02/6/13

PC Game Review of XCom: Enemy Unknown

Review by Jim Zabek, 6 February, 2013

Developer: Firaxis and Publisher: 2K Games

XCOM is a top-selling game and GrogHeads’ readers voted it best general strategy game of 2012. What makes it so great?

Back to the Future

Keen observers of PC gaming may note a trend. Over the last several years there has been a move to resurrect, polish, and re-release some great older classics. Tropico, Baldur’s Gate, Sid Meier’s Pirates, StarCraft, and Close Combat to name just a few. The latest game to receive this treatment is XCOM: Enemy Unknown.

I can remember playing the original XCOM when it was first released. It could be a devil to play and win – just when I thought I was making progress in one area the aliens would introduce some kind of new technology or invade my base. They were always just one step ahead. I have played the new XCOM from start to successful finish on the Normal difficulty level (there are four, the next higher level is “Classic”). The normal level of difficulty was quite satisfying and challenging, but allowed me to eventually win without the frustration that the old XCOM gave me. I probably dithered a bit too long before triggering the final series of missions, but I put off developing psychic technologies until I had exhausted all other tech trees. The result was a highly satisfying 60+ hours of gaming – good numbers for many single-player campaigns these days and with my experience I can share insight into the game if you haven’t bought it yet, and I can share a few overall tips on how to win if you’re having some difficulty.

There are gamers out there who will derive great satisfaction in being able to recall every nuance of the original game and point out every deviation by the new one. I am not that guy. Suffice it to say that the original model of XCOM is followed: the strategic game unfolds in a pausable real-time environment as the player invests in technologies and building weapons, armor, and gadgets. The turn-based tactical game is where the player drops a strike team into an alien encounter and proceeds to either kill/capture the aliens, save civilians, or disarm a bomb. It makes for great fun, and while it is clear that the new version isn’t an exact clone of the old one, I found more than enough commonality to be satisfied. The new XCOM is great and I have no complaints. It’s updated enough to feel good, and yet true enough to its roots to recognize its origins.

 

xcom

A UFO is spotted over Russia. If I don’t attempt to engage it, panic will rise there. But do I have the technology to shoot it down? Do I have a team capable of taking on the alien threat?

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11/3/12

GrogHeads Reviews Star Wars X-Wing

Review by Scott Krol, 3 November 2012

Designed and published by Fantasy Flight Games

Is the Force with Fantasy Flight Games’ X-Wing Miniatures Game or is it a Jar Jar Binks mess of plastic and cardboard?

 

Science fiction may be a genre that is often looked down upon, seen as a realm populated by thirty-year olds living in their parents’ basements, but it has spawned a surprisingly large number of series in both television and film. Many of these series have legions of devoted fans, but none have had a bigger global impact than Star Trek and Star Wars. Arguably, while both are universally known, Star Wars, with its Campbell-esque Hero’s Journey, has had the bigger impact of the two. Yet when it comes to the world of board/table top gaming Star Trek has dominated.

This is somewhat odd for a series that was all about peaceful exploration of the galaxy (just consider the difference in names—Trek versus Wars), and yet there have been numerous wargames of tactical and strategic warfare in the Trek universe. Star Fleet Battles is the best known of these, with literally dozens of expansions and now thousands of pages of rules, yet there are many other flavors of Star Trek wargames available (see Jim Zabek’s recent AAR of Federation Commander).

Fans of Star Wars have had to make do with very few options. Star Warriors from West End Games was a “serious” game of tactical fighter combat, perhaps a little too serious considering the subject matter. Wizards of the Coast released a collectible miniatures game of space combat, but the less said about it, the better. The recent release of Fantasy Flight Games’ X-Wing, a tactical game of frictionless furballs between fighters in the Star Wars universe, is therefore a welcome addition to any Star Wars fan’s game library.

X-Wing is a miniatures game of fighter versus fighter combat in the Star Wars universe using pre-painted plastic minis scaled at 1/270. Don’t let the fact that these are pre-painted plastic minis scare you off; the quality is impressive. And for anyone who shudders at what the fighters looked like in the Wizards of the Coast game, these models are essentially Ferraris to Wizards’ Yugos. It should also be said that this is not a collectible game in the sense of blind packaging.

xwing

All the currently available fighters, though you can bet we’ll be seeing A-Wings, B-Wings, TIE Interceptors, and more. The bases have interchangable stat cards, showing the fighter’s stats, actions, and firing arc at a glance.

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09/30/12

PC Game Review of FTL: Faster Than Light

Reviewed by Avery Abernethy, 30 September 2012

Publisher: Subset Games

Can a game offering simple mechanics, an absurd plot, and multiple, humiliating fails be any fun? Maybe…

In Space No One Can Hear Your Ship Explode

FTL: Faster Than Light is an very simple, inexpensive and fun PC game. You command a single space ship with a tiny crew. There is an absurdly minimal plot. You belong to a Federation under attack by Rebels. You have information vital to the destruction of the Rebels. To defeat the rebels you must guide your underpowered space ship through a number of star filled sectors defeating other single ships while being slowly chased by a huge enemy fleet. Time is always slipping away.

ftl

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07/20/12

Retro Tactical! A look back at Crusader: No Regret

by Andy Mills, 20 July 2012

Back in 1996, I spent weeks playing one of the last great PC games of the DOS era – Crusader: No Regret. This game remains a true classic in the world of isometric tactical combat and even now, more than a decade later, many players are still discovering the fun of this venerable title.

History of the Crusaderscrusader

The two games in the Crusader series (No Remorse and No Regret) pit a renegade soldier against a corrupt and brutal empire…err… I mean government, known as the World Economic Consortium (WEC). The soldiers in the game are known as “silencers” because they systematically eliminate rebels and those who dare speak out against the corrupt WEC regime. The “silencer” at the centre of the Crusader series turns against the regime when he refuses an order to kill innocent civilians. This sudden change of heart greatly disappoints the leaders of the WEC and he is slated for termination. Unfortunately, for the evil leaders of the WEC, our hero decides to work with the resistance to exact his own form of run-and-gun justice against his former employer.

While No Remorse established the backdrop for the action, No Regret allowed the game designers to develop various aspects of the Crusader universe in greater detail. While some of the designers denied that the Crusader universe shared a common lineage with other Origin Systems titles, such as Wing Commander and System Shock, there does appear to be some loose connections.  For instance, the game uses the same calendar system as in Wing Commander and a newspaper article in the game mentions SHODAN and the disaster that took place at Citadel Station which was the setting for System Shock 1. These tie-ins and even some cleverly recycled dialogue from Star Wars worked to hold the interest of the player and make the experience more enjoyable.

Going Tactical

Like No Remorse, No Regret was a third person shooter that required the player to use a mix of strategy, cunning and good ‘ole brute force to achieve his goals. Sticking with the same basic engine as the original Crusader, this game followed the “if it ain’t broke, don’t fix it” philosophy and worked to provide the player with a familiar interface to explore 10 sprawling, multi-level environments. This second installment in the series featured enhanced combat maneuvers, such as the forward roll, which added to an already impressive repertoire of tactical possibilities. No Regret also added to the number of weapons in the already jam-packed Crusader arsenal, which included sub-machine guns, rocket launchers, micro-wave broilers, Bouncing Betties, det packs and autonomous robot spider mines. Setting enemies on fire, freezing them, or turning hapless troopers into puddles of goo just never seemed to get old. Added touches, such as allowing the player to access scout droids or gun turrets, kept the action fresh and allowed for many missions to be accomplished in a variety of different ways. Continue reading →