Chances are if you were a pc gamer during the early 90s then you must have heard of the game X-Com. It’s regarded as one of the best turn based strategy titles and to this day, no other TBS game has managed to take the throne away. After spending years trying to find a copy, I finally had to grab a “free copy” of the game a few months ago to see if this game holds up.
In many ways X-Coms game play holds up extremely well for a 10+ year old game, but that doesn’t mean it’s perfect. The interface screens for X-Com are the most archaic things in the game (next to graphics of course). There is no way to re organize squad members in the interceptor, and all those little command buttons, I can barely read them.
Still , there are plenty of examples of game play brilliance when put together, equal an excellent game. I’m still baffled that no one, not even the original creators were able to replicate the experience and tactical game play in X-com. I’m going to try to examine the game and point out the successes in X-Com.
First point is one of my favorite words, randomization which will probably become the bane of any programmers I will work with in the future. Every map in X-com is randomize from enemy placement to all those damn hedge bushes. Meaning that your always going in blind in a sense and have to react to the changes. Exploring an alien base or going on a terror mission are exercises in playing careful and knowing when to charge and when to send someone on a red shirt mission.
Next is the assortment of foes you deal with in X-Com. From those annoying grey aliens all the way to those son of a bitch ethereals, your always given an adequate challenge. All the enemies have one goal in mind, to kill everyone on your squad and will use any means to do it.
Destructibility, something that should be a prerequisite for all TBS games. Why risk going thru the front door when you can just blow a hole in the wall? Having a missed shot hit the gas station causing a huge explosion killing the enemy your aiming for is just a great moment.
Now for X-Com’s‘ game play systems which are beautifully integrated. There are 3 main systems of game play in X-com: 1. Turn based style combat. 2. Base building and economic management. 3. Aerial combat. Each system in X-Com is properly set in the game, and the experience requires all 3 to work properly. Everything feels right in X-com and there doesn’t seem to be any useless systems.
Now the big one growth. Playing X-com there is a huge difference between the beginning, middle and end game compared to other strategy titles. At the start your squad is running around with basic rifles and taking one hit before dieing. In the end game, your squad is armed with the latest in plasma and laser tech in suits of powered armor able to shrug off those once lethal shots. While early just completing the mission is cause for celebration, by the end it’s possible to have a mission go without losing one member. This amount of growth in X-Com presents a huge carrot for players to stick with the game and offers a nice gradual curve in difficulty. As the game goes on the alien forces rise to the occasion, with stronger enemies and new types of aliens to take down your squad.
Before I talk about what X-Com did wrong, or things that keep me from falling in love with the game, I want to mention the mistakes TBS makers have been making with this formula. First is adding in a real time option along with turn based. Personality I can’t stand real time when I’m trying to create tactics and just seems like a waste of time. This can also lead to a dumbing down of the turn based elements.
Speed is another factor, not during your move but what happens after. I don’t want to watch in painfully slow detail 20 enemies moving along the map, or the computer requiring over 20 seconds to get thru each turn. Also having units move in a sorta fast walk pace on the map drives me crazy, either give me an option to skip watching the movement or make it faster. Outside of planning what ever moves and tactics your going to use, everything that happens afterwards should take no more then 8 seconds to get back to your turn. It’s this slow pace that also makes fighting random battles in RPGs a snore for me.
Recently a game based off X-Com was released, everything was supposedly good except that characters could no longer die. Even after getting hit by a rocket they would only be injured, this raises a point on squad death. In games like Silent Storm or Jagged Alliance when the characters have a degree of personality it’s hard to justify permanent character death. Yet in a X-Com like environment when your dealing with random names and character generators, then death should be a possibly. It adds in a degree of challenge and requires players to play more carefully. In a story based game, having them knocked out or a bit of deux ex machina could be used to bring back story characters after a mission.
Growth is a tricky idea, if the game changes too much your left with a completely different experience then you’ve been accustomed to. Not enough and a player’s interest can begin to wane. Silent Storm fell to the former, as the game progressed suddenly you were faced with giant mech suits which gave and received alot of damage and required you to use your own suits to stand up to them. Now all the strategy you have been using is thrown out of the window for these mech smash battles.
Moving on , it’s time to talk about what X-Com did wrong. X-com is a victim of the times it was made at, as advances in technology and AI would fix most of my gripes.
First is the interface which I talked about at the top. The solution is basically a revised interface. Also I should be able to see my squad members, their stats, and rank from any screen that I’m selecting squad members from.
The health system is where I’m torn at, on one hand I was really annoyed with having characters die from one shot from 3 screens away. Yet it adds alot of tension to the game. Perhaps if weapons had a preferred attack range making long shots do less damage could help. Or make characters starting out a pinch more durable.
The big problem with X-com and the main reason why I haven’t finished the game yet, is that while growth is a huge carrot for playing the game. There comes a point when you’ve run out of things to do but still have to slog thru to get to the end. Eventually I got sick and tired of regular UFO battles as they didn’t provide me with alot of resources, and I’ve already gotten everything I could to research. The only battles that were important were terror missions and base attacks, but I couldn’t muster up the energy to keep playing them.
My suggestions here actually come from RPGS, basically add in more randomization and incentives to fight. Having unique enemies (similar to elites in Diablo 2) is a great way to spice up normal missions. They would have to look different from normal enemies and have something different about them, such as using a weapon not normal to the alien species. Which leads to more incentives, unique equipment drops that these aliens could have on them. Such as a stronger version of a laser rifle, or new armor. These items cannot be mass produced to keep the game from becoming too easy, but can be a way to keep your better units alive longer and make random UFO battles still viable in the end game.
I’ve been thinking up my own squad based TBS game for some time now, and while it won’t be X-com 2008 edition it will have the features I mentioned here and provide an excellent TBS experience.
Josh ( Holy crap this was a huge post.)