" or '[[ProperlyParanoid "[[ProperlyParanoid Trust In My Vigilance]]'."[[/note]]]]
Vigilance]]"[[/note]]]]
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None


Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: 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 game closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The original FPS reboot was [[{{Retool}} retooled]] into a [[ThirdPersonShooter third-person]] tactical shooter called ''The Bureau: XCOM Declassified'', 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 ''XCOM 2'', exploring X-COM as an underground resistance group, fighting against the alien occupation forces and the VichyEarth government.

to:

Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: an FPS set exclusively in the USA in TheFifties. The fandom's negative response to the reboot was heavy enough that, instead, Firaxis Games Creator/FiraxisGames (a subsidiary of 2K and developers of the ''VideoGame/{{Civilization}}'' series) was tasked with creating a game closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The original FPS reboot was [[{{Retool}} retooled]] into a [[ThirdPersonShooter third-person]] tactical shooter called ''The Bureau: XCOM Declassified'', 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 ''XCOM 2'', exploring X-COM as an underground resistance group, fighting against the alien occupation forces and the VichyEarth government.



* Creator/MicroProse continuity:[[index]]

to:

* Creator/MicroProse [=MicroProse=] continuity:[[index]]



* Creator/{{Hasbro}} continuity:

to:

* Creator/{{Hasbro}} Hasbro continuity:



* Creator/FiraxisGames continuity:[[index]]

to:

* Creator/FiraxisGames Firaxis continuity:[[index]]
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None


''Apocalypse'' was released in 1997 to [[{{Sequelitis}} average reception]], and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by Hasbro Interactive) saw three {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for a space-bound [[SpaceFighter flight sim]]. Next was ''X-COM: First Alien Invasion,'' an e-mail game. Then came ''X-COM: Enforcer'' (2001), a GaidenGame which ditched the strategy outright in favor of an [[FirstPersonShooter FPS]]. As of March 2016, all three games of the classic series (along with ''Enforcer'' and ''Interceptor'') are available at [[https://www.gog.com/game/xcom_ufo_defense GOG.com]][[note]]Link goes to the first game.[[/note]] as well as Steam.

to:

''Apocalypse'' was released in 1997 to [[{{Sequelitis}} average reception]], and included the option to play in [[RealTimeStrategy real-time]]. The last days of [=MicroProse=] (and its acquisition by Hasbro {{Creator/Hasbro}} Interactive) saw three {{Genre Shift}}ed offerings: ''X-COM: Interceptor'' (1998), an {{interquel}} which kept the base management elements while swapping out the strategy missions for a space-bound [[SpaceFighter flight sim]]. Next was ''X-COM: First Alien Invasion,'' an e-mail game. Then came ''X-COM: Enforcer'' (2001), a GaidenGame which ditched the strategy outright in favor of an [[FirstPersonShooter FPS]]. As of March 2016, all three games of the classic series (along with ''Enforcer'' and ''Interceptor'') are available at [[https://www.gog.com/game/xcom_ufo_defense GOG.com]][[note]]Link goes to the first game.[[/note]] as well as Steam.
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The brainchild of Julian Gollop and assorted Creator/{{MicroProse}} personnel, ''X-COM'' is a European series of TurnBasedTactics 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 TurnBasedTactics and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[UsefulNotes/RandomNumberGenerator randomness]], the better player will tend to win.

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The brainchild of Julian Gollop and assorted Creator/{{MicroProse}} personnel, ''X-COM'' is a European series of TurnBasedTactics 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 TurnBasedTactics and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[UsefulNotes/RandomNumberGenerator randomness]], the better player will tend to win.
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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 TurnBasedTactics and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[UsefulNotes/RandomNumberGenerator randomness]], the better player will tend to win.

to:

The brainchild of Julian Gollop and assorted Creator/{{MicroProse}} personnel, ''X-COM'' is a European series of TurnBasedStrategy TurnBasedTactics 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 TurnBasedTactics and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[UsefulNotes/RandomNumberGenerator randomness]], the better player will tend to win.
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Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: 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 game closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The original FPS reboot was [[{{Retool}} retooled]] into a [[ThirdPersonShooter third-person]] tactical shooter called ''The Bureau: XCOM Declassified'', 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 ''XCOM 2'', exploring X-COM as a underground resistance group, fighting against the alien occupation forces and the VichyEarth government.

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Afterward, the future of ''X-COM'' became uncertain due to the rights passing between various companies. In 2010, [=2K Marin=] announced that they were [[ContinuityReboot rebooting]] the storyline: 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 game closer in-line with the original ''X-COM''. The result was ''XCOM: Enemy Unknown''. The original FPS reboot was [[{{Retool}} retooled]] into a [[ThirdPersonShooter third-person]] tactical shooter called ''The Bureau: XCOM Declassified'', 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 ''XCOM 2'', exploring X-COM as a an underground resistance group, fighting against the alien occupation forces and the VichyEarth government.
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->''You must not fight too often with one enemy, or you will teach him all your art of War.''

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->''You ->''"You must not fight too often with one enemy, or you will teach him all your art of War.''"''
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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 [[UsefulNotes/RandomNumberGenerator randomness]], the better player will tend to win.

to:

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]] TurnBasedTactics and [[ResourcesManagementGameplay resource management.]] Although the games have a fair amount of [[UsefulNotes/RandomNumberGenerator randomness]], the better player will tend to win.
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* BizarreAlienBiology: Autopsy results. Some are fairly mundane, some are heavily cybernized, and some who by all means should have been dead when they were alive.

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* BizarreAlienBiology: Autopsy results. Some are fairly mundane, some are heavily cybernized, and some who by all means should have been dead when they were alive. [[note]]Many of the aliens are described as having "severely atrophied" or vestigal internal organs, suggesting that it's some other force besides biology that keeps them going. This is especially true of Ethereals, whose bodies have withered considerably since it's implied they use their psionic powers for virtually everything. [[/note]]

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