In brief: highly competent remake of Gollop's X-COM with solid community mod support. An understated classic, though probably too old-school for the younger generation. Way back in 1994, an up-and-coming game designer named Julian Gollop led the independent Mythos Games studio in the development of X-COM:Enemy Unknown . That game became a global success and launched a franchise which has seen sequels, cash-ins, reboots, and imitators both good and bad ever since. The most famous is of course the Firaxis reboot XCOM from 2012 (note lack of hyphen), though the most recent and most significant is 2019's Phoenix Point , which is Gollop's own next step in the saga (and which I strongly recommend). In 2014, a full 20 years after the original, a new indie studio named Goldhawk Interactive published something that was not quite remake and not quite reboot - very close to the original, but different in plot and presentation. Xenonauts borrowed the core concepts from X-COM whilst ignoring the various releases in between; in particular, they did not take anything from Firaxis' XCOM , so fans of that game should be aware that you will not find the same experience here. What you will find is no cutscenes, no FMV, no voiceovers, and no Magic 4 Supermen. Instead, you will find a gritty and unforgiving secret war simulator with beautifully clean lines and very solid mechanics. Xenonauts locates its action in 1979, drawing on the paranoid and fearful atmosphere of the Cold War. The game's text-delivered backstory briefly explains that alien incursions began decades earlier and created a new fear for a set of world governments already staring each other down over the barrels of their ICBMs. Now, an alien fleet has moved into Earth orbit and is reconfiguring its spacecraft for atmospheric operations; abductions and random attacks have begun, people are scared, and the lack of mutual trust amongst the world's governments results in a disjointed response. The only coherency comes from the Xenonauts, an organisation formed clandestinely outside of formal military structures. The game presents the same global/local dualism of the original with a real-time Geoscape and Battlescape missions played in turns. The Geoscape is more dynamic than the original: reports of attacks and atrocities pop up here and there, providing hints about alien activity which your interceptors can make use of. As in the original, you begin with a single base with limited radar coverage and only a couple of standard fighter jets plus a platoon of soldiers and their transport chopper. The alien craft are similarly basic at first, but they soon develop; the player needs to keep pace by hiring scientists and building labs for them so they can research vehicle and weapon upgrades, then hiring engineers and building workshops for them so they can build the products of that research. Additional bases should be constructed, and the player is required to think carefully about location and coverage in order to maximise their investments. Aerial clashes with UFOs result in shootdowns, and it's also possible to catch alien craft when they land. The air war is crucial to success, and requires close attention from the player - there are no big honking warning signs, you must use the information available to direct your meagre forces. Hitting a crash/landing site with a chopper full of troops results in a Battlescape mission in which your squaddies must kill or capture the surviving alien crew, after which the wreckage and its artefacts can be salvaged and (in part) sold off to increase funds. Captures of aliens and artefacts feed your research options and are essential to progress through the game's plot. New options emerge from research in terms of weapons, armour, light tanks, transport and attack planes, base facilities, and so on, until the ultimate solutions to the alien problem finally emerge. By 2014, Open X-COM was well developed and the flaws of the original were fully understood. Goldhawk did a competent job of presenting a Battlescape similar in style but trimmed of its clunks and sharp corners. That doesn't mean they made the game easy (unlike Firaxis); Xenonauts is hard, requiring abundant caution and a willingness to sacrifice from the player. Maximum squad size ranges from 8 to 16, plus light vehicles, and you will need to use all that capacity, because people are gonna get killed along the way. This is a tactics game, and sacrifice is a tactic. The aliens have many advantages: they see perfectly in the dark, some have longer sight ranges than your troops, some have very accurate weapons, some can absorb terrifying amounts of punishment before going down. You must apply proper tactical principles to succeed: avoid overstretch, always aim to outnumber, use cover and smoke and manipular movement, and never make assumptions about what you're facing. The vibe of this game - exactly like the original - is of approaching blind corners with the sole surety of something nasty lying in wait. The game as originally published wasn't perfect. Its writing was serviceable rather than good. It was still enjoyable, and could be played to its conclusion, but the version which emerged as the Community Edition - essentially a sanctioned modding process which became a collaboration between fan-coders and studio - is very solid, very well-written, and remains one of the best squad tactics simulators I've ever played. It's not all that pretty, it's certainly not flashy, and it rarely polishes your ego. The music is understated and menacing, not bombastic. The soldiers' outfits are mundane and functional, not hench-looking and awesome. There is a chance-to-hit system which you do have to take seriously - 90% chance to hit means 10% chance to miss, and nobody should ever forget that. If you're relying on your one star uber-sniper to wipe the board for you, you'll lose, simple as that. I've played this game a lot ever since it first came out. I'm reviewing it now because the sequel is due out soon, and people may come looking at this one to check its antecedents. I won't speak for the sequel here - at time of writing I've only played the demo - but I will say this: play Xenonauts , by which I mean this one. If you can live without flashy graphics and FMV you'll find a genuine example of solid, clean-cut game design which doesn't mollycoddle the player. You will have to read the manual, as it doesn't do tooltips. You will have to accept defeats as well as victories. If you're equal to that task, you will find a true challenge with true spirit and a satisfying plot trajectory. If you want whizz-bangs and Batman-style gravelly narration, you should head back to the Firaxis webpage, kid.
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