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.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 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.
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.
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.
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 both his hands into fists and tapping the left one on his right one. 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.
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.
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 new 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 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.
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.
Hand Signals: Agent William Carter makes a twirling motion over his head to signal his squad to regroup. Otherwise, though, he generally resorts to voice commands only.
Healing Hands: 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.
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.
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.
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. 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.
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.
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.
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.
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.
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 Ennis 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.