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Developer: Firaxis
Much like its predecessor, XCOM: Enemy Unknown casts the player as the commander of an elite military organization. As commander, the player directs his or her soldiers in turn-based combat missions against alien enemies; between missions, the player directs the organization's research and engineering divisions in creating new technologies and improving XCOM's base of operations, and manages the organization's finances.
The combat view. See the file description page for an extensive explanation of the elements shown.
The turn-based ground combat uses an isometric 3D perspective. The player controls a squad of between four and six human soldiers or robotic units as they hunt the aliens on the map and attempt to complete other objectives dependent on the mission. Fog of war hides the aliens and their actions from view until the player's soldiers are in range and have line of sight on them, and enemies will normally not act at all until the squad initially comes within line of sight. Soldiers can carry items and learn special abilities as they gain combat experience. Use of these items and abilities is controlled through a toolbar on the HUD and can include waiting for enemies to emerge and then firing on them automatically, launching explosives, healing allies, and more.[1][10][13][17] Soldiers can take cover behind walls and objects in the environment to gain a measure of protection. Units can use suppressive fire to disadvantage enemies and use active camouflage to maneuver around enemies.[14][17][18][19] Cutscenes and dynamic camera movements emphasise particularly exciting gameplay moments, such as kill sequences and use of special abilities.[2][17][20] The game includes some tactical RPG elements, whereby the player's soldiers can gain new abilities as they survive more battles.[10] Psionic combat from the original is retained.[21] Some gameplay features of the 1994 original have been removed or adapted. The time units system, the always-visible grid map and the inventory system of the original have been removed. The initial mission phase of disembarking from the transport has also been removed - missions now begin with troops deployed outside the craft. Map layouts are not randomly generated, but enemy placement is.[6] Elements of the tactical gameplay were described in some previews as similar to Valkyria Chronicles and Silent Storm.[22][23]
The "ant farm" view of the X-COM base in the strategy mode
The game's strategy element occurs between missions. XCOM's underground headquarters is presented in a view dubbed the "ant farm".[10] From this view, the player manages construction, manufacturing and research projects underway, and directs how the scientists and engineers use resources recovered from missions and received from XCOM's sponsors. A holographic view of the Earth called the "Geoscape" allows the player to keep track of the situation around the world, ordering their aircraft to intercept UFOs and dispatching soldiers to engage aliens on the ground.[2][10][13][17] This also influences the panic level of XCOM's member nations. Responding to situations in certain areas decreases panic, and ignoring them results in a rise in panic and potential for the nation to pull out of XCOM. The "ant farm" also allows the player to observe their soldiers relaxing or exercising at the base's gym. A memorial wall to soldiers killed in action is also viewable.[2][17][20][24] Unlike the 1994 original, only one XCOM base exists, the location of which is chosen at the beginning of the game. Passive bonuses are provided depending on which continent the player locates their base. The player widens their ability to detect alien activity by launching satellites and positioning them over territories of interest.[6]
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