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X-Com: UFO Defense (DOS)By: The J Man
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This game and I have a long and adversarial history. I owned the Playstation port, and thought it to be the most difficult, though strangely enjoyable, game in history. For whatever reason, I couldn't best those damn aliens - though perhaps it had to do with the fact that I was only in middle school at the time, and my tactical and management knowledge was abysmal. Regardless, it took me almost ten years to beat this game (though not of continuous play) and now that I have defeated it fair and square, I will defile its memory by reviewing it on this site. X-Com: UFO Defense (X-Com: Enemy Unknown in Europe) carries a pretty intriguing concept. UFOs have started to appear in great numbers around the globe, and most of the major countries are now forced to recognize the existence of hostile extraterrestrials and their danger to little 'ol Earth. The solution is to create an international organization (the X-Com of the title), funded by a pool of money from all the member nations, and tasked with the sole job of researching the aliens and defending the planet from them. This means you'll be operating internationally, similar to Tom Clancy's Rainbow group, but with aliens as your quarry. The real genius of X-Com comes from the fact that the game is strong enough to support not just this idea, but all its interesting details. Not only will you be managing the construction and operation of up to seven bases across the globe - which is a task in itself - you'll also be the commander of the forces on the ground and oversee their assaults in a brilliant turn-based mode. There's the potential to run the game for years of in-game time, and probably a couple months of real-life time will be required to beat it.
This sounds like a lot, but we're just getting started.
Managing the base is never the chore that it seems like it would be, probably because you don't have to worry about micromanagement (such as, what lunch your staff will have today), but you are allowed to control everything you want and need to control. This includes things like weapons loadouts, ammunition types, purchases, the direction of research, the selling of items for profit (and to free storage space), etc. The real micromanagement decisions are covered under hefty salaries for all your staff ($50,000 a month for one scientist!) and once-a-month maintenance fees for your facilities and craft. You have to pay these fees, so skipping on them or settling for faulty equipment isn't an option. If you can't pay, you'll go into debt, and extensive debt is another game over scenario.
Your high-ranking soldiers are thus likely to be your best and most experienced soldiers, suggesting they should be leading the various assaults, but higher ranked soldiers also give a bigger hit to the entire morale of the team when they die. Low morale makes for edgy and unpredictable soldiers, who may simply drop their guns, flee, or lose a turn. Aside from all these game reasons to take care of your troops, it's really quite interesting to see how much your international coalition of salty badasses really grow on you. The game assigns them random names, but gives you the option to rename them to your friends or enemies, encouraging even more of a personal attachment. The ground-level game ties into the management game in ways beyond simply outfitting your troops. The research your scientists perform pay off in clues after an autopsy about weapons a specific alien might be vulnerable to, discovery of a new stat and how to train it, and designs for weapons and tech to be used on the ground. You can then employ a staff of engineers to build these weapons or armour, ship them around to the bases were they are needed, suit your troops up, and raise hell more effectively. It's not just weapons either, you can also research/build medical kits to revive or heal troopers (very valuable), motion trackers to record and display alien movement during their hidden turn, and similar probes based on alien technology. Idle engineers can flip weapon designs for profit, or you can sell excess equipment from UFO raids to an unnamed market. You'll make a ridiculous amount of money this way, and all that really matters is that there's always a buyer.
X-Com is such a rich and detailed game that I could write pages about all its cool little nuances. Yet it's almost worth letting new players discover them for themselves. If you haven't checked out X-Com yet, and you're interested in strategy or turn-based games, this one is highly recommended, even against today's modern competition. It is excellent. If you're not a fan, but find anything about what I wrote interesting, you might want to check this game out anyway. It might just convert you. -reviewed 6/9/04 - game copyright 1995 MicroProse
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