The Bureau XCOM Declassified
When it was initially announced as XCOM in 2010, The Bureau
raised the ire of long time fans of the strategy series for daring to
deviate from its tried and true formula and instead focusing, in its
earliest forms at least, on researching and uncovering evidence of alien
existence against a 1950’s backdrop. After a tumultuous production
schedule and numerous changes to the core mechanics – For example the
setting was changed to the Sixties to take advantage of Cold War
paranoia prevalent at the time and the focus of the game shifted from an
investigative procedural where you obtain photographs and other evidence
to a more straightforward third person shooter – The Bureau was
pipped at the post by Firaxis’s critically acclaimed XCOM – Enemy
Unknown. Reinvigorating interest in what was presumed to be a dead
franchise, 2K Marin scrabbled to appease fans, both new and old, by once
again changing the mechanics to allow for greater tactical control by
putting the player in charge of a small team and reintroducing the
strategic elements it had previously eschewed.
Players are dropped into the shoes of William Carter, a gruff, no
nonsense CIA agent who apparently gargles concrete for breakfast to
retain his gravelly voice. Drawn into the conflict when he’s attacked by
a sleeper agent whilst transporting a mysterious box to high command,
Carter soon finds himself working alongside the top secret Bureau of
Operations and Commands – Who will eventually become XCOM - fighting an
invasion not by the dreaded Communists, as expected, but by vicious
extraterrestrial invaders. Imbued with the power to heal himself by what
was in the box, Carter’s battlefield aptitude and composure under
pressure makes him the perfect person to lead the fight against the
large scale invasion being perpetrated by the alien group known as The
Outsiders.
Although relatively straightforward in content, the plot is revealed in
a strange way, with chunks of exposition seemingly left on the cutting
room floor; Characters will gain abilities or access to unique weaponry
without any explanation, dialogue can often seem to only be tangentially
related to what’s happening on the screen and motivations and
allegiances can shift suddenly without any warning. Optional side quests
can go some way to explaining certain actions, but seemingly important
plot points – particularly a major twist near the end – Are either
quickly dropped without reason or dismissed with a perfunctory, and
often unsatisfying, explanation.
Aside from the issues in conveying the story, there are some glaring
inconsistencies, such as the invasion being alluded to being widespread
yet much of the game treats your actions as if it’s a covert affair and
the suspension of disbelief necessary to accept the games explanation
that everything was subsequently covered up at the end is ludicrous,
considering the scale of everything that has come before. Still, the
story is satisfactorily engaging enough for what it is and I personally
enjoyed the journey, duff points aside.
Gameplay wise The Bureau plays like any other third person
shooter, with the exception of ordering your allies around the
battlefield, which probably most closely resembles the similar mechanic
in the Mass Effect series. With a quick press of the B button
time slows down as Carer enters Battle Focus mode, allowing him to
select special abilities, heal himself and his teammates, target
specific enemies and manoeuvre his team around the battlefield. The user
interface for these actions are simple and intuitive, using a wheel like
system that will be instantly familiar to those who have played the
aforementioned Mass Effect; unfortunately the A.I of your allies
isn’t quite up to the standard usually displayed in these games, as they
rarely take the initiative themselves, leaving you to micro-manage your
team at all times in order to gain victory.
Still, once the commands are issued your allies react responsively and
success can be achieved through careful team management and by taking a
strategic approach to the battlefield; just don’t expect to be able to
run in guns blazing with your team automatically providing cover. Enemy
A.I is also below par, so that kind of counteracts some of the brainless
decisions and blatant disregarding of orders you’ll experience with your
teammates, yet this is a small concession when you find yourself dashing
across the battlefield under heavy fire for the third time simply
because your ally decided that running in circles was the best way to
avoid being shot.
As mentioned before, Carter and his teammates have access to a variety
of special abilities, with those of your allies dictated by their
different classes of Commando, Recon, Support and Engineers. Fairly self
explanatory, the Commandos are your typical tank class, Engineers have
access to turrets and mines, Recon can hang back and snipe enemies and
also call in air strikes and support can heal wounded allies. Carter
himself has the ability to summon enemy units and use psychic powers,
the most fun of which is the telekinetic lift which brings back fond
memories of the gravity gun from Half Life 2. Another nice
feature is the degradable cover system, serving to ensure that Carter is
forced to constantly keep on the move rather than camping in the same
spot for the duration of the battle. As you progress through the game
and your characters are levelled up it becomes much easier to control
the tide of battle and you’ll be setting of satisfactory chains of
command that quickly dispatch even some of the higher level enemies.
In all honesty the Battle Focus mode is probably the area where The
Bureau shines the most, as the staid and familiar third person cover
and shoot mechanics, whilst solid, aren’t anything particularly new or
exciting. The control scheme is competently handled, although movement
can feel a little clunky and those unfamiliar with this kind of game
would be advised to start on a lower difficulty setting until they feel
comfortable juggling the tactical elements with the straightforward
combat. That’s not to say that the game itself is overly difficult, as
even on the higher settings, once comfortable with the control scheme,
the game doesn’t pose too much of a challenge. The permadeath feature is
also a missed opportunity – If an ally falls in combat and bleeds out
before you or another teammate can reach them then they’re dead for the
duration of the game, yet if you die or even simply load up one of the
many automatic checkpoints then you can completely bypass his, making it
seem like more of a gimmick rather than punishing you for your actions.
The Bureau’s
campaign is also rather short, totalling maybe 8 or 9 hours even with
the side missions, and the multiple dialogue options don’t appear to
have much bearing on the outcome of the story. Level design is fairly
linear but you do have the option of selecting in which order you wish
to tackle the missions via a large map in the central operations room at
XCOM’s home base. Also available are “Dispatch Missions” where you have
the option of sending off two of your agents of sufficient level to
tackle various tasks, removing them from your roster during the next
mission but yielding a nice surprise once you return to base, usually in
the form of new or bonus equipment. The agents will also level up their
rank accordingly, which is a nice touch. Graphically The Bureau –
XCOM Declassified isn’t overly dazzling but they are solid and
serviceable for the most part, although the lip synching can be a little
iffy.
The environments are rendered nicely, especially during the off-world
sequences, and I didn’t see any real evidence of clipping or anything
that would make me downgrade the score on this basis. There’s a mission
that takes part primarily on and farm and the graphics were exceptional
in showing the fine detail of the grass and hay bales as Carter sprinted
around popping aliens; compared to some higher budgeted titles they may
appear lacking but they’re certainly above the bargain bin quality I’ve
heard some people decry the game for having. Audio is also handled well,
especially the environmental and incidental sounds that serve to
accentuate the atmosphere of the game, but the constant whining of your
teammates can get grating at times. Still, from an aesthetic standpoint,
The Bureau handles itself well.
Final Level
The Bureau – XCOM Declassified
isn’t a bad game by any means. Indeed, once you come to terms with the
micro-management of your team and the few clunky control issues it
reveals itself to be a fairly solid shooting experience peppered with
some great set-pieces. I wasn’t an ardent fan of the XCOM series
prior to this, so I wasn’t of the impression that 2K Marin was
slaughtering a sacred cow, which seems to be the true bone of contention
with many fans – That they had the audacity to try something different.
If Enemy Unknown hadn’t come out to critical acclaim and
revitalised the franchise so soon before this I doubt we’d be seeing so
many – for want of a better word – Butthurt comments about the game. An
enjoyable sci-fi romp with a storyline that’s engaging enough and a
unique setting, The Bureau is more than worthy of your time.
Sure, certain elements don’t mesh together perfectly, but 2K Marin
should be commended for attempting such a deviation from the usual
entries in the series and the game is good fun and a fresh perspective
on the XCOM universe. If you don’t come in expecting another Enemy
Unknown I think you may be pleasantly surprised. |