XCOM '93 vs.  XCOM '12

XCOM '93 vs. XCOM '12

XCOM: Enemy Unknown - [PlayStation 3] (Video Game)

Customer Review

XCOM from 1993 is still one of my favorite games! Accordingly, tense and suspicious, I looked back at the reboot. Experience has shown that is so often disappointed in such cases. At this point again? Unequivocal answer: NO!

First of all: It appears as if the developers, the "original" know very well and also love. Overall, the game was a little leaner in its complexity. That was to be expected, but that this would happen so clever and well-measured, I would not have thought. In short: Everything was great during '93 was retained and expanded here. Everything has annoyed the 93er was rationalized. The game is limited now to the essential, to what has once moved to push the disk into the drive and not to leave them for hours to get out. Because not all the complexities in '93 also brought more opportunities. And these stumbling blocks were removed.
The essential element of the game can be summed up with one phrase: decisions. Constantly you will be faced with a choice, a right or a wrong is rarely an. The slight Verschlankungskur served exactly this. In '93, however, had to contend above all with the micromanagement. These are a little more explicit performance:

The base building:
No 8 bases more, only one. Sounds hard now, but how was it 93? Play The first time it was then almost impossible to estimate how many bases are necessary at all then, the game delivered a case no evidence and the facilities were very extensive. If you could ask anyone (93 could browse the Internet no Walkthroughs: D) that was often a reason why you failed. Finally did it go then but anyway it out, that was held 1 to 2 main bases and the rest only satellite and Hangar stations were. In 12er keeping its main base, the satellite network is built separately and you can station its interceptor in these monitorees continents. A variant which is somehow logically and to save much time and frustration.
The base itself is nicely decorated and skillfully set up it can be a little increase in their efficiency.

Interception:
In '93 it was because different tactics. What makes this more or less sense, this has not always been apparent. There initially no possibility of intervention. The only arise with the development of various maneuvers in which it is clear that they bring an advantage. This makes the interception and transparent way the research variants be extended.

The missions:
The minus: no more random cards. However, I can hardly imagine that any random maps are among the requirements for the presentation today yet possible to me.
It has often been criticized in reviews that the cards are too small. I find not personally. Sure, many missions have been completed in a few minutes, but in my view the night is the general dynamics of the game very beneficial. In '93 it was so often eeewig busy to look for the last alien who had holed up in the back of the last corner of the map somewhere. While this was exciting, but in the long run rather time consuming and annoying. Such, I have never experienced in the 12er.
What was in '93 and getting a little tedious, was the time unit system. Vorm run check how much a shot costs first. After the count to continuous fields and calculate how many time units then are left. The falling away now, you run twice or once you walk up. The system is much easier and there are thus compared to the old system no disadvantages.
By far the most annoying thing in '93 was the team equipment before and during the missions. Every magazine, every grenade, so just allocate each item individually. Then the objects between various pockets and hands replace during the mission ... All this is now a largely spared. The units already come with their equipment, which can be varied to a few, significant post ion. Is made in one or two minutes. 93 one has a lot of time and a lot of clicks left until you could finally start. Simple yes. Gameplay circumcised? no, not really. Ultimately, the freedom of action in the missions is even much greater than 93. More on this in the next point.

Recruits
93 gabs a ranking system which is revaluing the attributes of the soldiers, that's about it. Now all the soldiers received an additional training after the journey. Here one chooses usually between two skills. The choice is almost always quite tricky. This level system sounds quite cheap. But in the context of their own way and the properties teams is determined by the choice of soldier skills a certain basic strategy. In the totality of the level up so it is not easy. Guests staying at this error, the regret on the battlefield sometime.
93 there was no classes, now there is. An extension in the game. Makes things more interesting at the same time but also playable, as this as described above micromanage reduced. Along with these new results and with the personalization system a higher identification with his recruits. This makes the battles even more nerve-wracking.

Research and production:
I have now played a few hours and I have the impression that the scope is the same or even a little bigger. Here I want to mention two new features: There is now little more research projects that run in the sand. 93 could but nothing more nor gave it to some projects that one only provided a nice little text. Now all Alli properties and especially the aliens themselves are better incorporated booths in the research tree. To interrogate aliens and dissect provides a now new research projects and production facilities, great! Since it is also worthwhile to take the risk to catch aliens alive.
In addition, a further upgrade equipment now exists in addition to the research now: The Foundry. Here you can enhance many existing items. Where you then also should mention the third option: In the barracks can enhance the soldiers themselves in the military academy.

The Story:
93 was composed of a few quite a few text boxes that have a very rarely granted time. Basically, there was virtually no. In 12er now there is a! It is not overly pushy and time intensive, but made quite nice. It also participates quite shrewd, she is driven among other things by the research and is therefore nicely integrated into the player action.

The technique:
No high-end graphics, but more than I expected as followers of this genre. The soundtrack is good, even if the monotonous '93 soundtrack in its minimalism was still a little gloomy.
For me personally, the whole thing a tick too colorful, the representation would calm can still turn out a little frightening.

The degree of difficulty:
The remains crisp. You always feel that you have enough money and resources and lags behind in research. The fact that for each project which you approach, neglecting other important matters. Despite successful than 93. The playing but is not on the "real" level of difficulty, the game has become easy, fair and transparent. 93 offered too many options and too little fiddly clarity, drum, it took some time to restart. The main difference is thus: Today you constantly have to decide earlier you had to constantly advise (if you had not already completed some tests). Since the players are now 93 well all working and have no time, which is probably the very contrary: D.

Conclusion:
One could XCOM Enemy Unknown be described as casual game. However, it is shown here how this development is treading RIGHT! Reducing the complexity carries here at about playability, but the freedom of action restricts only where it makes sense. It is in my eyes one of the roundest games I've ever played.

Now enough is written, I have to once again take care of my satellite network.

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