![]() Information Services, Statistics, Records, Archives.Information and Communications Technology.HR, Training and Organisational Development.Health - Medical and Nursing Management.Facility / Grounds Management and Maintenance.Events and Offers Sign up to receive information regarding NS events, subscription offers & product updates. Ideas and Letters A newsletter showcasing the finest writing from the ideas section and the NS archive, covering political ideas, philosophy, criticism and intellectual history - sent every Wednesday. Weekly Highlights A weekly round-up of some of the best articles featured in the most recent issue of the New Statesman, sent each Saturday. The Culture Edit Our weekly culture newsletter – from books and art to pop culture and memes – sent every Friday. Green Times The New Statesman’s weekly environment email on the politics, business and culture of the climate and nature crises - in your inbox every Thursday. ![]() The New Statesman Daily The best of the New Statesman, delivered to your inbox every weekday morning. World Review The New Statesman’s global affairs newsletter, every Monday and Friday. The Crash A weekly newsletter helping you fit together the pieces of the global economic slowdown. Select and enter your email address Morning Call Quick and essential guide to domestic and global politics from the New Statesman's politics team. That’s what an X-COM game should be and what the best ones always have been. The games feature two main aspects: a campaign element where you build bases, research technology, manufacture equipment and marshal your forces, and a second element which is turn-based combat between squads of your troops and the aliens on the ground. The name of the agency, X-COM, is short for Extra-terrestrial Combat Unit, essentially a global group for stopping little green men from taking over the world. ![]() In the X-COM games you are the head of an agency appointed to protect the Earth from alien invaders. X-COM games are a genre unto themselves, one that is clearly defined by the original title of the franchise – UFO: Enemy Unknown, created by British developer Julian Gollop, released in 1994. ![]() Both games have appeared at roughly the same time after substantial development periods: Xenonauts has been in production since 2009, and work on the new XCOM: Enemy Unknown (now hyphen-free) began in 2008. XCOM: Enemy Unknown, produced by Firaxis, which shares the name and the legal ownership of the IP with the original series, and Xenonauts, an indie title produced by Goldhawk Interactive which is dubbed a re-imagining. However, one instance where we can examine this subject outside of hypotheticals has come to light with the emergence of two X-COM games. We can only conjecture on what might have happened had Bethesda used the Morrowind systems in Skyrim or if Bioware opted to perfect the cumbersome inventory systems of the original Mass Effect rather than ripping them out. There is no complicated version of Skyrim for comparison, ditto for the Mass Effect series. Players lament the over-simplification of titles like Mass Effect 3, or Skyrim, but the debate is usually hypothetical because we only know about games that exist. For years there has been debate amongst video game fans about dumbing down, about streamlining games, cutting out features, making them easier to play and less challenging.
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