{"id":87351,"date":"2013-11-12T05:40:56","date_gmt":"2013-11-12T10:40:56","guid":{"rendered":"http:\/\/www.designerchildren.com\/xcom-enemy-within-review-of-mecs-and-men\/"},"modified":"2013-11-12T05:40:56","modified_gmt":"2013-11-12T10:40:56","slug":"xcom-enemy-within-review-of-mecs-and-men","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/transhuman\/xcom-enemy-within-review-of-mecs-and-men\/","title":{"rendered":"XCOM: Enemy Within Review: Of MECs and Men"},"content":{"rendered":"<p><p>Firaxis has elevated XCOM: Enemy  Unknown's intensity through the bulkier risk-reward strategy  system in its expansion, XCOM: Enemy  Within. The expansion's potency is at worst intriguing  and at best traumatic. Its net effect is as captivating as its  launch pad with new items, juiced-up soldiers, alien mechs, a new  branching series of side quests, and 47 fresh battlegrounds ripe  with opportunities for tactical excision.  <\/p>\n<p>    Enemy Within's single-player campaign starts the same    way as Enemy Unknown -- bunkered in an underground    military base at the brink of the end of the world, following    the escalating war with the aliens to its climax. Think of the    expansion as a lateral addition to a core game and mission list    that remains unchanged. It's possible to play Enemy    Within almost exactly like Enemy Unknown, but    Enemy Within adds an optional quest line early on:    Defend the XCOM nations and XCOM itself from a transhuman    threat... an organization called Exalt.  <\/p>\n<p>    To further humanity's evolution, Exalt attempts to disrupt XCOM    operations and promote the assimilation of alien technology    into human biology. Thick with narrative irony, XCOM    simultaneously develops two tracks of transhuman upgrades, the    exact kind of alien-human integration that Exalt wants: MECs    and gene mods. Each unlocks after the construction of    cybernetics or genetics labs, respectively, enabling the    manufacture of XCOM super soldiers to combat both Exalt and the    Sectoids' breed of elite soldiers.  <\/p>\n<p>    For the first ten or so hours, Meld abounds and players are    free to explore the potential of MECs and gene mods. To balance    this advance, dedicating a soldier to one excludes him or her    from the other. MECs lose their class-specific abilities, beef    up on armor, and gain the potential use of flamethrowers,    kinetic strikes, healing spray, grenade launchers, proximity    mines and electric fields. Their robotic metal shells can also    serve as cover or bullet sponges, opening up opportunities for    some devastating close-quarter attacks.  <\/p>\n<p>    Thankfully, it's not always enough. The design temptation here    might be to add content and then just turn players loose.    Firaxis resists, and complicates each level with advanced enemy    units and cleverly placed enemy spawns. I say \"cleverly placed\"    in hindsight; at the time, a rush of three Chrysalids could not    have been more terrifying, especially on Classic difficulty,    without auto-save. Note that multiple auto-saves are disabled    by default on Normal. Classic and Ironman continue to be brutal    tests of willpower and patience. You've been warned.  <\/p>\n<p>    Just as Meld upgrades the XCOM soldiers, it's also responsible    for a host of new enemy units. The Mechtoid, a Sectoid mounted    in an oversized metal rig sporting two piercing plasma rifles    for arms, parallels the human MEC in size, health, and damage    dealt. Meld-enhanced Exalt agents have access to the same buffs    as gene-modded soldiers. And the Seeker, a floating, tentacled    stealth squid, cloaks and face hugs to take soldiers out of    action. A few late-game surprises also dial up the challenge,    particularly in Council Missions and Exalt Covert Extracts.  <\/p>\n<p>    If all this permadeath sounds like a bit too much, rest assured    that there's always Normal difficulty and the option to reload    auto-saves. If, however, you balk in the face of unidentified    flying Armageddon, Enemy Within offers the chance to    mix up play variables with new Second Wave options like Save    Scum, which reseeds the random number generator that determines    how percentage shots are executed, allowing players to play    from the same save until the shot lands. Itchy Trigger Tentacle    causes some aliens to open fire automatically on sight, leading    to sneakier tactical play. Add 47 new maps to that permutation    and your roads to death grow exponentially in number.  <\/p>\n<p>    In response to claims of unbalance or inefficiency in the    single player campaign, Firaxis has also tweaked some of the    interfaces and abilities for the soldiers. New items like    Reaper Rounds and the Gas Grenade make full use of the dual    item slot upgrade from Officer Training School, while a    much-needed \"Make Items Available\" button streamlines the    process of equipping items to the rotating roster of healthy    soldiers. In Enemy Unknown, to ready a fresh squad for    battle, players would have to navigate to the item inventory    for each out-of-action soldier, release the item, weapon, or    armor, and then manually assign that to the new units. The    \"Make Items Available\" frees up any items not being used by    active squad members during preparation, turning a tedious task    into a simple and efficient one.  <\/p>\n<p>    The gamble here rests less on in-match strategy and more on    complementary loadouts, to its credit and discredit. Credit is    due for the revived multiplayer mode's turning focus towards    the tactical mind game during battle preparation. You could    find yourself nervously hoping that the enemy forgets to equip    snipers with respirators and their MEC with jet-boosting boots    so your Seekers can take out their roof support without    interference from the MEC, then move in your plasma-wielding    sniper to finish the job. The addition of Seekers does,    however, present the opportunity for some world-class griefing,    like if a team of all Seekers strangles every enemy unit    simultaneously, ending the match. You can counter that kind of    tactic, but only if you've spent the resources on respirators    or bio-electric stealth detection or battle scanners. The fight    in multiplayer has clearly moved to the shadows; a challenge    that requires some thoughtful planning and a little paranoia to    conquer.  <\/p>\n<p>    Enemy Within makes even clearer the goal set out by    Firaxis in Enemy Unknown: to use consequence as a    means of creating value for player agency. Choices matter, but    they matter even more when the stakes are higher. With 30+    hours of your time resting on your mortal soldiers' melded    bodies, you're only ever one misfortune away from an expensive    checkmate.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Original post:<br \/>\n<a target=\"_blank\" href=\"http:\/\/www.joystiq.com\/2013\/11\/11\/xcom-enemy-within-review\/\" title=\"XCOM: Enemy Within Review: Of MECs and Men\">XCOM: Enemy Within Review: Of MECs and Men<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Firaxis has elevated XCOM: Enemy Unknown's intensity through the bulkier risk-reward strategy system in its expansion, XCOM: Enemy Within. The expansion's potency is at worst intriguing and at best traumatic. Its net effect is as captivating as its launch pad with new items, juiced-up soldiers, alien mechs, a new branching series of side quests, and 47 fresh battlegrounds ripe with opportunities for tactical excision.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/transhuman\/xcom-enemy-within-review-of-mecs-and-men\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[],"class_list":["post-87351","post","type-post","status-publish","format-standard","hentry","category-transhuman"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/87351"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=87351"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/87351\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=87351"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=87351"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=87351"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}