- Joined
- Apr 25, 2020
With the Let's Play thread for UFO defense going so well, looks like there's a good amount of interest in discussion of the X-COM/XCOM franchises in general. What's the difference? Keep reading. Since I didn't find any general discussion threads for the franchise (only LPs and talk about specific games like Chimera Squad), we might as well have one now so the LP thread doesn't get derailed.
The old games are dead but there's always something to discuss (plenty of anecdotes), and who knows. Maybe they'll try to release XCOM 3, The Search for Spock later on. Plus there are things like Xenonauts (X-COM with Blackjack! And Hookers!) and Phoenix Point ("I'm the creator and I know best! What do you mean, my design concepts are outdated?") which might as well be lumped in here.
So, what's the difference between X-COM and XCOM? Simply put, X-COM are the old games with as much depth as the Challenger Deep, and XCOM is the modern reboot with all the shiny bells and whistles. Simple as that, but I've seen some people using the terms interchangeably so we might as well get them cleared up.
Edit: here's a bunch of resources courtesy of @L50LasPak.
Let me get out on the ramp first with a quote poached from the other thread:
It renders the two most obnoxious threats in any turn-based game in the franchise a lot more manageable: Brainsuckers and Poppers. Poppers being walking grenades should be obvious enough. But brainsuckers, though? Brainsuckers are a pace-murdering nightmare in turn-based because they're everywhere, the aliens toss their pods like confetti, and it doesn't matter how much health or armor you have. Even in late-game. Unless your agent is an android, if you didn't reserve TUs to overwatch every. single turn (and got lucky with the hit chance), a brainsucker in turn-based will not just remove your agent but also turn him against the rest of the squad. Likely at point-blank. And it was probably the guy with the heavy launcher, too. The original Chryssalid at least had the decency of being a Terror mission unit that didn't show up on Day 1. And they didn't jump.
In real time, though? They can still be a threat, particularly to lone agents with low accuracy/slow-firing weapons (as they should be), but you don't have to worry so much about one of them ninja-dodging their way past a whole firing line of agents with machineguns to go full succ/full blow on one of them.
Plus there's always the late-game lulz of having agents flying around with personal shields and teleporters and dual-wielded Devastator cannons. The Aliens never saw it coming.
The old games are dead but there's always something to discuss (plenty of anecdotes), and who knows. Maybe they'll try to release XCOM 3, The Search for Spock later on. Plus there are things like Xenonauts (X-COM with Blackjack! And Hookers!) and Phoenix Point ("I'm the creator and I know best! What do you mean, my design concepts are outdated?") which might as well be lumped in here.
So, what's the difference between X-COM and XCOM? Simply put, X-COM are the old games with as much depth as the Challenger Deep, and XCOM is the modern reboot with all the shiny bells and whistles. Simple as that, but I've seen some people using the terms interchangeably so we might as well get them cleared up.
Edit: here's a bunch of resources courtesy of @L50LasPak.
UFOpaedia Wiki: The definitive resource for all three of the original XCOM games, their remakes, *some* of the various modification out there, as well as oldschool tools like Xcomutil and UFO Extender. Amusingly, this is you first result if you punch "ufopedia wiki" into a search engine, not the site that catalogs UFO sightings.
XCOM Trilogy UFOpedia at Chaotic Signal: A simple web page that hosts an interactive version of the in-game UFOpedias from all three games. The UFO Defense one obviously contains spoilers for this thread.
XCOMUFO.com: Oldschool resource for the original three games that still has some neat stuff.
1d4Chan's Page on XCOM: Dated for sure, but provides a good overview.
XCOM - 1d4chan
1d4chan.org
OpenXcom Forums: Contains all resources and discussion for OpenXcom and its many, many mods.
OpenXcom Mod.io Portal: Alternate and more user-friendly mod portal than the forums. May or may not always be up to date compared to the forums though.
GuavaMoment's LPs: So you can see how the Something Awful goons handled this. This is the archetypical XCOM forum LP in my mind, I'm not aware of many others and the ones I do know about I haven't actually ever finished reading like the Spacebattles one. The games are done out of order though, its kind of confusing.
Let me get out on the ramp first with a quote poached from the other thread:
Honestly, real-time is by far the best way to play Apocalypse. That's my hot take.Man, Apoc is my absolute favourite of the three, even in its flawed form, and it's a real shame that it turned out the way it did.
Cut features and gutted AI aside, I can honestly tell anyone here that the atmosphere of the game is incredible, from the artwork, to the sprites they used and even the music. It definitely evokes the popular 90s dystopia ala Judge Dredd or Cyberpunk 2020. Combat, while clunky, isn't bad at all. Real-time mode gets a lot of shit from turn-based purists, but it's also one of the strongest feature imo. Everything, and I mean, everything is supremely overpowered in that mode. You're not helpless against aliens; you ARE the reaper god of death there.
Have you ever wondered how it was like to dual-wield machineguns? Well, in Apoc you can. Duelwield that Marsec machinegun and gun down ayys like Rambo.
Have you ever wondered if you could blow up an entire building in X-Com? You can, in Apoc!
Have you ever wanted to level a city? You technically can in Apoc too! MegaPrimus doesn't have shit against you in the late game.
It renders the two most obnoxious threats in any turn-based game in the franchise a lot more manageable: Brainsuckers and Poppers. Poppers being walking grenades should be obvious enough. But brainsuckers, though? Brainsuckers are a pace-murdering nightmare in turn-based because they're everywhere, the aliens toss their pods like confetti, and it doesn't matter how much health or armor you have. Even in late-game. Unless your agent is an android, if you didn't reserve TUs to overwatch every. single turn (and got lucky with the hit chance), a brainsucker in turn-based will not just remove your agent but also turn him against the rest of the squad. Likely at point-blank. And it was probably the guy with the heavy launcher, too. The original Chryssalid at least had the decency of being a Terror mission unit that didn't show up on Day 1. And they didn't jump.
In real time, though? They can still be a threat, particularly to lone agents with low accuracy/slow-firing weapons (as they should be), but you don't have to worry so much about one of them ninja-dodging their way past a whole firing line of agents with machineguns to go full succ/full blow on one of them.
Plus there's always the late-game lulz of having agents flying around with personal shields and teleporters and dual-wielded Devastator cannons. The Aliens never saw it coming.
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