I imagine that for anyone who didn’t spend their formative gaming years playing 1994’s turn-based tactical classic X-COM: UFO Defense, jumping into Xenonauts - an extremely faithful remake from an independent developer - might feel like that dream in which you have to take the final exam for a class you skipped all semester. Except on this test, every time you get an answer wrong the professor executes someone you care about in cold blood. And you’re not wearing pants.
Do I recommend it? Absolutely. Is there a lineup of caveats longer than my enormous casualty list? Yes there is.
In most respects - perhaps too many - Xenonauts is the X-COM follow-up we should’ve had in 1998. Structurally, it nails almost all of what makes X-COM my favorite game of all time, and kept me largely happy for the roughly 80 hours I’ve played. (An average campaign will take roughly 15 or 20 hours.) Building a base to research and manufacture advanced weaponry on the global strategic level, then using that weaponry to kill aliens in the squad-based tactical mode on randomized, destructible maps and bring back their technology for further development ties the two together in numerous interesting ways. The fact that each of your renamable soldiers is an extremely fragile mortal that can be permanently struck down in an instant by a plasma bolt from the darkness or turned into a zombie with a single touch adds an incredible high-stakes tension. (If someone dies in tactical combat, they’re dead on the strategic layer, too.) So does the way the flexible time unit system puts every step they take in your direct control.
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