Firaxis are all board game nerds, they love wargames and tactical board games like Earth Reborn, Twilight Imperium (Master of Orion 2 anyone?), Warhammer 40k, etc. They made this addon for people like us that love these games against our friends.
XCOM: Enemy Unknown - Dissecting the Multiplayer
Firaxis unleashes XCOM's online alien battles.
XCOM: Enemy Unknown lead designer Jake Solomon has been keeping a secret.
Game designers are good at secret-keeping, of course, but Solomon has had an ace up his sleeve for a while, and during our visit to Firaxis' Maryland studios last week, he finally got to play that ace. XCOM: Enemy Unknown, Firaxis' highly anticipated strategy game, will ship with online multiplayer. In fact, the game was planned from the beginning to have multiplayer--and we had a chance to play it ourselves during the extensive tour.
Most notably, Enemy Unknown's multiplayer matches are generally quick and dirty, in direct contrast to the extensive single-player strategic marathons. Online matches eliminate the strategic layer completely, pitting two players versus each other in a single combat skirmish that's likely to last around 10 to 15 minutes. The setup is pretty simple: each player is given 10,000 total points to spend prior to the match on various units and inventories, and once the match begins, each player has 90 seconds to take their turn. (That's true of ranked matches, at least; you and a buddy can customize these and other options in unranked play if you want to experiment.)
The point limitation is the game's primary means of balancing, though Firaxis is abundantly aware that once the game is released into the wild, players might find creative ways to steamroll their opponents. There's good news in that regard: the studio can adjust point thresholds on the fly without patching, so if those cyberdiscs you like so much are overpowered (and a few members of the team suspect they might be), numbers can be tweaked without constant patches and hotfixes.
Oh, right: cyberdiscs. You see, you aren't limited to controlling human soldiers; your team can be a mix of human and alien units, each of which has some kind of weakness to exploit. Curious about what some of these units are, and how they behave? Take a look at some of the ways you can exercise your military might:
Soldier
These are the most flexible units in the game, as they come in various classes and can be outfitted in various manners. A soldier in a ghost suit can go invisible for a turn. Some armor types include a grappling hook, allowing the unit to gain a height advantage quickly. Archangel armor allows a soldier to fly for a limited time. Various weapons, armor, and inventory weapons add to the cost of your soldier, so outfitting a single unit as an armored angel of death could use up a sizable portion of your point allotment.
Sectoid
Sectoids are the weakest alien units, and thus come at a low point cost. They may not do a lot of direct damage, but they're capable of mind merge, which allows them to grant bonuses to more-powerful units. They can also lay down suppressive fire, which can potentially damage an enemy unit that dares wander in its path.
Sectoid Commander
As you might suspect, the sectoid commander is a beefed-up version of the sectoid, coming with more hit points than its lowly counterpart, and capable of a more effective version of the mind merge. The commander can also perform mind control, which allows you to take command of an enemy attacker. But the cost is much higher than a normal sectoid, given its powerful psionic abilities.
Click to page 2 to see even more units, and learn more about XCOM: Enemy Unknown.
Review Scores
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Game Info
- Release Date: Oct 12, 2012 (AU)
- Classification Board: MA
- Release Date: Q3 2013 (US)
- Release Date: May 15, 2013 (EU)
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XCOM: Enemy Unknown
- Publisher(s): 2K Games
- Developer(s): Firaxis Games
- Genre: Strategy
- Release:
- Classification Board: MA
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