[Nov 12, 2013, 09:12 am ET] - Share - Viewing Comments
XCOM: Enemy Within
is now available for Windows in North America,
expanding the throwback counter-UFO strategy of XCOM: Enemy Unknown with new
content (available on consoles as the standalone XCOM: Enemy Within –
2K Games confirms
the add-on, which requires the original game, will be
released internationally on Friday, and outlines what it offers:
Enemy Within, players can modify their soldiers genetically to enhance their
operatives’ abilities or transform their soldiers into cybernetic warriors.
These new abilities and units are imperative to combat two new aliens, the
Mechtoid and the Seeker. In addition to new aliens, XCOM: Enemy Within adds a
new threat known as EXALT, an underground human organization set on disrupting
XCOM operations and taking control of Earth. XCOM: Enemy Within also includes an
array of new maps, abilities, upgrades and weapons across both single player and
“XCOM: Enemy Within continues the tradition of robust expansion packs from
Firaxis Games,” said Christoph Hartmann, president of 2K. “With an incredible
amount of new content, XCOM: Enemy Within is the definitive way to play last
year’s best strategy game.”
“The number one thing our fans asked for after we released XCOM: Enemy Unknown
was more maps,” said Ananda Gupta, lead designer at Firaxis Games. “In XCOM:
Enemy Within, we’re giving players nearly 50% more maps in addition to a massive
amount of other new content, providing nearly limitless replayability for XCOM
commanders to enjoy.”
Key features for XCOM: Enemy Within include:
- New Soldier Abilities: Research a new alien
technology to advance the capabilities of operatives:
- Gene Mods: Construct the Genetics Lab
to physically enhance operatives’ abilities, including augmentations to
the chest, brain, eyes, skin and legs;
- MECs: Build the Cybernetics Lab to
enable the construction of the new Mechanized Exoskeletal Cybersuit, or
MEC. The new MEC Trooper class has specialized abilities and each suit
can be upgraded with new weapons including the flamethrower, grenade
launcher and more.
- New Weapons and Equipment: Give operatives
an extra tactical edge with new projects from the engineering team in the
- New Enemy Threats: Adopt new tactics to
counter the threats from new enemies, including the Mechtoid, the Seeker and
an organization known as EXALT, a group of humans sympathetic to the alien
- New Strategic Resource: A valuable new
alien resource, known as Meld, has been discovered. Secure it on the
battlefield and use it carefully back at base to unlock new research and
- New Tactical Challenges and Maps: Face new
tactical challenges, on nearly 50% more maps;
- New Story Elements: Recover a mysterious
new weapon in Operation Progeny, investigate a terrifying threat in an
abandoned fishing village, and defend the XCOM headquarters from alien
attack in a series of new plot-driven missions;
- New Multiplayer Maps, Units and Abilities:
Create custom squads from a wider array of options and dominate opponents in
intense, one-on-one, turn-based matches;
- New Second Wave Options: A number of new
gameplay modifiers including the option to enable random soldier abilities
means no XCOM squad need ever be the same again.
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||Re: Ships Ahoy - XCOM: Enemy Within
||Nov 13, 2013, 12:16
Creston wrote on Nov 13, 2013, 12:01:
I don't trust IronMan mode. It's possible to get utterly, completely stuck in several of the main battles due to scripts not starting, and I'm not losing 30 hours of playthrough over it.
I love the difficulty in battle of Classic and Impossible (though I hate the cheats the aliens get), but it's the retardedness of the Geoscape that pisses me off. You have exactly one possible build order to try to stave off defeat and any deviation from that build order means you're fucked.
That's not gameplay, that's pedantery.
I had a mod that simply disabled the entire fucking panic mechanism, which made for a much more enjoyable way of playing, because it allowed you to make choises on what to build and where to focus attention. Made it about halfway through Impossible that way, until a pair of Mutons wiped out four of my star troopers in two rounds. It was incredible. I wanted to recruit them to MY team.
Well, there is a way to quicksave or backup in Impossible - alt/tab out and copy the savegame file.
I never hit any of the bugs, guess I was lucky in my two playthroughs.
I only sort of know the building issue you mean. My first playthrough I fumbled since I didn't know the mechanics (still did fine, but towards the end I was cutting it close with money issues.) My second playthrough was on Easy, where you need to try to screw up. But I saw how it becomes less about strategy and more about a required formula.