This just feels right.

Pike wrote extensive about XCOM: Enemy Unknown yesterday and I’m going to follow up on her post now that I’ve had the chance to spend a few hours with it. Through methods. As you can infer from the title, I’m a big fan. I’m a HUGE fan.

Anyone with even a passing familiarity with classic PC games will probably be aware of X-Com even if they’ve never played it; it’s regularly highlighted as one of the best games ever made and this is not a reputation attained without sound reasons. It is an absolutely masterful blend of strategic and tactical thinking, it crafts an atmosphere of extraordinary tension, and it somehow manages to combine a very strong attachment to your troops with a massive rate of attrition among them. It also featured the torture of watching your brilliant tactical maneuvers getting completely undone and everything going to hell.

This game masterfully recaptures that. The mechanics are different in a lot of ways, such as the removal of Time Units (Something that caused a sudden intake of breath among X-Com vets when it was revealed) and the smaller squad sizes. But it’s an isometric tactical game with a strategic layer on top, and it’s all about tension and everything going downhill and your desperate efforts to pull it off despite all your best laid plans going the way of George and Lennie’s.

Moreno, Okamoto, and Mack were good soldiers, and good people. Their sacrifice won’t be forgotten. Also despite this loss the mission had a good outcome, because Classic Ironman is hardcore and this is XCOM.

Indeed, most of the changes are very sensible and nice ones and it’s patently clear that the team at Firaxis put a huge amount of work into figuring out what worked and what didn’t and then polished the thing nicely. Which isn’t to say it’s not buggy as heck, because many reports suggest it is, but the underlying design decisions and mechanics all seem to be very, very solid. One nice touch I’d especially like to point out is the addition of three characters in your base, your chief scientist, engineer, and your right-hand man. It adds a lot to hear their commentary on various matters, but their suggestions are never more than that. They’re a wonderful little addition that add a lot to playing.

What this game does though is it takes me back. Like an old war vet, playing this game reminds me of the original, and it pulls me back to when I was a kid playing that game all summer long, getting destroyed by Cyberdiscs and Mutons (Not to mention Tentaculats and Lobstermen oh god), and this just feels like a game from a bygone era, when they were unforgiving bastards that made you incredibly angry but were far, far too damn good and addictive to actually put down for more than five minutes.

If you were worried about this not being true to the original, you can rest assured that all the changes I’ve seen so far have allayed that fear completely. The mechanics and look may have changed but the spirit absolutely has not.

(It should be noted that Pike and I are both playing the PC version of the game, and indeed one of the few genuine criticisms I have is that the UI is clearly intended to allow consoles to play the thing. I’m all for a game this relentlessly ballcrushing on a console but I hope Firaxis patch in a few tweaks for the PC side of things.)