X-COM: Apocalypse Review (2024)

This is almost the X-COM sequel that folks have been hoping for.

By Ron Dulin on

X-COM: Apocalypse has some pretty big futuristic combat boots to fill. stands among the best turn-based strategy games of the past decade. Apocalypse does indeed fill those boots - the problem is, it may fill them with too much. The addition of a real-time combat option, the announcement of which had X-COM purists protesting in horror, does not make X-COM the Command & Conquer clone that everyone feared. In fact, it works quite well, to a certain point. This is almost the X-COM sequel that folks have been hoping for, so close that at times it's impossible to fault the game for a few minor problems.

Unlike previous X-COM entries, Apocalypse does not take place on a global scale. Instead, it is situated within a single city, Mega-Primus, which is being invaded by an alien race unrelated to the Cydonians from the first two games. Instead of being judged by a global committee, your actions are judged by the local businesses, mostly arms and transportation dealers. You must buy the majority of your equipment from these businesses (eventually you will begin manufacturing some of it yourself), and only a limited amount of goods are available each week. If you look past the unrealistic economic model of Mega-Primus (why these companies are charging you for equipment when the whole city is on the verge of being destroyed is never explained), it feels like a real city. Cars drive around, transports bring you your equipment, buildings are damaged as you blast away at UFOs over the skyline, huge aliens wreak havoc in the streets, and minor skirmishes are waged in the streets between corporations. The only minor problem is that Mega-Primus looks bad. In the day, your hometown is a nightmare of bright primary colors, and things only get bearable to look at during the evening, when it gets good and eerie like an X-COM game should be. This is in sharp contrast to the creepy ambient music, which would be terrifying if it didn't jar with the decidedly un-creepy environs.

The city model lends an air of innovation to the combat in Apocalypse. The majority of the battles take place indoors: Large warehouses, factories, and apartment buildings (both ritzy and run down) will need to be defended. These settings also include perhaps the best addition to X-COM's combat system - they can be destroyed. Machinery explodes, huge chasms can be created in the floors, and whole levels can come tumbling down on unfortunate combatants standing underneath. The dynamic environments can be used to your benefit, but they will cost you - enough damage and the owner will come looking for some payback, usually of a financial nature, but occasionally he'll just take some potshots at your vehicles or stage a raid on one of your bases.

There are a few other notable additions to combat. Units can now crawl and lie prone, and you can set an aggressiveness level that makes them seek cover in dangerous situations or just keep firing until someone falls. The combat engine is really, really good. But it's not great. Turn-based seems to have suffered in Apocalypse. Your agents have far more time-units per turn than in previous games, allowing them to take a few shots, throw a grenade, and then run for cover all in a single turn. And the AI seems geared for the real-time option: During turn-based missions, your agents will take reserved time units to perform all sorts of unassigned actions, and aliens will run back and forth in front of your soldiers without taking a single shot. In UFO Defense, if an agent saw an alien and didn't kill it, chances are that agent would be dead, or well on his way, before the next turn.

The real time, on the other hand, is much better than expected. Since it's not true "real time," you can pause or slow down the action to assign orders, then watch them play out simultaneously with the opposing side. Your agents, with experience, act more intelligently, taking cover and firing from a safe position. As an added bonus, it makes the missions extremely short affairs, sometimes on the order of two or three minutes, as opposed to the two or three hours needed to complete longer missions in turn-based play. But the real-time lacks the suspense of previous X-COMs, and it's hard to have that same sense of familiarity with your agents when you don't spend several minutes mulling over their every move. Both the real-time and the turn-based have their drawbacks and their merits, and you will undoubtedly spend your time alternating between the two.

The alien race you're up against is by far the most interesting thing about Apocalypse, and brings back that spark of excitement each time there's some new species to research (and there are many more alien types this time out). Research is split into two areas, Bioengineering and Quantum Physics. The latter researches new equipment and technology, while the former researches the prisoners and corpses you bring back from combat, as well as a great deal of the alien technology, which, it turns out, is almost entirely organic (leading to some terrifying weaponry you must face, including an enzyme-based firearm that dissolves your agents' armor and sets off any explosives on his person). The end game is more elaborate than in previous chapters as well. Instead of a single attack on a distant base, you must infiltrate the alien home world, turning the tables as you raid their buildings one by one. For all of the aliens' interesting technology and biology, however, you can't escape one disappointing fact: They look silly. You'll feel as if you're waging war on the set of The Muppet Show.

Apart from the graphics, the only major failing of X-COM: Apocalypse is that it tries to do too much. Instead of the amazing turn-based game that could have been, what we have is a really good turn-based game and a slightly better real-time game. But when you get used to the quirks, everything that made X-COM great is still there, from the surprise at meeting a new alien species to the joy of researching a technology. It may be ugly, but it sure is a lot of fun.

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X-COM: Apocalypse Review (2024)

FAQs

Is XCOM Apocalypse worth playing? ›

Reviews. The game received favorable reviews. Next Generation said, "In the end, Apocalypse is a step in the right direction, but a step with a wobble. With better control over the cityscape, and more distinct atmosphere and character, it would have been a smash.

What is the plot of XCOM Apocalypse? ›

Earth has been ravaged by human excess, petty conflict and alien invasion. The world's population has been herded into huge cities, the first of which was Mega Primus. 2084: A Utopia shattered, social collapse and civil unrest reigns in Mega Primus. Fiendish aliens terrorize the city.

Is XCOM harder than XCOM 2? ›

If you move from one game to the other it might appear more difficult, but i think that stems from the overall tactical differences between the two games. So if you're slow and methodical and careful, I think xcom 1 will reward you more for that approach and therefore appear easier.

How long to beat XCOM Apocalypse? ›

Alias:
Single-PlayerPolledAverage
Main Story730h 52m
Main + Extras197h 32m
Completionist762h 38m
All PlayStyles1550h 8m

How many endings does XCOM have? ›

Carter manages to plant an explosive device with a thirty second timer, believing that the Ethereal will never truly allow him to be free. There are four endings depending on choices made at this point.

Why is it called XCOM? ›

The premise of the franchise is that an alien invasion beginning in 1999 prompts the creation of a clandestine paramilitary organization codenamed X-COM (an abbreviation of "Extraterrestrial Combat") by a coalition of funding nations.

Why is the commander so important in XCOM? ›

The Commander oversees every aspect of XCOM, including strategic planning, soldier management, logistics, construction, upgrades, and research. The Commander personally orders soldiers in tactical combat missions.

Have You Played... X-COM Apocalypse | Rock ...Rock Paper Shotgunhttps://www.rockpapershotgun.com ›

A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations. There were multiple alien dimensio...
X-Com: Apocalypse - great premise but flawed execution ... Apocalypse is the third installment of the X-Com series which was released in 1997 by the creators of...
Instead, it is situated within a single city, Mega-Primus, which is being invaded by an alien race unrelated to the Cydonians from the first two games. Instead ...

How long to beat Apocalypse? ›

When focusing on the main objectives, Apocalypse is about 4 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 8½ Hours to obtain 100% completion.

What is the best XCOM to start with? ›

I think you should start with enemy within because it just expands a lot of the gameplay features. This expansion is so well integrated that you'll probably not notice what is EW and what is the base game. As you are new to tactical games i suggest you do the tutorial and play the game in an easy dificulty.

What is the best XCOM remake? ›

A decade on, XCOM: Enemy Unknown remains the best franchise reboot of all time.

How many hours is XCOM? ›

As the commander of XCOM, you control the global defense team and its resources in a battle against the terrifying alien invasion. How long is XCOM: Enemy Unknown? When focusing on the main objectives, XCOM: Enemy Unknown is about 26½ Hours in length.

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