
That quibble aside, the graphics generally appear and perform at high, stable standards, with an “action figure aesthetic” that carries through to even the ant farm/play-set perspective of your base. Once again, the Unreal engine has been employed and-at least on consoles-that means blurry textures occasionally appear at the beginning of battles that properly resolve themselves once the fight gets into full swing. Looking at the graphics, XCOM has made the jump from isometric pixels to full blown polygons, and the result is moody and effective. It’s a rare style in gaming, but ultimately one of the most effective, guaranteeing that XCOM will fill the internet with tales made by the players themselves, and in a medium about interactivity, that’s the very best kind of story to tell.

This is emergent narrative that tells itself in the playing of the game, through the decisions you’ve made. This is a game where the most memorable tales are of your sniper missing what should have been easy shot, throwing an entire squad into jeopardy, or the new rookie that manages to get take on a Muton with a panicked shotgun round and saves the day. It’s not a particularly original story, but it doesn’t have to be, because the real stories, the ones you will remember, don’t come from cutscenes, but from the battlefield. Along the way people die, discoveries are made and new challenges arise. The XCOM unit, with funding from various nations, boasts the best troops and technology with the goal of defending Earth and understanding the reasons for the sudden aggression.

As with the 90s original, XCOM: Enemy Unknown is about the sudden, brutal abduction and destruction of Earth’s cities, and a task-force created to stop the incursions.
