[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 14, 2013, 18:53
|Played an absolutely AWESOME mission contained within the expansion today (spoilers, obviously.)
You get sent to a deserted fishing village. Turns out the village isn't deserted, it's been crysalid'ed. When you find the source of the Crysalid infection, it keeps spawning crysalids every round, and you need to reach a transponder to call in an airstrike. That in and of itself is already cool.
But once you hit the transponder, you have 8 turns to reach the evac site or die. While crysalids are chasing you and trying to cut you off. Holy shit, the fucking TERROR in this mission. I'd let my Mech unit do a rear-guard action, because his fist of doom kills a crysalid instantly. So with 3 turns left, he's surrounded by 3 crysalids, and even though he can handle 2 blows just about, 3 would kill him. And more were on the way. Rest of the squad is basically one move away from the evac point.
I debate letting the mech guy die and sacrifice himself for his squaddies, but then I decide to take a risk. I set up my squad exactly one move away from the evac point, then put them on overwatch, and let my mech run to within a few steps of them.
3 Crysalids come after him, and are absolutely pulverized by 5 people on overwatch (I had laser rifles). Oh, it was glorious. Evac'ed in the last turn.