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Exclusive "XCOM: Enemy Unknown" Interview Talks Tactics, History

The world is depending on you and your squad like never before.

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The world is depending on you and your squad like never before.

"XCOM: Enemy Unknown", a Comparison

We recently had the chance to sit down with two of the development leads for the highly anticipated, upcoming XCOM: Enemy Unknown. Lead designer, Jake Solomon, and lead producer, Garth DeAngelis took a few minutes to talk to us about the game, and the direction they've taken this ambitious re-imagining of the 1994 classic, UFO: Enemy Unknown.

XCOM: Enemy Unknown drops October 9 on Xbox 360, PlayStation 3, and PC.

Complex: Looking at XCOM, compared to other strategy games, what sets XCOM apart?

Garth DeAngelis: XCOM is a much more intimate strategy game. Way more personal. Visually, the game has a much more cinematic flare. Cameras will come sweeping down and zoom in on certain components of the battlefield. Players will have a much deeper connection to individual soldiers.

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What to Watch

What excited you most about the original XCOM, and to the XCOM uninitiated, what should we be aware of the first time we play?

Jake Solomon: I'm probably most excited about the return of the Chryssalid.

Garth: First time players should always take stock of their mission briefings. Keep track of who in your squad is wounded, who is healthy. Remember to head to engineering and upgrade when you can. Swap soldiers depending on mission parameters.

Jake: XCOM is all about immersion and the first mission will toss you right into the fight. The first mission may be a tutorial and a controlled experience, but you will be learning in the middle of battle.

New Gear, New Tactics

What can you tell us about some of the new abilities and mechanics of the soldiers in XCOM?

Jake: The soldier abilities vary from class to class, but keep in mind that the player always has recourse if outnumbered using tactics. Some of the new tactics that we are excited about are smoke grenades, invisibility armor, flight armor, and battle scanners all combine for a much more dynamic battle experience.

Why is it important to protect other countries?

Garth: Countries all have very different types of funding that you will need to accomplish high-level goals. Russia and the U.S. have a ton of money and they are massive countries with strategic importance. But, if you spread yourself too thin too quickly, in terms of defense, you will find yourself at a massive disadvantage. Every country has their own bonuses. Europe has scientists and engineers needed for upgrades. Aliens will target these bonuses as an offensive tactic.

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Secret Compounds and Underground Gyms

XCOM has introduced something call 'ant-farm view', can you tell us a little about this function and what it is used for?

Garth: The ant-farm is your secret underground base that you will use between missions. This is where you will be making the big decisions. Researching new technology, examining alien artifacts, engineering new weapons, all the important stuff. The barracks is where all of your soldier upgrades will be kept. The hanger is where all of your global jet strikes will be launched from. The base is a fully customizable side view diorama of your army.

Dead and Gone

Perma-Death is a trend that the industry seems to be embracing. Was that feature in place from the beginning of development? Why do you see it as important?

Jake: Perma-Death was absolutely in place from the beginning. It was in the original UFO: Enemy Unknown and we wanted to keep it unchanged. With permanent death, the game becomes so much more about consequence. How your choices affect the outcome of the game. That sense of responsibility creates such a strong bond with your squad. It makes the game a hugely personal experience.

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Start to Finish

How linear is the game-play?

Garth: The map randomization is very serious. Every game-play is going to be different. In general there is a huge web of choices. Map randomization, the tech trees, and alien enemies all combine to make the game a different experience every time through. The game is about 15-20 hours long on the normal setting, and much longer on higher difficulty. Games are much longer and harder on higher levels, and each one is a unique experience.

Influence and Homage

What are some of the influences that affected you during the development of XCOM?

Jake: Aside from the original game? X-Files, District 9, we both loved those two. But, we didn't want to stray too far from the original tactical design. We were inspired by table-top gaming. War Hammer, Fall Out, and Valkyrie Chronicles were also big influences.

Garth: Players have a really strong sense of ownership of the game. We have a huge responsibility to the players and it is a responsibiltiy we take very seriously.

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