Lead designer Jake Solomon from Civilization developer Firaxis talks about XCOM: Enemy Unknown, and why it absolutely needed to be a turn-based strategy; it's all because of death.
In XCOM trusty boots on the ground can suffer perma-death, and that wasn't ideal for real-time action. Soloman says the team "messed with everything" except it being turn-based.
XCOM: Enemy Unknown rebooted the series back in 2012, and has since inspired numerous new strategy game series to be born.
If someone gets into this I'd recommend getting the enemy within version. It's got all the dlc included so it's the better version. Wish the author would've atleast mentioned it. I didn't see it.
Fantastic game though. Xcom 2 is top notch also. I've spent countless hours in these games.
There are few things more gratifying in gaming than skillfully turning the tide of a conflict. And few genres provide as many opportunities to abruptly reverse the odds via skill and forethought as tactical strategy. To be sure, we are more often than not talking about turn-based tactical mobile games, specifically titles in line with the iconic landmark series (XCOM and Jagged Alliance) that made the genre a genre.
Some games age better than others. When a game is getting on in years, mods can help give the game a little push and make it worth playing again.
shame they did not realize random maps are MUST when they designed this fail of console port to PC, the demo clearly shows no matter if you pick USA or china mission you get same map, same NPC placements the same time no matter how many times you replay the demo... along with last 2 aliens just standing in the corner doing nothing waiting be killed, taken pop shots when they see your troops
something that kept people playing the Original all these years was random game play elements
but hey that is why they put in tacked on MP right? fail
fail that game released in 90s has more open and random elements than game in 2012..