Xenonauts (PC) review"I could write myself a catchy header, but I’ve got Xenonauts shrunk down on my toolbar, and it’s been a few minutes since I took my last turn. " |
Originally, my biggest fear for Xenonauts was that it was shaping up to be inspired so heavily by the original X-Com that it was going to be a carbon copy with slightly shinier graphics and a few little adjustments here and there. And I was exactly right. However, now some weeks after release, my biggest fear has somewhat shifted: I’m now very concerned that I can’t drag myself away from the game long enough to finish this review.
It’s of no exaggeration to suggest that these paragraphs are crafted between snatched handfuls of missions. I’m aware of how I’m kidding myself into believing my own ethereal sense of professionalism; what if the next UFO encounter shows me something I’ve not seen and blows my opinion wide open? What if my R&D team discover something that will change everything? What if aliens storm Dubai again in new numbers, or raze my main HQ once more? These things could all happen, I guess, but I’m aware that all I really want is just one more turn.
For the unaware, X-Com is universally agreed to be the greatest game ever created a very in-depth alien apocalypse simulator rife with micro-management, tactical combat, base-building, research trees, government juggling and a tidal wave of stats that make early edition Dungeons & Dragons look casual. Back in them olden times, X-Com tasked you with keeping track of every missile your fighter jets fired into alien UFOs and every bullet ploughed into pasty grey extra-terrestrial skin. Running low on assault rifle clips? Better order some up. Just used up your last med kit? Can’t buy them; got to manufacture more from scratch.
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Staff review by Gary Hartley (July 11, 2014)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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