The Same Tense, Tactical XCOM Feel From A New Perspective - The Bureau: XCOM Declassified - Xbox 360 -
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The Bureau: XCOM Declassified

The Same Tense, Tactical XCOM Feel From A New Perspective

In a way, we have the Russians to thank for our survival. We expected it would be the Commies who would be trying to march through New York and Washington. We never would have guessed the invaders would be coming from much further away.

The year is 1962. John F. Kennedy is president of the United States, and we our relationship with the USSR is at its coldest. Formed in secret to react immediately to a foreign invasion, The Bureau stands ready to clandestinely protect the American public. When the aliens arrived, the organization had to quickly adapt. Agent William Carter and his team are all that stand between sovereignty and slavery.

The Bureau: XCOM Declassified is a squad-based, third person shooter with heritage in great genre titles, including Ghost Recon, SWAT 4, and Brothers in Arms. The principles and core tenets of the XCOM franchise are woven throughout the experience. Each encounter is a high-stakes battle, and failure to properly command the squad will result in death of the most permanent variety.

In the field, Carter has two other agents by his side, each in one of four classes. The commando can taunt enemies out of cover, stun a group with a pulse wave, and equip a personal shield. Recon forces can specialize in either distraction techniques or cloaking to maneuver into flanking position. Support agents tear apart enemy armor or shields while also enhancing squad performance. Finally, engineers can rip through mechanical enemies, lay down mines (perfect when combined with the commando’s taunt), and place laser and rocket turrets.

Each ally can rank up five times, with skill choices at levels two through five. Just as in XCOM: Enemy Unknown, these are binary choices and cannot be undone, allowing players to create multiple builds in each class. Teammates can be customized in name and basic appearance, with each class having distinctive attire. Carter will max out at level ten, with improvements to his healing and levitation abilities, the option to bring in a combat drone, or even summon a friendly silicoid (an adhesive and voracious alien).  

Carter can access his skills, and those of his teammates, through the “Battle Focus” wheel. Anyone who has played Mass Effect will be familiar with the concept, though in The Bureau, time is only slowed, rather than paused. Using abilities in tandem will make foes vulnerable and award an experience bonus. The otherworldly skills are conferred by the backpack you’ll see Carter wearing in screenshots. There are different blueprints that can be found, which offer a variety of passive perks in combat once constructed. 

In the segment I played, Carter and his team search for an agent that has missed his check-in. Through the streets of a small town in middle-America, I encountered familiar XCOM foes, including Sectoids, Outsiders, and a very angry Muton. The area was largely desolate, as the population has been infected by the aliens and put into a sleepwalk-like state. I was told that some of the sleepwalkers could be sleeper agents (pun intended), and it’s important to stay on guard. Each of the battles I encountered was tense and satisfying, as the demo moved me down abandoned streets, past businesses, and through a car dealership.

The crescendo of the demonstration was a pitched fight against waves of enemies commanded by an outsider with abilities similar to Carter’s. Thankfully, I also was able to call on my previously missing comrade to detonate smartly placed bombs around a large plaza. After clearing out the threat, a lull in the combat brought a series of dialog choices. These, too, are handled similarly to Mass Effect, with variable outcomes depending on player decisions. The concepts work in the XCOM universe, and although the inspiration was clear, the design choices fit.

When players aren’t in the battlefield, they’ll be back at base choosing how next to progress the war effort. This isn’t as granular as it was in XCOM: Enemy Unknown, though.

“This is a place where we've really simplified from Enemy Unknown. Our theory there is that in Enemy Unknown you are dealing with a much more fleshed out, global organization with more resources to put into play,” explained Alyssa Finley, producer on The Bureau.

“In our timeline, XCOM is basically waking up and figuring out what the hell to do. The player doesn't have the same direct involvement. That happens narratively over the course of the story, but it is not something we're asking the player to manage. We played around with those mechanics. We had them in the game, but we found that if someone finds a cool gun on the field, then they should be able to pick up that gun and use it.”

Players will be able to choose missions from a large map of the United States (hologlobes haven’t been invented, of course). In addition to narrative-progressing primary missions, Carter can take his team on experience boosting secondary tasks or dispatch individual agents in a manner that reminds me of Assassin’s Creed: Brotherhood. These options are also a safety net should a player make poor choices in combat and lose senior operatives. Secondary missions and dispatches can help get rookies up to speed.

Despite the differences in approach from Enemy Unknown, 2K Marin is creating something that absolutely feels like an XCOM game. They aren’t doing it in a vacuum, either.

“Over the course of development, we have been talking with Firaxis,” Finley told us. “One of the great things about working for 2K is all the development teams do have access to each other. We can do things like share builds and have conversations, so that's absolutely been happening. Both teams have had ideas that have resonated and influenced the other.”

My time with The Bureau was too brief, and there is much more I look forward to exploring as we grow closer to the August 20, 2013, release date. For now, I’m content to share that from what I’ve seen, The Bureau: XCOM Declassified is worthy of the XCOM name.

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  • I like how they kept the cartoony art style from the original project.
  • I was wondering where the hell this game went.. Glad to see that it's still coming along.

    'Love the strategy, so here's hoping it's just as successful and they'll continue to franchise.
  • wow xcom is shaping up to be a powerhouse property. Maybe after Declassified they will go back to the old school super strategy of ufo defense, with current gen graphics.
  • Wow. Nice.

  • I'm interested, my only challenge is I struggle with FPS games, I get headaches and stuff from the motion. I loved X-Com Unknown though because it was turned based and not that hard to watch.
  • At the very least the Sectoids look like Sectoids. I am very interested in this if not worried. I hope it does good and is a good game. Love me some XCOM

  • After seeing some gameplay and watching developer interviews I must say I am extremely disappointed with how this game has turned out. The original footage of the game presented an intriguing world that was to be explored and it subtly used horror to evoke an uncomfortable, alien atmosphere. As the player, you would investigate using your detective skills and the battles played out in a unique manner seeing as how the enemy designs were abstract rather than humanoid. Furthermore, the first-person perspective added to the immersion level, and that seemed integral to the design. I could go on, but I will just say that everything about it looked better and I wish THAT was the game we could have played. This version may be fine but it is not what I was hoping for.
  • Great feature Mike! This game sounds great. I'm glad it has been resurrected and am looking forward to more coverage on it.

  • Found some game play footage here if anyone is curious.

    EDIT: It looks like Mass Effect meets XCOM, Which I could totally get behind.
  • I really can't wait. Normally I wouldn't like the idea of an X-com third person shooter, (See: X-Com Enforcer) but this one looks like it is in good hands.

    Don't dissapoint us, Commander.

  • So I've gotta say, back when they initially debuted this as just XCOM, I knew nothing about the original series - as such, my initial impression was "Oh hey, neat, retro sci-fi shooter."  Then I learned about the original turn-based strategy game and fell in love with that, culminating in my buying XCOM: Enemy Unknown.  At that point, I had pretty much written off this game, as it seemed to be faltering under delays and people shouting BETRAYAL!

       Then, when it resurfaced a few weeks ago, I continued to write it off, thinking it couldn't possibly have changed that much.  Clearly, I was wrong.  This actually looks really interesting, and they've even gone and collaborated with Firaxis to keep things consistent.  I'll be keeping a closer eye on this from now on.

  • We will be watching, Commander...

  • Hopefully this is also available on next gen or I won't be picking it up for a while.

  • Great trailer, but I just saw some gameplay and the visuals looks way different than the moody atmosphere they got in the trailer above. Not sure I like the bright, toy like quality of the in-game graphics. Also the third person camera looks impersonal and detached from the action. They should have kept it first person imho.

    Gameplay vid:
  • This game looks totally ____.

  • Can William die like everybody else, or do you just get a "game over" screen? Because I'm not sure how I feel about the latter.
  • Looks good and glad some thing's are changed up and different from the previous iteration.


  • I'm glad this is finally seeing the light of day.

  • Pre-ordered this back in 2011, and even though the name changed my pre-order is still there.

  • sounds promising

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