![]() ![]() MELD retrieval slots wonderfully into XCOM's balance of risk and reward it's at once a horrible and a brilliant addition.Īssuming you can successfully secure enough MELD (and still have enough soldiers alive on which to spend it), genetic modification and the construction of mechanised infantry await. ![]() The aliens have their own MEC program that transforms Sectoids from minor irritants into hulking, twin plasma-wielding war machines - but this one's still about to get smoked.Ĭonsequently, you'll find yourself working against your better judgement and risking soldiers in a bid to retrieve canisters and, because this is XCOM where soldiers' deaths are permanent, these risks will invariably yield some bitter losses. As the number of turns that a MELD container will last for is randomised and isn't revealed until you have one in your line of sight, it's entirely possible for either one or both of these precious containers to be lost before you've even laid eyes on them. MELD is collected from containers - typically two per level - but because of its inherent volatility it has a finite lifespan, and so expires after a random number of turns if it's not collected.Īt this point, Enemy Unknown veterans may have an inkling of the devilish predicament this presents, because it can force more rapid progress through a level than conventional wisdom would usually deem prudent. ![]() The catalyst for a significant portion of the new content is introduced early on in the form of MELD, an alien substance that, for reasons barely touched upon, can be utilised as a resource with which to secure Enemy Within's most powerful modifications. These factors facilitate a greater choice of approach while at the same time introducing more quandaries to ponder, tasks to prioritise and demands to meet. Just as Firaxis has achieved with Civilization 5, there are higher-level changes that persist throughout the entire campaign and affect long-term decisions. There's more here than just a bulleted list of individual additions, though. Genetic modification is a risky business no one wants to end up looking like they've been Tango'd. There's a host of new maps to drastically lessen the need to reuse environments, there are medals available to bestow upon worthy soldiers and there's a much needed - if still too basic - reworking of Enemy Unknown's clunky inventory system, making it easier to redistribute equipment. These modifications start by smoothing a number of minor imperfections in the original formula. It's not perfect, but Firaxis has enhanced XCOM's core to create an unquestionable improvement on what went before. After spending the last couple of years reworking, refining and enhancing key elements of Civilization 5, the developer has now slapped XCOM: Enemy Unknown on the operating table, rolled up its sleeves and poked at the innards of what was already one of the best strategy games around.Īs a result, XCOM: Enemy Within benefits from the kind of base-level modification that typifies the genetically enhanced soldiers and mechanised brutes that serve as its own headline additions. When it comes to expanding upon on an original concept, Firaxis is not averse to getting its hands dirty. ![]()
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