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We honestly never knew tactics games could be this fun. XCOM: Enemy Unknown, Firaxis Games’ modern revival of a classic PC franchise, has us enraptured with its slick graphics, cerebral turn-based strategy, and an intriguing single-player campaign. But while fighting AI aliens is all well and good, the fun factor soars in the game’s multiplayer mode, which had us itching to play just one more round. The best part? Multiplayer lets you wage tactical war with a squad of aliens, humans, or a combination of both. Like Men in Black or District 9, there’s something magical about seeing man and Martian team up and take names.

Like the best competitive mind-games, Enemy Unknown’s multiplayer is strictly one-versus-one. We’re not complaining, as this limit reduces wait time and removes random variables like getting ganged up on. When creating a match, players can decide the game’s point value, turn length, and location. Point values regulate the makeup of your squad, but it’s a system of astonishing freedom. You’re given 7,500, 10,000 or 20,000 points to work with, and must decide which units you want and what gear they’ll be packing. Point-wise, 10,000 seemed to be the go-to average, with the 7,500 and 20,000 point limits for those wanting shorter skirmishes or longer attrition-based matches. If you feel like going nuts, there's also the No Limit option - just be ready to face some seriously stacked squads.

 

The better the pick, the more points it’ll cost you – and, as an added strategic wrinkle, you can assemble your squad from anywhere between one and six combatants. Trying to maximize your per-point efficiency is almost a game in and of itself: With so many weapons (Plasma rifle or rocket launcher?), armor types (Carapace or Archangel body armor?), and class types (way too many to list), the possibilities for squad compositions are staggering.

Five maps were available during our demo, each with different terrain and cover to mix things up. The smaller Bar map had us busting through the windows of a bar-and-grill to frag aliens, while the eerie Graveyard stage forced us to disrespect the dead by using tombstones and mausoleums as cover. The maps feel like they’re just the right size: not so big that it takes multiple turns to encounter the opponent, but not so small that you’ll immediately know where they are at the start of a game (thanks, in part, to the appropriately sized fog-of-war).

Turns are based in 45, 90, 120, or infinite second intervals; at 45, you’ll be scrambling to move all your units, let alone put thought into their actions. Infinite turns risk waiting on your opponent for hours; 90 seconds feels like the Goldilocks “just right” for EU’s pacing (it’s also the currently intended turn duration for ranked multiplayer matches). Each of your units gets two actions, divided between movement and weapon or ability use. You’re encouraged to stay mobile throughout a fight, as firing your weapon will immediately end that unit’s turn; alternatively, you can make a mad dash to cover and move double the distance.

Cover is key during combat – bracing yourself against a wall or obstacle logically makes you less likely to take fire, but every piece of cover can be destroyed. It sounds like a lot to keep track of, but thanks to Firaxis’ use of intuitive, color-coded shield icons, you’ll know exactly how safe you’ll be when moving into position. The same goes for attacking: As you’re taking aim with your weapon of choice, you’ll get a reading of your chances of hitting, the critical strike percentage, and how much damage an effective shot will render.

Our time with the multiplayer demonstrated the feature that makes this XCOM so accessible: Overwatch. This is a little bit like turn-based strategy auto-pilot – a tap of the Y button (we played on the Xbox 360) tells your unit to remain alert, ending their actions for your turn. The kicker is that if an enemy unit moves within line of sight of your Overwatch-ed warrior, your trooper will automatically take a potshot at the exposed enemy. This greatly streamlines play for those who want it; if you’re not confident about your opponent’s next move, putting your units in Overwatch mode is a safe bet that doesn’t require any huge risks for reward. That said, you won’t be able to do anything fancy in Overwatch – if you’re thinking of chucking grenades, firing off rockets, or using psionic mind control abilities, you’ll have to do that by hand.

On the next page: Aliens attack!

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2 comments

  • Rhaen - August 17, 2012 2:40 p.m.

    Multiplayer sounds pretty much like Fallout:Tactics from some 10 years ago. The multiplayer was pretty awesome but ended up being dominated by 'uber' builds with game-breaking exploits from the point system by ploughing all the points into a single unit that could take on everything barring a fully massed squad, all the way down to overwatch. Balance will be key to longevity for this multiplayer and a community that embraces variety and novelty over munchkin gaming.
  • GR_LucasSullivan - September 6, 2012 9:25 p.m.

    I actually tried the "one super unit" strategy during the demo and got pretty much obliterated when I got flanked from three directions. Happily, it seems like Firaxis has done a good balancing job so far, and are committed to patching out any overpowered team compositions.

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