This doesn’t break the game or ruin it it simply adds more of it and changes the way you play it. It’s the same basic game, but with more options, more threats, and nothing really done wrong. XCOM: Enemy Within is XCOM: Enemy Unknown, expanded. Oddly enough, it’s these little things – the medals and the voices, in particular – that are probably my favourite changes, adding tiny little bits of flavour that make everything feel more coherent. There are a host of new Second Wave options that massively change up the game, like having each soldier’s skill tree randomly generated (and thus having assault troops with perks from the heavy class, for instance). There’s now multi-lingual voice acting, so your German sniper can actually speak German. Medals, which give boosts, can be awarded to your soldiers. These are the big additions, but there’s a tonne of little stuff too. Usually when you’re distracted by other enemies. Seekers cloak as soon as you see them and then pop out to strangle someone. In short, you’re fighting against squads similar to your own: you’ll deal with snipers on high ground, support types popping smoke grenades and healing their allies, and heavies launching rockets at troops clustered behind cover. Use a pro and he’s not only unavailable for any regular missions that crop up in that time frame, but he’s dangerously vulnerable when the extraction mission occurs if your A-squad is unavailable (due to, say, being wounded when fighting off an abduction attempt) the chances of his unfortunate death rises rapidly.ĮXALT themselves use the XCOM class templates, weapons that are functionally identical to XCOM weapons, and special gene therapy through use of Meld that goes beyond what even your mad scientists consider ethically acceptable. Use a rookie and there’s every chance he’ll die during the extraction attempt, failing the mission. The problem is that the covert agent goes into the mission with with no armour and only a pistol and his equipped items to protect him, and you’re totally without that soldier until the extraction mission pops up. These fall into a sort of Deus Ex augmentation thing that can be applied to any basic soldier a trooper can have one eye augmentation, but you have to choose between giving them a bonus when they have a height advantage, or giving them a bonus to Aim following a missed shot. Your scientists want to use this stuff to genetically modify your soldiers, giving them magic eyes and brains and legs and noses (except not the last one). Meld gives you access to two different types of upgrade trees, one recommended by your engineers and one recommended by your scientists. Otherwise, you’re missing out on a bounty. You’ll have to scour some maps in small groups rather than sticking together and carefully covering each other. You’ll have to make mad dashes over to it, exposing your soldiers and leaving them in vulnerable situations. What this means is that the usual XCOM pace of “move very slowly from cover to cover, inching forward, making sure to reload all weapons after every shootout” doesn’t work if you ever want to get Meld. Secondly, these canisters are (for an equally inadequately explained reason) rigged to self-destruct after a certain number of turns, and you don’t know how long you have until you’ve seen the canisters. The problems surrounding this are twofold: firstly, you don’t know where on the map the Meld canisters are.
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