The Bureau: XCOM Declassified Review - Boots on the Ground

Joshua Vanderwall | 20 Aug 2013 00:00
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XCOM has had almost two decades worth of games to create a story, and yet, to date, little canon has actually been established for the series. The Bureau: XCOM Declassified is touted as a change of pace for the franchise, offering an in-depth story line to accompany the novel squad-based tactical shooter gameplay. Whether this is a good thing or a bad thing will depend on the player, of course, but it has created some excitement among franchise fanatics eager for some backstory, as well as those eager to experience XCOM from a different perspective.

The prospect for some XCOM backstory is exciting but The Bureau doesn't really deliver on this promise, instead offering only minor tweaks to the already-established canon. If you've ever played, or even heard of XCOM, you know that it is a clandestine government organization fighting off an alien invasion. The only additional backstory that The Bureau provides is that it was created by Faulke, a high level national security agent and boss, in order to combat a full-scale soviet invasion of the US. When it becomes plain that the threat is not of this world, XCOM establishes itself as the go-to anti-alien military force on the planet. That's pretty much all you get. By the time The Bureau even starts, XCOM has already been created, and you're just acting as the lead agent. There is no history of the group, no repelled soviet invasion. All you get is another alien incursion that you have to combat against all odds.

The characters in The Bureau are mostly generic caricatures, with very little to distinguish them from one another. Sure, De Silva is a demolitions expert, where Faulke is a high-level commander, but you don't really get a sense of what makes them unique in the game. The story, or what there is of one, largely develops between missions, taking place mostly in the XCOM HQ. You'll spend a good portion of your time wandering from one end of the base to the other, talking to various people over and over again in order to unlock the next mission. This is one of the most frustrating parts of the game. When you just want to go shoot some aliens, you'll instead find yourself meandering through the base at half speed, wishing you could sprint. An added bit of environmental flavor is the decontamination room that separates the two sides of the base. In order to pass through, you have to wait for several seconds to be cleared to exit, which is admittedly kind of neat the first time, but not so much for the other thirty times you're trying to expedite the next mission launch.

Though the lack of depth in the XCOM backstory is a little disappointing, the gameplay is a different matter entirely. The tactical squad-based shooter mechanics deliver where the narrative fails to do so. If you've ever wondered what it would be like to play an XCOM mission from the perspective of a soldier on the ground, The Bureau provides that. If you like dashing between cover, flanking groups of aliens for easy kills, and ordering your squad mates to drop Laser Turrets or perform Critical Strikes on softer targets, then The Bureau will be right up your alley. If you're a one-man army, however, and hate to rely on your team, the experience will likely be a frustrating one. The Bureau punishes you for trying to go it alone, and rewards you for solid team tactics. Whether you're trying to take down a Heavy Sectopod or you're facing down a Muton, you'll be heavily dependent on your squad to draw fire, flank the enemies, and for their special class-specific abilities.

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