PC_Powerplay-Iss_275_2019

(sharon) #1
FEATURE W

VENI, VIDI, VICI


Command & Conquer
defined a generation of
RTS games, but after
Westwood was closed
EA in 2003, the series
arted to lose its shine.
A Los Angeles started
ong with the rather
ferent Command &
nquer: Generals, but
ickly returned to the
berium and Red Alert
ries. The sequels were
ll received, but they
ayed it safe at a time

when other RTS titles,
ones without Command
& Conquer’s legacy,
were innovating and
experimenting. 2010’s
Tiberian Twilight veered
in the other direction,
putting all of its eggs in
the multiplayer basket. It
proved to be a bit of a
misstep, and since then
the series has been
relegated to browser
and mobile games.

COMPANY OF HEROES OFTEN
SEEMED MORE LIKE A SQUAD-
LEVEL WARGAME THAN AN RTS

BOTTOM: XCOM:
Enemy Unknown
reignited the fight
against aliens
and RNG.

Developed by Firaxis, XCOM rebooted the 90s
tactical titan, UFO: Enemy Unknown. It had been
a whopping 15 years since X-COM: Apocalypse, the
last successful X-COM, with the proceeding years
only seeing a mixed bag of spin-offs, culminating in
2001’s completely forgettable third-person shooter,
X-COM: Enforcer. Though it was designed without
series creator Julian Gollop, XCOM nonetheless felt
like a return to form. More than just a modern update
to the original game, it was a slick reimagining. The
large, loose teams were switched out for specialised


squads full of soldiers who could be obsessively
customised, while randomly generated maps were
replaced with hand-crafted environments. There was
streamlining, but there was also plenty of expansion
XCOM didn’t just appeal to the diehards who had
been keeping the flame alive for over a decade, or
even just the general strategy crowd; its accessibility
and flashy presentation opened the doors wider,
but not at the expense of the challenge. XCOM
proved to be a demanding game at times, forcing
players to make hard choices and sacrifices, but it
usually stopped short of being overwhelming —
unless you were playing in Ironman mode. That
forced commanders to live with their mistakes and
decisions, including the loss of a soldier or even


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