XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

Just picked this up over Thanksgiving and finally got a chance to try it out. Apologies if this has already been talked about in the 100+ pages of thread thus far, but:

Has the game locked up on anybody else? It's happened to me twice in the three or so hours I've put into it. Always during dialog in the tutorial. It hard-locks my system, too: CTL+ALT+DEL and ALT+Tab do nothing. Have to hard-reboot my system. Super annoying. Game runs awesome other than that. Can't seem to find anything on it at the 2k forums or the Steam forums.

Asus laptop, Core i7, 4GB RAM, ATI Mobility Radeon 5730, Windows 7 64-bit, playing with a 360 controller, for the record.

Guess next time I boot the game I should make sure to shut down everything running in the background on the off chance there's some weird cross-compatibility nonsense going on.

I'm loving this game. Probably my favorite game this year. But like every other Firaxis game, it's a complete slog at the end. Playing on normal, my squad rarely takes any damage at this point, so it's just a matter of going through all the maps as quickly as possible and killing everything. I enjoyed the danger of the early game much more - perhaps I'll step my next game up to Classic difficulty.

Anyway - I hit what I thought was the revive bug last night. In a rare occurance, an enemy got a critical on one of my guys and he went down. I revived him, he popped up and stood on the same square as the guy who revived him, but then I couldn't move anyone else on my squad. I was still able to do everything else. I took out a muton elite with a squad-sight sniper and then mindfrayed another enemy, but then had to end my turn as I wasn't able to move. Once I did that, I thought the game had hung on 'Alien Activity'. The camera didn't move at all, it just sat there. So I went and brushed my teeth and got ready for bed, came back ~5 minutes later and it was sitting on my turn. I wasn't able to move anyone until I moved the guy who had been revived. As soon as he was on a different square than the reviver, everyone else was free to move.

noon wrote:

After about a dozen tries on Classic Ironman, I'm going back to Normal Ironman to make me feel better about myself. I've learned a ton while on Classic, so Normal is crazy easy now!

That's what I experienced as well! I finished normal ironman on full countries (though with quite a few casualties - I think 17) and full tech research - even though I didn't get the achievement for it!

I am at the point in my game where I am fairly confident I can finish without much risk of failure. I have a barracks full of veteran troopers, I have maxed out the tech tree and am fully stocked on every weapon and accessory I could possibly want or need. All 16 nations are at the lowest panic level and my warehouse is bursting with all the necessary building materials for anything I might need.

I played my game at Normal level difficulty and didn't go Ironman, but I also didn't use refer saves to correct mistakes. In fact, the only times I did revert to saves was when the revive bug resulted in half my squad getting blown away by two turns of Heavy Floaters tossing alien grenades with impunity.

I have lost five troopers total. Three of them were killed in the tutorial. The other two were fairly early losses of my most experienced soldiers. Both where captains at the time and the loss of them both left my squad pretty depleted and sorely tempted to turn on the time machine.

Yeah the thing I noticed is that if you can get going on normal, the rest of the game is a breeze. It's just those first few months that are dangerous.

The jump from Normal to Classic is a big one; there are a ton of small changes that all add up to make things difficult.

Got a new TV for Christmas - a little early, I know - so I hooked up my PC and started playing XCOM with a 360 controller. I am actually almost upset at how much better the game controls.

Mr SallyNasty, if you don't stop recklessly putting yourself into harms way I'm going to have to sideline you for a bit. Three missions in a row I've had to send a medic into danger to keep you from bleeding out, one of which was a heroic sprint across open ground from the opposite side of the map.

I do give you credit, however, for capturing my first live alien, a floater who jumped in behind my team. I'm sure it had nothing to do with the fact that you're slower than the rest of the team that you happened to already be behind the group.

fleabagmatt wrote:

Mr SallyNasty, if you don't stop recklessly putting yourself into harms way I'm going to have to sideline you for a bit. Three missions in a row I've had to send a medic into danger to keep you from bleeding out, one of which was a heroic sprint across open ground from the opposite side of the map.

I do give you credit, however, for capturing my first live alien, a floater who jumped in behind my team. I'm sure it had nothing to do with the fact that you're slower than the rest of the team that you happened to already be behind the group. :D

Love it!

I think I am about 60-70% through the game right now, and my Heavy Colonel Salvatore "Nasty" Nastiglio has made it through every mission of the game - trying for that achievement:) I have lost 3 countries, but now that I have satellite coverage and money, I doubt I will lose another. Apparently the key to the game is engineers and satellites. Playing on easy, coupled with abusing the save system, makes the missions themselves pretty skate.

I really enjoy the game. I have stayed up much later than I planned every night since I started planning, because the game very much has that "oh, just one more scan" aspect.

It definitely has that "just one more scan" effect.

Is it just me or have the "choice" scenarios (where the aliens simultaneously attack three different areas and you have to choose) disappear after you have built up enough satellites and interceptors? I haven't had to deal with one of them in a long while.

I've suffered the "revive=freeze", and many CTDs. They're annoying, but didn't kill my enjoyment (thank Crom for not playing Ironman mode).

The final mission was pretty lame. I'm not seeing the "endless replayability" of the original, though. I'll play XCom again, but I don't know if I'd bother with that last mission again... Yawn.

PS: you "must" lose those 3 squadies in the tutorial mission. Inevitability of death is inevitable.

Paleocon wrote:

It definitely has that "just one more scan" effect.

Is it just me or have the "choice" scenarios (where the aliens simultaneously attack three different areas and you have to choose) disappear after you have built up enough satellites and interceptors? I haven't had to deal with one of them in a long while.

I think(?) I've had one, but now that you've mentioned it...

Wink_and_the_Gun wrote:
Paleocon wrote:

It definitely has that "just one more scan" effect.

Is it just me or have the "choice" scenarios (where the aliens simultaneously attack three different areas and you have to choose) disappear after you have built up enough satellites and interceptors? I haven't had to deal with one of them in a long while.

I think(?) I've had one, but now that you've mentioned it...

The abductions always happen in three countries without satellite coverage; once you have 2 or fewer countries uncovered, they stop.

Which was welcome to me at the time. But it's a shame, since it's the only real trade-off/choice dynamic you have in the game. ("Will you take this mission?" is an unsatisfying choice, since there's really no point to the game if you don't go out on missions, and there isn't much to be gained tactically by skipping a mission, except in the early game when your personnel choices are very constrained.)

pgroce wrote:
Wink_and_the_Gun wrote:
Paleocon wrote:

It definitely has that "just one more scan" effect.

Is it just me or have the "choice" scenarios (where the aliens simultaneously attack three different areas and you have to choose) disappear after you have built up enough satellites and interceptors? I haven't had to deal with one of them in a long while.

I think(?) I've had one, but now that you've mentioned it...

The abductions always happen in three countries without satellite coverage; once you have 2 or fewer countries uncovered, they stop.

Which was welcome to me at the time. But it's a shame, since it's the only real trade-off/choice dynamic you have in the game. ("Will you take this mission?" is an unsatisfying choice, since there's really no point to the game if you don't go out on missions, and there isn't much to be gained tactically by skipping a mission, except in the early game when your personnel choices are very constrained.)

Ah. Now that you mention it, the abduction missions did disappear after I put up my satellite constellation.

Unfortunately, now there aren't any "safe" missions for rookie training, so I end up having to bring the kids up from the minors one or two at a time.

Paleocon wrote:

Unfortunately, now there aren't any "safe" missions for rookie training, so I end up having to bring the kids up from the minors one or two at a time.

That's what council missions are for. They have the same 5-6 thin men even at the end of the game. Just be ready with fast runners on the bomb missions.

In my current play through I have purposely left for France and United Kingdom without satellite coverage, and I'm still getting abduction missions as a result.

So it would appear the minimum number is 2 countries, not three. Having them both on the same continent prevents the spread of panic.

Keithustus wrote:
Paleocon wrote:

Unfortunately, now there aren't any "safe" missions for rookie training, so I end up having to bring the kids up from the minors one or two at a time.

That's what council missions are for. They have the same 5-6 thin men even at the end of the game. Just be ready with fast runners on the bomb missions.

Bomb missions are a total cinch with flying snipers and assault troopers in ghost armor.

I had my first Code Black over the weekend. I was assaulting the

Spoiler:

Overseer UFO,

and I was not prepared for the level of resistance, especially not the new alien types they introduced. It was my A-Team, and in Ironman mode, so I don't think I'm going to make it.

They went down fighting, though. Point-Blank Rockets.

Looks like the Slingshot DLC is up. $7 on Steam. I'm going to get it because I'm a whore for customization options but I'm not really sure how I feel about it. Part of the charm of XCOM is how even when it isn't random, it feels random. Yet Slingshot adds a very specific storyline with a set character. I think I would have preferred it if it added a new class and a new mission chain that could take place anywhere, and at random.

Is that the DLC that lets you jump the research tree by getting the upgraded bazooka, and new council missions? If so, I'll pass and wait for real DLC: sandbox mode, new combat environments, etc. but modders will probably beat them to that.

Does anyone know if this has been a commercial success. It seems, by the numerous reviews I've read, to be a critical one. I am just hoping for more add-on maps etc. that would be driven by wallet success. (and for 360 folk, I sure wish they'd put out a theme and some avatar stuff!)

Donan wrote:

Does anyone know if this has been a commercial success. It seems, by the numerous reviews I've read, to be a critical one. I am just hoping for more add-on maps etc. that would be driven by wallet success. (and for 360 folk, I sure wish they'd put out a theme and some avatar stuff!)

Pfft! We'll be lucky! I think the best we can hope for is a half-assed sequel. Seriously, just take a moment to think about what the devs have been doing and saying from before release to after it:

- No mod support
- No map making
- "Lite" DLC that consists of only (IMO, overpriced) pre-order bonuses or a linear mission arrangement that is completely counter to the rest of the game.
- No multiplayer plans
- No further announced DLC or expansions

I don't think this game was expected to be well-received or well-sold.

I hope it did well. Most people I know bought it, so my anecdotal experience is that it sold well:) I am really enjoying it, and plan to pick up the DLC.

I admit that I ran a mission with an all chick squad just to get the steam achievement.

Funny thing is I now have enough experienced troopers from the UK that I can field a full squad for missions just flying the Union Jack.

Donan wrote:

Does anyone know if this has been a commercial success. It seems, by the numerous reviews I've read, to be a critical one. I am just hoping for more add-on maps etc. that would be driven by wallet success. (and for 360 folk, I sure wish they'd put out a theme and some avatar stuff!)

Not sure how reliable this is (no numbers in the article), but Joystiq reports that XCOM is indeed a commercial success.

Then there's this. XCOM sold 114k physical copies in October (it's month of release). That's not bad numbers, especially for a niche, non-AAA title. And remember that number doesn't even count digital sales, which given the series' history and fandom on the PC, is going to inflate that number significantly if I don't miss my guess.

I'm pretty fascinated by Paleo's style. I just started a new normal game, Big Picture mode, on my couch. I think I'm going to just go overkill. Upgrade everything, spend more time playing in the Foundry, weird tactics.

Paleocon wrote:

I admit that I ran a mission with an all chick squad just to get the steam achievement.

I am so proud of you:)

I'm curious, how many troops do you generally have in the barracks at a given time?

Duoae wrote:

- No further announced DLC or expansions

Not officially announced, but hooks for another DLC pack have been found in the game. So they're planning more, at least. Hopefully also more exciting.

IMAGE(http://threepanelsoul.com/comics/2012-10-15-251.png)