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"The nations of the Earth must someday make a common front against attack by people from other planets."
— General Douglas MacArthur
The Bureau: XCOM Declassified is a tactical Third-Person Shooter prequel to the 2012 XCOM: Enemy Unknown by 2K Games, for PC, Xbox 360, and PlayStation 3. It was released on August 20, 2013.Turns out that the "United States Bureau of Strategic Operations Command" (which would later become XCOM) was established by JFK as a rapid response unit against communist invasion rather than aliens. But when the Outsiders arrive in middle America in 1962 and Sectoids start showing up in the streets, all bets are off and The Bureau reorganizes itself into XCOM to fight back. The game shares much with Enemy Unknown, including art style, cover mechanics, and emphasis on tactical thinking instead of running-and-gunning. Mike Futter of GameInformer compared it to the later Mass Effect titles in feel.The Bureau had a Troubled Production. When it was initially announced, XCOM: Enemy Unknown had yet to be revealed, so many fans of the X-COM series were appalled to see the franchise revived as an In Name OnlyFirst-Person Shooter, leading to massive fan backlash. In response, The Bureau (then known simply as XCOM) was delayed, renamed, and heavily reworked to have more in common with the rest of the franchise. Such changes included a shift to third-person, a greater emphasis on tactics, and the alien antagonists going from Starfish Aliens to Sectoids and other familiar X-COM species. Meanwhile, the entire production was delayed as 2K Marin went to assist Irrational Games with BioShock Infinite.You play as William Carter, a CIA operative stuck in a desk job thanks to a Dark and Troubled Past that interfered with his otherwise stellar work overseas, who has just arrived at a remote military installation in Groom Range, Nevada with a briefcase in tow, containing a top-secret item that no one else is allowed to handle. Shortly after Director Faulke of the Bureau summons him, he is attacked by the person sent to escort him and choked into unconsciousness. When he comes to, his attacker is dead, but the item has been destroyed. He leaves his room, only to find the base under attack from advanced beings not of this Earth...A small number of DLC has been released:
Hangar 6 R&D: Released on October 9, 2013 for Xbox 360 and November 20, 2013 for PC. A story-based DLC which follows Bureau agent Nico DaSilva shortly before the events of the game.
Codebreakers: Originally a Pre-Order Bonus, it was released on October 15, 2013. A side-mission where Agent Carter is sent out to investigate why a key communications facility responsible for intercepting and interpreting the enemy’s transmissions has gone dark.
Light Plasma Pistol: Originally a Pre-Order Bonus, it was released on October 15, 2013. It adds the titular Light Plasma Pistol to the game.
The Bureau: XCOM Declassified contains examples of the following tropes:
Ace Pilot: Barnes, who pilots the Skyranger and later, the Avenger.
Action Girl: Agent Angela Weaver. The only female field agent seen in the main storyline.
Actionized Sequel/Sequel Difficulty Spike: The Hangar 6 R&D mini-campaign is heavily combat focused, being a series of 12 prolonged, large-scale firefights in various arenas. It is also much harder than the original campaign, as you end up facing Elite Mooks and mini-bosses right off the bat, and in larger numbers than in the campaign, all while being limited to human weapons until the last few arenas.
Adaptational Badass: In Enemy Unknown, Mutons are pretty much Elite Mooks; tough, but your own troops can match them one-on-one at mid-to-high levels. In The Bureau, Mutons are incredibly tough Giant Mook mini-boss enemies, and a single one can lay waste to your entire squad if you mess up. Potentially justified, as these Mutons are professional hired guns rather than brain-dumped slaves.
Alternate History: The game has a full-scale alien invasion taking place in early 1960's America, with the opening attack resulting in the deaths of J. Edgar Hoover and former President Truman among others. XCOM is eventually able to cover up the alien nature of the attack, but only by making everyone believe it was a massive Soviet invasion. It's actually a miracle that by the time the timeline gets to Enemy Unknown, the world's culture and geopolitics are so close to our own.
Project: Enemy Unknown, also known as "InfiniVac", was started up in 2010 to help draw interest prior to the game's official announcement. It was placed on hiatus when 2K began retooling the game.
Afterwards, as an attempt to draw much-needed attention through a different approach (i.e., average citizens keeping tabs on strange phenomena instead of The Government doing so via the now-defunct InfiniVac Network), 2K started Citizen Skywatch.
Erase The Truth is the latest installment, coinciding with the game's renaming to The Bureau: XCOM Declassified.
All There in the Manual/Author's Saving Throw: The Hangar 6 R&D mini-campaign explains why sleeper agents stop showing up after the first mission (Nico and Dr. Dresner managed to shut down that particular functionality of Mosaic, leaving all infected humans as harmless Sleepwalkers).
Anachronism Stew: Unabashedly. The game confines its timeline to 1962 in the cutscenes, and features the '62 Cuban Missile Crisis as an event on the world map, but dates several in-game notes as being written in 1963, despite never jumping ahead a year to justify that date. Additionally, it also features the Vanport Flood as a "recent" event on the world map, despite it occurring as far back as 1948.
Anyone Can Die: This game doesn't pull any punches; by the end of the campaign Agent Nils, Agent Kinney, Agent Da Silva (depending on what choice you make), Doctor Dresner, possibly Carter (if you choose to kill him), Agent Weaver or Director Faulke (depending on who you choose to save), and many other minor characters can either die or are dead by the games end.
Awesome but Impractical: The Lightning Cannon, which you don't get until the last couple of missions, and only if you search for it. You'd think it'd be the best weapon in the game, but it's far from it. You can carry only 4 shots for it at once, and a single shot, while heavily damaging, is not strong enough to one-hit-kill the Elite Mooks who make up most of your enemies in the last missions, let alone a Muton or Sectopod.
Bilingual Bonus: The interrogation of the Soviet spy is conducted entirely in pretty decent Russiannote In fact, Carter's Russian is better than the Russian's, as they apparently used an expat to voice the spy that hasn't had much practice in the language in a while., not all of which lines up with the subtitles, most prominently featuring an apparent Throw It InShout-Out to Seventeen Moments of Spring.
Blob Monster: Silicoids. They are even referred to as blobs by XCOM agents.
Call Forward/Dramatic Irony: Dr. Weir remarks that he thinks the captured Ethereal is one of a kind, and isn't the precursor to another invasion. If he's the one Asaru chooses to merge with, they will also describe the Ethereals as "good" aliens who want to avoid enslavement.
Camera Perspective Switch: When Carter rejects the Ethereal, the game momentarily switches to first person perspective while you play as the Ethereal.
Character Tic: Carter has several tics during conversations with dialogue choices, including clenching his right hand into a fist and smacking it into the palm of his left. It carries over to the person you choose to merge with for the final mission, implying that either the tic originated from or stuck with Asaru or they're just Going Through the Motions.
Nico does not have these particular animation tics in the Hangar 6 R&D DLC campaign, suggesting it's more a case of the tics being particular to Asaru rather than the animators simply not caring.
Charged Attack: The Plasma Sniper Rifle (charged while aiming) and the Lightning Cannon (charged by holding down the fire button) can be fired without charging first, but this heavily cuts damage.
Code Emergency: The InfiniVac Network from Project: Enemy Unknown was on "Code Black Lockdown" for quite some time. This may have been related to a possible alien attack on a Russian defector and an XCOM agent who was escorting him; according to the information that was available on the InfiniVac Network, their remains bore evidence that they might have been killed by Silicoids.
Cold-Blooded Torture: A report about the captured infiltrator found in the lab details the the prisoner's legal status. Although technically considered a POW, the Outsiders aren't known signers of the Geneva Convention, so the normal POW protections don't apply. It doesn't take a genius to figure out what is bound to follow...
Another recording details surgery that sounds quite painful.
Comic Book Fantasy Casting: Multiple reviewers have commented on the remarkable similarity between Agent Carter and Robert "T-1000" Patrick. The voice actor even sounds quite a lot like Patrick.
Many items bear a marked visual similarity with their XCOM: Enemy Unknown counterparts; Medkits are practically identical to their 21st century counterparts. There are also similarities in types of aliens: Sectoids and Mutons are pretty much the exact same, with slightly different equipment, and Sectopods make a reappearance, albeit with a different design.
The final cutscene plays part of a track from Enemy Unknown. It also features an unnamed person simply called the "Councilman" in the subtitles.
Conveniently Interrupted Document: The Game, with liberal sprinkling of Un-Person on top. It's a major part of the game's promotional campaign (with several trailers showing the creation of such documents), including but not limited to blurring out or blacking out of portions of gameplay footage in the trailers.
Decoy Protagonist: While Agent Carter is the Player Character for most of the game, the real point of view is from the alien Asaru, an Ethereal, who has been controlling Carter's actions throughout the game.
Deflector Shield: Used by Elite Mooks and Zudjari Commanders, with the Shield Commander variant being able to project a similar shield onto another unit. XCOM Commandos can also manifest one with a certain ability.
Downer Beginning: The Bureau's Groom Range base is attacked and utterly wrecked, with only 6 survivors managing to escape.
Enemy Mine: One of the base personnel turns out to be a Soviet spy who got caught up in the whole alien invasion mess. He can be convinced to help fight the invasion (since the aliens are a threat to the Soviets as well), and joins your squad as a high-level operative.
Despite being a game about an alien invasion, the main flying saucer seen in the game is human in origin and is based on a real life design.
There's also the Titan Attack Drone, a boss who's combat form is disc-shaped.
Follow the Leader: Strategy interface aside, many previews of the new TPS iteration point out how Mass Effect-like the gameplay is. It's even got a dialogue wheel now!
Though, to make it legally distinct from Bioware's creation, The Bureau's wheel is mirrored, with investigative conversation options being on the right, while the progression-oriented ones are on the left.
Foreshadowing: Other characters frequently note that Carter does not act like or is better at his job than his dossier indicates. Also, when the intro cutscene concludes and the player is given control of Carter, there's a strange glow on the edges of the screen. Turns out they both are because he's been bonded with an Ethereal.
Frickin' Laser Beams: As in other XCOM games, it's the middle tier of weaponry. Unlike them, though, the aliens start off with it instead of plasma.
Gatling Good: The Rotary Plasma Cannon. Inaccurate and with beastly recoil, but it's rate of fire vastly outstrips any other weapon. It's per-shot damage is pretty good too.
Genre Blindness: Like the aliens from XCOM: Enemy Unknown, Outsider weapons self-destruct when their operator dies. Unlike them, however, the Outsiders sometimes just leave their guns lying around for you to use.
Carter gains this ability after his encounter with an Infiltrator in the opening cutscene, apparently due to whatever was in the briefcase he was to deliver. It transfers over to whoever you chose for the final mission.
In Hangar 6 R&D, Nico gains it as a side effect from exposure to the gas being used in the tests.
Infant Immortality: Subverted with Kevin, a young boy who featured prominently in some trailers who ends up being killed in an alien attack. He's later revealed to have been the son of one of the Bureau's agents, who after completing his report on the attack begins to write a resignation letter as he's convinced there's nothing left to fight for.
It's an option in the actual in-game interrogation. The alien being questioned is rather docile during the whole thing, though, meaning you can go through it very calmly.
Jetpack: Muton Elites have one. In addition to just moving around, they can use it to perform a powerful Goomba Stomp by jumping into the air and landing near their target, causing a large explosion on impact.
Both companion agents in the first mission wind up dead offscreen. Nils dies in the second mission at the hands of an Infiltrator, while Kinney dies investigating the Zudjari base that's the target of the fourth main mission.
Nico DaSilva can killed off for real in the fourth main mission, depending on your choices.
The Zudjari Infiltrator captured in the second mission is killed in the penultimate mission after he's reconnected to Mosaic and reveals XCOM HQ's location.
Either Weaver, Faulke or Weir will die in the final mission, depending on who you chose to merge with and who you chose to save. Carter may also die, depending on whether you execute him or not.
La Résistance: The original purpose of The Bureau was to serve as an organized resistance if the Soviets managed to successfully invade the US.
Lightning Gun: The secret Lightning Cannon, which is only available in the last couple of missions.
Lost Forever: Minor operations and dispatch missions, should you choose to take the Major operation without completing them first. The same goes for side quests in the XCOM HQ.
The Masquerade: One of the priorities of the titular Bureau is to "Erase" and conceal any evidence of an invasion by extraterrestrials.
Mind Control: Available to Zudjari Psion Commanders, as well as Carter at Level 8 thanks to the Ethereal possessing him. It transfers over to the person chosen for the final mission. Oddly enough, in Hangar 6 R&D, Nico can choose to unlock it at Level 9, despite being an otherwise ordinary human.
Mook-Face Turn: Taking the right dialogue choices can convince the captured Zudjari Infiltrator to willingly help XCOM.
Mooks: The game hits all the FPS basics when it comes to enemy types:
The Goomba: Sectoids are basically the Grunts from Halo, Slave Mooks who are individually weak and poorly equipped, but are deployed in numbers to support more high-value units.
Elite Mooks: The 3 basic Outsiders types (Infantry, Phantoms, and Snipers) all have Elite variants that are equipped with regenerating energy shields and better weapons.
Super Powered Mooks: At least 1 Outsider Commander appears in most encounters; besides having energy shields, they can also use the same special abilities as the player to support their minions; summoning turrets, summoning drones, bestowing shields, or mind-controlling your squadmates. Fortunately, each commander type is limited to one ability, while you as the player can use them all at once.
Giant Mook/Heavily Armored Mook: Mutons are huge, walk slowly, are equipped with laser shotguns, and can take more than 200 assault rifle rounds before dropping. They also wear heavy body armor that you have to punch through before you can even damage them properly. Beating one requires a coordinated effort from your squad combined with liberal spamming of special abilities (or later in the game you can just use the Lift + Blaster Launcher combo to beat them quickly). Elite Mutons are even tougher and can use their jetpacks to Goomba Stomp all over the battlefield.
Mini-Mecha: Sectopods are the toughest individual enemies in the game (although the Elite Mutons can probably tie with them). You fight one as early as the 2nd mission, and later in the game you'll often have to deal with 2 at once.
Doctor Weir links up to the Mosaic Core and orders the aliens to surrender. The Zudjari help rebuild the damage they caused and hide any trace of their existence. Earth isn't willing to let them stay, so XCOM returns their mothership to them so they can search for a new home. The Sleepwalkers are cured, and have no memory of what happened during their infection.
Agent Weaver links up to the Mosaic Core and orders the aliens to kill each other. All their installations are destroyed, as is the mothership. The Sleepwalkers are Mercy Killed.
Director Faulke links up to the Mosaic Core and orders the aliens to surrender. The surviving Zudjari are all executed after they help hide their presence. Their installations and the mothership are destroyed to maintain secrecy. The Sleepwalkers are left in medical care to die from natural causes.
Never Trust a Tagline: Most of the "truth erasing" happens off-screen, your job is mostly just blasting aliens in the face.
Depending on the dialogue choices the player made just before, Carter might break free of Asaru's control and attack Shamash, the captured Ethereal, just as Asaru convinces it to Take a Third Option.
Faulke decides to plug the captured Infiltrator back into Mosaic to gather info on Origin's whereabouts. This succeeds, but unfortunately, the Infiltrator falls back under its control and reveals XCOM HQ's location, causing its destruction.
Notice This: Items that can be picked up or interacted with will shine a bright yellow.
Not Quite Dead: Origin survives taking an Elerium-enhanced nuke to the face in the penultimate mission; it's suggested that he either uploaded his mind into the Mosaic network, ascended into an energy being similar to an Ethereal, or a combination of both. Asaru has to go into the Mosaic network himself to presumably finish the guy off.
Not So Different: Director Faulke offhandedly mentions his interest in using Mosaic to control humanity in a similar way to how Origin used it to control his people, only "more responsibly". Carter is understandably unsettled.
No Ontological Inertia: Crippling Mosaic doesn't cause the Outsiders to stop fighting. Lampshaded by the Infiltrator.
Once More with Clarity: The "The Aftermath" trailer provides this to some scenes of the previous live-action trailers. It confirms Agent Dennis Cole's death, for one. It also provides some more clarity to the first live-action teaser, which appears to happen later.
Oblivious Guilt Slinging: Dr. Weir talking to his assistant about how he found evidence of extraterrestrial life and how optimistic he is about it. His assistant, being a Zudjari infiltrator, is very uncomfortable about this.
One-Man Army: Well, 3-man army, as your 3-man squad will mow through entire armies of aliens while the entire U.S. military gets steamrolled off-screen. It's even mentioned several times how Carter is basically an amazing alien-killing machine, with no other XCOM operative able to come even close to his level of performance. This gets explained later on by it actually being Asaru, aka the Player, being the one really responsible for Carter's success.
Planet Looters: Word of God reveals that the Outsiders' leading race, the Zudjari, are this. Their society is unsustainable to the point where they must constantly invade new planets to drain them of resources and enslave the locals to use in their next invasion. The Sectoids are a previous conquest of theirs.
Plasma Cannon: The strongest weapons available to both the aliens and XCOM.
Playing with Syringes: The fate of Peter Weaver, agent Angela Weaver's brother, who's spent the last few years Strapped to an Operating Table. The Sleepwalker Virus is brewed up in his chest cavity, and is extracted by a pair of huge articulated syringes.
Prequel: To XCOM: Enemy Unknown, by Word of God from Firaxis. In the 2012 game, XCOM as an organization already exists by the time of the invasion, and The Bureau is supposed to be the story of how it got started.
Psychic-Assisted Suicide: Prominently used in a cutscene late in the game. A Psion Commander uses it to force a rebellious Sectoid to shoot itself.
Quick Nip: One of Carter's idle animations involves him pulling out a flask and taking a sip.
Real Time with Pause/Ring Menu: Accessing the Ring Menu, called Battle Focus, slows time to a crawl to allow Carter to choose powers and direct his allies to perform various actions. The Ethereal possessing him seems to be responsible, since it transfers over to the person chosen for the last mission.
In Hangar 6 R&D, Nico also gains it as a side effect of exposure to the gas being used in the tests.
Red Scare: Set in 1962 at the height of the Cold War. Rather than a unit intended to fight off aliens, The Bureau is meant as a counter to the Reds.
Not only that, but one of the side quests involves a captured Soviet agent, whom you have to convince to join the agency.
Regenerating Health: To an extent. The health bar for each XCOM agent is divided into a series of pips. If one of these pips is only partially depleted, it'll regenerate, but if it's completely depleted, it grays out and only Carter's Heal or Drone (if the player chooses the Heal Beam instead of the Lift Beam perk) abilities can restore it. It only takes a couple of hits to fully deplete a pip, so you're very reliant on simply not getting hit, or using Carter's healing ability if you do take damage.
Weaver in regards to Axis. She is told to not partake in the mission to retrieve him and also knows he could be a valuable hostage. She ends up stealing a Skyranger to track him and kills him after he's been incapacitated.
Carter when he learns about his bond with an Ethereal. Even if Asaru manages to convince Shamash to help the humans, he'll still shoot and kill her, was willing to blow up all of XCOM to prevent from being re-bonded, and even goes on a manhunt against Asaru's new host while they are fighting through the Outsider mothership. Even after his actions get someone killed and the host saves him, he still tries to kill them before they can stop the Outsiders.
During the interrogation of the Soviet spy, said spy refers to Carter as Stirlitz at one point, while the subtitles contain an entirely different line altogether. note It should be noted that while Seventeen Moments Of Spring takes place during World War II, the book came out in 1969, making the reference a mild case of Anachronism Stew, as, dating aside, it's entirely plausible due to the movie adaptation's incredible Memetic Mutation.
Shotguns Are Just Better: The weapon of choice for XCOM Engineers, and they are indeed better in close quarters. Later, you get Scatter Lasers, Outsider versions of shotguns which are favored by their Muton mercenaries. Apparently, the Plasma Assault Cannon is the plasma variant (since it's also available to Engineers) but fires a single blob of plasma instead of a spread.
Sinister Geometry: The object in the trailer is a Titan that's about to fire on a house.
Skewed Priorities: A mission to liberate a nuclear warhead facility from the Aliens is classified as being of "minor" importance. Lets restate that: A problem, which not only is proven to be the work of the Aliens but also, if not handled quickly, could very easily result in World War III, is classified as being of the same importance as recovering artifacts and investigating possible alien activity.
Sound-Only Death: Agent Dennis Cole, who chases an alien into an ambush and is then surrounded on "The Chase" trailer. We see his body being discovered and being put in a body bag on the "The Aftermath" trailer.
Splat: Commando (tank), Engineer (trap-laying rogue), Recon (backstabbing rogue), and Support (Combat Medic healer).
Demonic Possession: If the two don't agree, though, things can get unpleasant, one way or the other. The Zudjari also seem to have this view of the Ethereals in general, since they're repeatedly referred to as "demons".
Take Cover: Features similar cover mechanics to Enemy Unknown: partial and full cover are available, as well as flanking bonuses.
Take Your Time: No matter how urgent the mission is supposed to be, you can safely take as much time as you want walking around XCOM HQ or run other, less vital missions in the meantime. The same applies during a mission, feel free to explore those sidepaths.
Tragic Villain: The Zudjari show signs of this, given that during the interrogation of the Zudjari Infiltrator, it is revealed that they are controlled by Origin via "Mosaic" - and that the Zudjari are mind controlled into doing so. The Infiltrator, now having had his implant removed, is amazed by the freedom of thought it allows. If you use the Nice guy route of interrogating him, he even willingly gives up info, as Carter offers his race a chance at true freedom and peaceable existence.
Foregone Conclusion: However, since this game is stated to be the history of XCOM in the Enemy Unknown universe, and we don't see any Zudjari there...
Unusable Enemy Equipment: Justified for the same reasons as in Enemy Unknown, they self-destruct if their wielder is killed. One of Dr. Dresner's first inventions does allow it to be averted, but Carter needs to find one that isn't locked to its wielder yet or off an alien that died unexpectedly first.
Villainous Breakdown: Having his physical body destroyed and having to power Mosaic with his own consciousness without Shamash to use as an energy source clearly takes a toll on Origin; his dialogue in the final mission is noticeably crazed compared to earlier, and he completely loses it when you finally break into Mosaic's inner sanctum.
The creators did state they want to have an The X-Files feel to it.
Your Mind Makes It Real: Getting hit by the illusionary aliens that represent the Sleepwalker infection's defenses in the Hangar 6 R&DDLC hurts just as much as being hit by the real thing, and can even cause incapacitation and actual death.