EGX 2017 is now only 3 weeks away and details of the developer sessions are now being announced. The developer sessions are one of my favourite parts of the show, and two highlights of 2016 were the sessions ran by IO Interactive on Hitman and Playground on Forza Horizon 3.
Three of the sessions for 2017 have now been announced.
Monolith Productions’ Bob Roberts (Design Director) will deliver a presentation on Middle-earth: Shadow of War, which is the follow up to 2014’s multi-award winning open world adventure, Shadow of Mordor. In his session, taking place at 12pm on Saturday, Bob Roberts will give attendees a detailed and interactive look at the expanded Nemesis System in the new game set for release this October.
Julian Gollop, the original creator of X-COM: UFO Defense, and Jake Solomon, creative director of the current XCOM series, will appear together in a session titled ‘The Past, Present & Future of XCOM’. The duo will be joined by Eurogamer’s Chris Bratt to discuss the history of the iconic strategy franchise and the future of the genre. XCOM devotees will not want to miss this. The session will take place at 5pm (BST) on Friday.
This is the second session to feature Julian Gollop. Earlier the same day at 2pm (BST), attendees will be have the opportunity to watch the legendary designer present his new strategy game, Phoenix Point.
Finally, at 3pm on Friday, developers from Failbetter Games, the team behind Fallen London and Sunless Sea, will present a session on their new title, Sunless Skies. Attendees will hear more about the game, which is in Steam Early Access, from Chris Gardiner (Narrative Director), Adam Myers (Analytics Director) and Lottie Bevan (Producer). They’ll reveal what players can expect to find currently and the plans for future content. They’ll also be taking questions from the audience so come prepared!
Those not at EGX will be able to catch all the sessions live on Twitch and it’ll be available to watch later on the EGX YouTube channel.
2K and Firaxis Games announced at the E3 2017 PC Gaming Show that XCOM 2: War of the Chosen, a expansion pack to the terrific XCOM 2, will be coming to Xbox One on August 29 this year.
XCOM 2 Creative Director, Jake Solomon, revealed XCOM 2: War of the Chosen on stage at the PC Gaming Show, with the following trailer:
War of the Chosen focuses on ADVENT’s bid to recapture the Commander, with deadly alien heroes being deployed called the ‘Chosen’. XCOM must approach and win over three new resistance factions, each with their own Hero class, to help combat this new threat and liberate Earth.
Firaxis continues to redefine the award-winning XCOM franchise with XCOM 2: War of the Chosen,
said Matt Gorman, VP of Marketing at 2K.
XCOM 2 fans are going to love the all-new narrative and features, enhancing the XCOM experience and providing endless reasons to re-play through the campaign.
We’re thrilled to offer our fans an unprecedented amount of cool new toys and features in XCOM 2: War of the Chosen, challenging and empowering players in exciting new ways never seen before in the franchise,
added Jake Solomon, creative director of XCOM 2 at Firaxis Games.
The expansion also includes a bunch of new enemies, missions, environments and increased depth to the strategic gameplay. Your soldiers now bond with their teammates, adding new abilities and perks as that bond grows and they’re deployed together. Meanwhile, regular community challenges with a global leaderboard extend the replayability beyond the new story content.
Remember that alien invasion in 2012 and the creation of the XCOM organisation to fight back under your command? Well, as it turns out, you lost. However, this feels thematically spot on. Based on your average playthrough of XCOM Enemy Unknown, with the countless soldiers you lost and retires required to win, losing the war overall makes sense and sets up this sequel rather nicely.
Now with XCOM 2, the enemy is no longer unknown and 20 years have passed since Earth was conquered. Humanity now lives alongside the aliens, seemingly benefiting from their advanced technology, but of course the aliens have their own agenda. XCOM has been reduced to a small resistance force, but once they rescue you and place you back in command, as well as secure a power core, they have the means to fight back. This time around your resources are even more limited and engagements take up a guerrilla war style; flying all over the world in a modified alien ship to search out support and aid pockets of resistance, whilst gathering the evidence needed to prove to the rest of the world that the aliens are not as benevolent as they seem.
It feel pleasantly familiar. Your home base – the modified alien ship – acts very much like it did in the previous instalment, allowing you to research new technology, upgrade and promote your troops, and build new rooms to accommodate and fulfil the advancements you need to step up your fight against the aliens. Moreover, thanks to the passing 20 years, there’s now more history involved. It’s a more personal story this time around. In fact there’s a great deal more storytelling. There’s been logical improvements to base-technologies that are easier to accept. Meanwhile, the reason for your capture by the aliens makes the fight more emotional, enhanced further by any knowledge you have from the previous title.
Your engagements with the aliens are much different as well. You’re fighting a more tactical war this time. Rather than taking the alien menace straight on, you’re attacking strategically important targets and locations, striking from the shadows. This manifests itself in a new stealth mechanic. The majority of you missions start you concealed from the enemy, strongly encouraging you to sneak up on your targets, scope out the area as much as possible, and place your troops in the best position to attack. This is further driven home by just how effective the alien forces are.
Enemy AI is excellent. They’ll look for opportunities to flank you, they call in or wait for reinforcements so to face you with superior numbers, and their weaponry can decimate your troops in a shot or two. It’s staggeringly difficult at first, however, once you figure out all the mechanics and how to best use each class of soldier you have, things get a little easier.
Using the terrain to protect yourself and draw the enemy to you is a big part of the strategy, with elevation playing an even bigger part than in Enemy Unknown. Setting a Sharpshooter up on overwatch a fair distance from the battlefield whist your Grenadier flushes enemies out of cover can be a recipe for success. Meanwhile, Staying hidden but allowing your Ranger to get in close and slit some throats whilst your Specialist is flying a drone around to scope the area and complete the primary objective, is another sound strategy. However, XCOM 2 uses procedural map and objective generation to provide a different mission each time you leave the dropship, meaning no campaign playthrough is the same, extending XCOM 2’s longevity a great deal and putting the ownness on you to devise the best strategies. The terrain, your available units and their upgrades, your mission object, how long you can stay concealed, and the countless choices you make each turn can all add up to very different encounters with your enemy; figuring out how to deal with the hand your draw is part of the fun.
And it is fun, hugely so. Much like its predecessor it’s tactically compelling and rewarding to figure out the puzzle that is the battlefield. This is also the case for upgrading your soldiers. Each class has two upgrade paths that benefit different styles of play, and developing enough soldiers with a diverse set of skills to help in different missions is a criticle and involved consideration. It involves you sending rookies out to gain experience, giving you the risk/reward consideration for mission success verses soldier experience. And of course, XCOM 2 is hugely challenging and your will lose countless troops, but often this is an inevitable cost to complete the objective, making the story even more personal and gripping and gives the risk/reward even more weight.
Fortunately, you can opt to retreat if an objective is too risky or difficult to complete, saving your precious squad. You can also save anywhere and reload to your heart’s content, but with no checkpoints in-mission you better remember to do so. Unfortunately, however, loading times when reloading a save are a little on the long side, which isn’t much of a surprise when you see how beautiful XCOM 2 looks.
A varied colour palette and densely packed environments makes each mission a visual treat. Meanwhile, cinematic camera angles during the action phase of a turn builds the tension whilst superb sound effects from the weapons makes a critical shot all the more exciting and rewarding, if it hits. Of course actually hitting a target is sometimes unfair, with occasions where point blank shots on enemies miss and unobstructed lines of fire have an entirely arbitrary percentage to hit. Incidentally the aliens will also sometimes shoot straight through walls and nail impossible shots on your soldiers. Further bugs also hamper the experience slightly, with characters sometimes freezing in place and not executing commands for 10-15 seconds, and cutscenes occasionally hit frame rate problems.
Fortunately, the fun outweighs the occasional frustration; no matter how often you fail a mission there’s always plenty of alternative actions you can take to try and find success, and exploring them is joyous. Despite its steep difficulty this is a turn-based strategy masterpiece with a wonderfully engaging story to compliment it, although it is a shame that the DLC from the PC version isn’t bundled with it as standard and is instead available separately.
Breach & Clear plays like a cross between XCOM and Commandos. As such it offers a tactically vast and interesting strategy experience that relies on your team using their expertise to survive against heavy odds. It’s a difficult challenge to begin with, but once you master the mechanics it becomes a highly satisfying experience.
You take control of a team of four elite soldiers, each with a specific role within the team, such as demolitions and heavy weapons. To match their specialty, each soldier has an ability to aid their team in combat. The demolitions expert can throw an explosive charge, the heavy weapons specialist can supress the enemy with a hail of bullets, the medic can stabilise fallen team mates, and the team leader can target enemies increasing the damage they take. Using your team’s abilities and taking advantage of the environment is the key to winning each battle, with cover and environmental hazards playing a big part in your success or failure.
Primarily you’ll be facing off against the undead. A mysterious infection has turned the majority of the local population into zombies and you and your team are stuck in the middle trying to survive and escape the area of operation. The zombie horde consists of your standard shambling flesh eaters and a selection of special infected with unique abilities, meanwhile, in line with zombie apocalypse tradition, there’s also human foes looking to loot and kill indiscriminately.
Facing off against the undead is a test of endurance. Zombies come at your team in waves and mean to overwhelmed you. Human foes are less numerous but their ability to shoot back makes them a far deadlier foe. Shifting your tactics to best deal with each is a crucial skill, meanwhile, facing off against both at the same time provides opportunities to pit the two sides against in each other.
However, Breach & Clear: Deadline isn’t about just moving from mission to mission facing off against the horde and the looters, instead you’re free to roam around the areas with little restriction, completing side mission and the primary missions at your leisure. This gives it an RPG feel, further enhanced by upgrade trees and experience points for your individual soldiers and copious amounts of loot to equip your team with better armour and weapons, as well as scrap to turn into ammunition.
It’s a great setup that helps provide some variety to what is otherwise a fairly predictable and samey set of missions. Additionally, the ability to roam freely and switch between the tactical command mode allows you to approach combat in multiple different ways.
Whilst roaming the dilapidated streets, woodland, coast, buildings, caves and sewers of the local area, Breach and Clear: Deadline plays like a twin-stick shooter. You can switch control to any of your team and move and shoot around your environment, with your team following and shooting at any nearby threat. The friendly AI does a fair job of path finding, although they occasionally get trapped in doorways or behind cover, but for the most part they shoot at threats swiftly and avoid becoming a hindrance. If you prefer a stealthier approach you can have your team stay in one place as you move alone.
When you come across a large group of foes or entrenched looters, the strategic command mode kicks in, pausing the action and allowing you to plan out your attack by stacking orders for your soldiers. Holding the right trigger starts the action, meanwhile, releasing it pauses it again, allowing you to make changes to your attack plans without the action overwhelming you. It’s a great system and one that can be activated and deactivated at will. Sometimes taking control of a soldier directly with the twin-stick mode is a better option than any tactic planned out in the strategic mode, so being able to switch between them at will is terrific.
However, this is where the friendly AI shows its limitations. In strategic mode your soldiers become mindless. If you order one of them to stand in the middle of the battlefield, they’ll stand their getting shot or eaten until they fall. Occasionally they’ll show some freewill and fight back, but other times, especially if flanked or attacked from behind, they won’t react at all. It’s a trade-off that makes sense however. Having your soldiers follow your order so precisely means you have ultimate control in this mode, so your grand plans are never compromised, but it leads to failure more often than victory if you aren’t paying attention.
Unfortunately, we ran into a few bugs during our time with Breach & Clear: Deadline. Some side missions wouldn’t complete, and we were able to leave an area during a battle which then prevented us from being able to progress, requiring a restart. We also suffered a few hard crashes, forcing us back to the dashboard, as well as many achievements not popping despite being achieved. However, Mighty Rabbit Studios have told us that patches are on the way and many of these issues will hopefully be quelled soon enough.
Breach & Clear: Deadline does a great job of tactical variety thanks to the two engagement modes of twin-stick and strategic command, a wealth of items and abilities to unleash, new weapons and equipment you can find, the upgrade trees for each soldier, and the zombies, special infected and human foes. Furthermore, the procedurally generated dungeons of buildings, caves and sewers provides an enjoyable challenge for those brave enough to face it. However, the environments are limited and samey, and the story takes a back seat to the action, hurting the drive to see it through. Additionally, long load times moving between areas and after death is frustrating.
Thanks to Xbox and Mighty Rabbit Studio for supporting TiX
Now I’m not calling myself a genius for predicting this, but then again everyone at TiX Towers are bowing down to me and calling me such, so maybe I am a genius. If you also want to be in the know about all things Xbox then be sure to regularly listen to the podcast, hosted by me, the genius.
On Tuesday October 1st, TiX was kindly invited to a secret location in London to have special hands on time with new XCOM experience, Enemy Within.
XCOM Enemy Within is the latest title in the XCOM series for Xbox 360 and follows on from Enemy Unknown released back in October 2012. Unlike the PC version which sees Enemy Within purchasable as a DLC pack for Enemy Unknown, Xbox 360 players will need to purchase the new Commander Edition, which is a re-release of Enemy Unknown but will come with the Slingshot, Elite and Second Wave content packs and Enemy Within expansion pack included.
Enemy Within brings the following new features which are shown off in the War Machine trailer above:
New Soldier Abilities: Research a new alien technology to advance the capabilities of your operatives:
Gene Mods: Construct the Genetics Lab to physically enhance your 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 and grenade launcher.
New Weapons and Equipment: Give your operatives an extra tactical edge with new projects from your engineering team and the Foundry.
New Enemy Threats: Adopt new tactics to counter the threats from two new alien classes including the Mechtoid.
New Strategic Resource: A valuable new alien resource, known as MELD, has been released onto the landscape providing access to new research and upgrades.
New Tactical Challenges and Maps: New tactical challenges are introduced across an additional 47 maps.
New Multiplayer maps, units, and abilities: Create your custom squad from a wider array of options and dominate your opponent in intense, one-on-one, turn-based matches.
The demo used for the hands on introduced us to a new enemy for the XCOM forces to contend with alongside fighting the alien invasion threat. This new enemy is called Exalt, a human rogue element who seek to capture Alien technology for their own purposes which immediately put them at odds with XCOM.
Exalt as an enemy faction can create Cells in countries which will undermine XCOM’s security levels and increase the threat warning for that region. For XCOM, you as the player can create covert agents with the sole purpose of infiltrating these cells, gaining information on them and lead to missions available via scanning from Mission Control.
The playable mission was to place a covert agent in one of Exalt’s cells, wait for him to gather information and then launch a mission to extract the agent. Agents can be chosen and customised as per any XCOM soldier, with particular skills and weapon loadouts designed for covert agents which will aid them during the extraction.
Squad selection is as it was with Unknown so names, appearance, skills and weapon loadouts all customisable. I picked a squad that I would normally have picked for a mission in XCOM, some long range snipers, up close and personal soliders and prepared to go extract my Agent.
Set in a woodland area, I positioned my squad in cover and slowly made my way towards the agents location. As well as having the task of protecting the Agent for extraction, the added task of defending an Encoder from being hacked by enemy forces made the mission even more of a strategic challenge. It was not too long before I encountered the first Exalt enemy soldiers on the battlefield.
What struck me right away was how aggressive the AI was with this new enemy. As the turns completed, they moved into attack position very quickly to my position on the map and moved towards the Encoder faster then I manged to move my squad forward. Clearly my normal play style of slowing moving forward to take down the enemy using my snipers and overwatch would not be as effective as it normally would be for this particular new enemy.
I tried to match the Exalt forces move for move, positioning my squad to keep them covered whilst protecting my Covert Agent but I made the mistake of having my squad too close together, even in cover. I also failed to check the area for the positions of Exalt agents outside my Squads line of site, which with the new aggressive AI proved costly. A Single rocket from the enemy and I lost 2 squad members with two others dangerously close to requiring only a single shot to put them down. The cover they were in was also destroyed, and in one single bad strategic judgement call by me, the mission was in jeopardy of failure.
The Encoder was soon hacked by Exalt and my only option was to retreat with the agent back to the extract point and escape with my tail between my legs. But the Exalt forces were relentless, as I made my way to the exit point, more of their forces closed in and after a few turns of I had to sacrifice my final squad members so I could extract the Agent. Mission failed, XCOM 0 – Exalt 1.
XCOM Commander Edition is the most complete XCOM experience you can have on the Xbox 360. From Enemy Unknown and its content packs to Enemy Within and all the new options and enemies you will face, it will appeal to veteran XCOM players and new players alike. The way in which I was so utterly destroyed whilst playing the extraction mission demo was completely down to my own failings, and its refreshing to see a turn based strategy game with an AI that will punish you for making mistakes. I am very eager to try out the the new augment abilities for soldiers from genetic modifications to cybernetic implants to take the fight to the new Alien classes and types.
The Enemy Within expansion takes XCOM to another level and will add so much gameplay to an already impressive game series in XCOM and you are getting so much content in the Commander Edition which makes it worthwhile purchasing again for some or new for others.
XCOM Commander Edition – Enemy Within is released November 12th in US and Canada and 15th here in UK and Europe.
I guess when a console lifecycle comes to its end; either developer’s get lazy or just so busy with Next-Gen games that their current-gen releases suffer. When you play The Bureau: XCOM Declassified (here out known as TB:XD), the feeling is that it doesn’t quite know what it wants to be. Way back when, in days past, 2K obviously sat down and brainstormed ideas on how to revive their strategy based sci-fi series. Trying to match the most popular genre of the time, TB:XD began development as a first person shooter (FPS) but very quickly this development route was binned and they instead started to look at creating a cover-based third person shooter. However, quite recently we’ve seen Firaxis release the very popular and successful XCOM: Enemy Unknown, trying to capitalise on this TB:XD changed its direction once again to take a much more tactical route.
TB:XD wants to become a modern revival, its part shooter with a shot of real-time strategy and mixer of emotional narrative. It tries hard to do its own thing but without abandoning the XCOM name. Ultimately the result is a game that almost desperately attempts to please everyone but doesn’t quite commit to either direction, disappointing from the offset with the first mission immediately displaying such flaws.
The game is set to be a prequel to other XCOM titles, set in the early 1960s amidst the Earth’s first extra-terrestrial invasion. We play the protagonist Agent William Carter, an ex-CIA operative with a drinking problem who’s spent the last few years working a desk job. He’s almost comically stereotypical coming coupled with a troubled past that haunts and an attitude problem that resembles a prepubescent teenager. His back story can be found via ‘Top Secret’ dossiers left lying around your office. None of the details have any bearing on the narrative, they are simply there to inform you this man has nothing left to lose; he’s loose cannon and so incredibly expendable he screams anti-hero.
The game and accompanying narrative deals with the first and founding days of XCOM, including the build up to its inception and their first encounters with the Outsiders. It’s a narrative let down by a diluted script and plethora of worn, tired out sci-fi clichés. To tick them off you have plot holes, characters contradicting themselves and the powers they report too, double crosses and twists to name just a few.
Let’s talk about the XCOM HQ as the inclusion of this confuses me. After each mission you’re let loose to explore it’s labs, firing range, briefing rooms, offices, storage areas etc etc. The first time you get to do this, it’s exciting like the first time you explored the Normandy in Mass Effect or Crescent Isle in Skies of Arcadia. The excitement is short lived. There is nothing really to do in the HQ which makes one wonder why it was even included. You converse with others by utilising a Mass Effect-style conversation wheel although the information feels empty and hollow. You can however unlock additional side missions with the HQ that upon completing you will unlock a second level of side mission out in the field.
I never got round to playing XCOM: Enemy Unknown, but from the reports I’ve read it employed its HQ as a means to research and manufacture new weapons and equipment whereas in TB:XD you feel all potential is lost. You quite early on meet a scientist who asks you to keep an eye out for alien technology that could be scavenged, researched and reverse engineered into devastating weapons and gadgets to aid you. The implementation of this is to simply instead allow you to pick them up off the floor. It’s another example what I mentioned above; 2K attempting to appease XCOM series fans without dedicating themselves to one direction (route, not the group). Overall the HQ is wasted and I wonder why it was even included considering its put to such meagre use?
As you load up on weaponry, tie your boots and head out into the field on assignment with Agent Carter you take two squad mates with you, both of which can die at any time if not healed or revived in time. The idea of perma-death is one appearing more and more in games across consoles and PC. It’s a feature that could become bothersome, stacking the odds firmly in the enemy’s favour as you become outnumbered and outgunned if it wasn’t for the fact that after each battle has ended you’re allowed to simply replace your fallen ally with someone else. They magically appear from behind or the side of you fully equipped and combat ready. Your squad mates level up as you do, so maybe losing a high level comrade is a little more upsetting? Nope – levelling your team is easy.
Rather than rotating between your allies from mission to mission to maintain synergy between their rankings, there are Dispatch missions you can send them on that they’ll never fail gaining a whole new rank with the completion of each assignment. Before you know it, you’ll have each of your squad mates fully ranked up with little to no effort on your part. So when someone dies just recruit a replacement that’s just as good.
As Carter, you begin with a simple healing ability but it doesn’t take long however, to unlock more abilities; thus expanding upon your tactical options with deployable turrets, the capability to lift enemies into the air or employ a handy shield. There are four available classes when it comes to your squad mates and you’ll need to combine classes and abilities to get most out of everyone in every situation. With a radial command wheel at your disposal you can quickly trigger three abilities concurrently, moving your squad mates across the battlefield and you’ll want to keep manually moving them around, too, because the AI can be downright terrible at times. Leave them to their own devices and they’ll constantly get up and walk straight into lines of fire taking bullets like they think they are Superman. Unfortunately, they don’t have Clark Kent style super-powers and once they are downed; you’ll need to revive them super quick due to an incredibly short bleed-out time.
Having to micromanage your two squad mates does limit your tactical options in certain situations. For instance some enemies have weak spots on their back and in an ideal battle you’d want to set up your squad mates to distract these enemies while you flank around behind them and get the kill. Unfortunately the AI is hesitant to stay behind cover making your life incredibly problematic. Some of the latter discussed abilities do offset these issues, but that doesn’t excuse the AI’s failings.
When it works and it works right, the battles can be incredibly fun and exhilarating. The setting has a lot of character as you fight through the small towns and farms of Middle America. The 1960’s backdrop is contrasted by ominous and advanced alien technology. The predictable appearance of waist high cover is always an obvious indication of combat, somewhat dispelling the inherent tension of the unknown present in other XCOM games, but it doesn’t detract too much from what is a very fun and satisfying tactical shooter.
The simple fact is TB:XD is an enjoyable shooter and this is a triumph considering its development confusion. The games holds a disappointing lack of identity, pulling from multiple games of a similar ilk and genre, taking a half-measured approach to multiple gameplay elements and aspects. It pulls not just from its XCOM predecessors but titles like the Mass Effect series. Underneath the muddy surface there is a good game to be found down there. The Bureau: XCOM Declassified launches you deep into a high-stakes covert war where tactics and precision win the day.
2K have released a new video for XCom Enemy Within. Enemy Unknown, released October last year was a surprise success. The Bureau: XCom Declassified, released only last week, tell the origin story of XCom. Both games show different stages of XCom’s capabilities in fighting the Alien threat, from obtaining their technology to fight back in The Bureau, to being right in the middle of the war in Enemy Unknown.
Enemy Within will take the fight to a whole new level, as for the first time, XCom will allow the user to develop their squad to have powers and abilities to match the Alien enemies they encounter either by genetic augmentation or using technology to enhance their fighting skills. We have seen the past in The Bureau, the present in Enemy unknown and now we see the future in Enemy Within.
XCom Enemy Within, is an expansion pack for Enemy Unknown, and is scheduled for release November 12th on Xbox LIVE
XCOM: Enemy Within is the expansion to the 2012 Game of the Year award-winning strategy game XCOM: Enemy Unknown. Enemy Within adds an incredible array of new abilities, upgrades and weapons to combat new enemy and alien threats. This expansion pack also introduces new maps, new tactical and strategic gameplay, and new multiplayer content providing a fresh new gameplay experience.
XCOM: Enemy Within will be available in North America on November 12, 2013 and internationally on November 15, 2013
2K has announced today that The Bureau: XCOM Declassified will be released on August 20th, 2013 in North America and August 23rd, 2013 internationally. XCOM: Enemy Unknown was developed by Firaxis Games and rebooted the classic franchise, the devs state now that ‘The Bureau’ will deliver a new experience within the XCOM universe.
Set in 1962 at the height of the Cold War, The Bureau tells the origin story of the clandestine XCOM organisation’s first encounter with a mysterious and devastating enemy. Originally established as America’s covert defense against the Soviet Union, The Bureau must adapt and overcome a threat unlike anything the world has faced before. As special agent William Carter, players will call the shots and pull the trigger, leading their squad of agents in the high-stakes secret war for humanity’s survival. Paramount to repelling the outside threat is The Bureau’s ability to cover-up the enemy’s existence in order to prevent worldwide panic.
In the spirit of the XCOM franchise, The Bureau’s calculated combat design requires players to think and act tactically. The game’s third-person perspective gives the player a sense of spatial awareness and grants them the freedom to transition in and out Carter’s unique Battle Focus ability seamlessly – heightening the tactical shooter action. The Bureau also fully embraces the concept of permanent consequence. As our last line of defense, every command can mean the difference between life and death for Carter, his squad and mankind.
The Bureau: XCOM Declassified can be pre-ordered today at all participating retailers. Those who pre-order will receive the Codebreakers side-mission as a bonus. In this special campaign side-mission, a communications facility responsible for intercepting and interpreting the enemy’s transmissions has gone dark. Special Agent Carter and his squad must make contact with any remaining personnel and investigate the incident.