XCOM: Enemy Within (NA)
Third party DRM: SteamThis game requires a free Steam account to play.
Requires XCOM: Enemy Unknown (base game) to use this DLC.
"Complex strategy and clever enemy AI provide a highly rewarding experience." - Gameinformer.com
"Enemy Within is an amazing expansion to a brilliant tactical game." - IGN.com
XCOM®: Enemy Within is the expansion to the 2012 Game of the Year award-winning strategy game XCOM: Enemy Unknown. Enemy Within adds an incredible array of new abilities, upgrades and weapons to combat new enemy and alien threats. This expansion also introduces new maps and missions, new tactical and strategic gameplay, and new multiplayer content providing a fresh new gameplay experience.
New Soldier Abilities:
Construct the Genetics Lab to physically enhance your operatives’ abilities including augmentations to the chest, brain, eyes, skin, and legs or build the Cybernetics Lab to enable the construction of the new Mechanized Exoskeletal Cybersuit, or MEC. The new MEC Trooper class has specialized abilities and each suit can be upgraded with new weapons including the flamethrower and grenade launcher.
New Weapons and Equipment:
Give your operatives an extra tactical edge with new projects from your engineering team and the Foundry.
New Enemy Threats:
Adopt new tactics to counter the threats from two new alien types.
New Strategic Resource:
A valuable new alien resource, known as Meld, has been discovered. Secure it on the battlefield and use it carefully back at base to unlock new research and upgrades.
New Tactical Challenges and Maps:
Cloak-and-dagger and intellience operations provide new tactical challenges on over 40 new battlefields.
New Multiplayer maps, units, and abilities:
Create your custom squad from a wider array of options and dominate your opponent in intense, one-on-one, turn-based matches.
A Good But Short Additionfortunateandy | Feb. 6, 2014 | See all fortunateandy's reviews »
The expansion is great and burdensome at the same time. Play on easy mode and you can almost be a juggernaut with the new stuff from the expansion. On hard mode or Ironman mode you will have an extremely difficult, and fun, and frustrating time trying to beat the game while keeping every country from leaving you. The new types of units and missions are a great addition to the gameplay and story, respectively. But pace yourself as if you finish the expansion's missions before dealing with the secret base then you might find the expansion to be a bit lackluster as the expansion' missions has no prerequisite for you to finish certain main story missions before you can do another expansion mission. I wouldn't recommend buying this expansion unless it's under $15.00
Highly recommended.jurassicutility | Feb. 5, 2014 | See all jurassicutility's reviews »
Opening fanboy statement: This expansion is so freaking good, and well worth the $30 starting price.
Just wanted to get that out of the way, because the new expansion is very much an expansion. This isn't some rushed, unsatisfying cash grab like many DLC packs seem to be. It adds a ton of new content, and addresses a number of niggling issues that myself and other XCOM players had with the base game. For example, 40 new maps have been added, and are able to rotate in and out with the old ones. This alone makes a huge difference, and is one of the main reasons get the expansion. The original version had, I think, 80 unique maps? It always felt like a lot less, because those are split between 3 or 4 basic mission types, and you'd end up seeing the same maps again and again during the course of a single play-through. The new maps are excellent, and comparing them with the old maps really makes me appreciate how much effort went into designing them. The maps are nicely large (a lot of the old maps are rather small and claustrophobic), and you see a lot awesome new settings like farmlands from the old, 1994 X-COM and even a base-defense mission.
There's also a new kind of resource called "meld", which is required to unlock a lot of the games new research paths and soldier upgrades. Each mission in the game starts out with two meld canisters, and there's a time limit on each of them before the meld disappears forever. This is kind neat, because the lure of meld may cause you to take risks that you normally wouldn't take, or go through patches of the map you normally wouldn't explore. The temptation may be to simply send a single soldier after meld canisters so you maximize the ground you cover while minimizing risk, but there's a new enemy type that's there to address that. The enemies in question are these weird, squid like things that turn invisible when you spot them, and only become visible after they sneak up on one of your soldiers and starts strangling him or her. This seems like a neat idea at first, but I feel the implementation leaves a little to be desired. The only way to pre-empt a strangling attempt is to keep all your soldiers close together and set everyone to 'overwatch' so that you can hopefully finish off the enemy right after it reveals itself and before it latches on to your soldier. Once it latches on, it does 2 damage every turn, starting with the first turn. In the early game, when the accuracy of all your soldiers suck, these enemies appearing is like the game saying "hey, one of your soldiers is just going to take two damage here, and there's nothing you can do about it". So, slightly annoying, but I like that they're there.
There's also a new human faction called EXALT that fights for the alien side, and it seems like they're meant to play the same role that alien bases play in X-COM: UFO Defense. During the course of a month EXALT will form cells in one of your funding nations, and if allowed to exist, will drain your remaining cash reserves each month. You can assign a single soldier to go on infiltration mission, which occurs off screen, and then later roust out the cell in a proper mission after a set period of time. Again, I think the implementation of this new mechanic leaves something to be desired, but it does add an interesting permutation to the strategy layer of the game. Basically, it encourages you to spend money as soon as you get it, because it's become a bit of a 'use it or lose' affair.
The research and upgrade paths that meld unlocks are a real highlight. Meld allows you to research gene modification and/or cybernetic augmentation. Pro-tip, one of the first things you should research is cybernetic augmentation. Enemy Within is actually significantly harder during the first few months than Enemy Unknown due to some not so obvious tweaks to some of the game parameters. I think the accuracy and critical hit rates of aliens have been bumped up on Classic Difficulty and I lost two Ironman Classic mode games in row, before I realized the reason I kept having to fight Mutons with default rifles by the third month was because they increased research times. Having a mech-trooper will really even the odds, because they have a punching move that does 12 damage and has no cool-down (that's enough to one-hit kill a Muton every turn!), and a move that destroys cover, and is unlimited use. The research requirements are also low, too low in my opinion, and you could easily have a mech-soldier by the second month. Gene-mods also seem pretty neat, which can grant soldiers abilities like being able to jump over buildings or chameleonic skin that allows them to become invisible in high cover.
Ah, so let's see. What else is there? Bug-fixes: a lot of the remaining issues that people would complain about incessantly like the teleporting aliens issue and the flanking bug are now gone. New mission types: The new "Site Recon" council mission is amazing, and is one of the best missions in the entire game.
One thing I've heard that's kind of a shame is that they didn't change the ending sequence at all. The final mission was kind of a push-over, and it would've been nice if they'd added a harder post-mission or something, but overall I'm really happy with what Firaxis managed to provide with this. I'd recommend buying the expansion if you're a really big fan, but you might be better off waiting if you merely liked XCOM: EU as opposed to loved it. Like I said before, I think it's worth $30, considering how much new content there is, and the number of game hours a quality replay will give you. I paid $22 after preorder bonuses, and felt it was a good deal. $15 dollars would be a steal.
Loved it!Revelation44 | Feb. 5, 2014 | See all Revelation44's reviews »
Great addition to the base game, Enemy Unknown! Introduces a new human enemy, the Exalt. You have to find their base and eliminate them or they cause havoc. Game play is enhanced from the original by adding in new MEC suits and Gene modifications to make your soldiers totally different and more powerful. Lots more maps and extended fun makes this a must have! By the way, it gets easier as you advanced and your soldiers get stronger (if they last that long!)
One of the best expansions out theretaigatsu | Feb. 4, 2014 | See all taigatsu's reviews »
Before downloadable content became so prevalent in gaming, an expansion pack meant a product that expanded the scope of the original game and often provided new ways to play. XCOM : Enemy Within certainly falls within this definition. New mechanics, more build options, a greater variety of foes & several new set piece missions all add up to an expansion that definitely makes re-visiting XCOM worthwhile.
Having the option to upgrade your troops along the new MEC and genemod trees opens up new playstyles, and you always have the freedom to mix and match different type of units in your squad as you see fit. The new enemy types force you to rethink your tactics as you learn to cope with adversaries that will turn invisible, flank you more aggressively, utilize the same skill sets as your troops, or just shrug off everything you can throw at them. More maps means avoiding the tedium of running the same mission for the 100th time. One of the biggest game changers is meld, the new resource. If you want to upgrade your new units, you'll need to capture it before it expires, which means switching from the overly cautious playstyle that dominated the original game to one willing to take more risks and advance aggressively.
Enemy Within does everything that a good expansion should do. It builds on what made the original game so fantastic, and takes it in new and interesting directions. It improves on the original game in almost every manner and makes for an even more gripping game than the original.
If you own the base game, buy this expansion.StormGryffen | Jan. 7, 2014 | See all StormGryffen's reviews »
Enemy Within gets rid of the few small faults I perceived to be within the base X-Com: Enemy Unknown game and enhances an already very solid gaming experience. The base game, as my review for that game opines, lacks map variation and the feeling of having enough research and equipment options for your troops to make them feel very specialized or varying. Though the base game contained many specialty paths for your troops, it felt to me like the training options and equipment research variation in the base game was just satisfactory enough to provide a few options. This expansion “fixes” and improves the main game in every way – Gone is the tedium of seeing the same few maps too often, and gone is the feeling of having somewhat limited troop options.
The expansion adds two new paths for your troops that require an investment of a new resource along with some cash and time investment. MEC research allows you to turn some of your troops into cyborgs – and genetic enhancement research allows you to splice some human weaknesses out of your troops and add some alien advantages. Though a trooper can’t be both a MEC AND a genetically engineered trooper, these systems add a lot of variety to the game. The game also adds some new equipment and research options, and a lot of new maps that make the game feel far more varied and option-packed.
Additionally, X-Com: Enemy Within adds a new faction to battle in the early to middle game. EXALT is a faction that will constantly raise panic across the world until you’re able to infiltrate enough of their group with operatives to find their weak spots and put them down. EXALT provide and additional challenge, and adds a new kind of mission to the game, where you need to infiltrate them with operatives and then extract those operatives in a certain manner to retrieve necessary data on the organization. During extractions, your infiltrating operative can hack enemy communications using satellite towers, thus disrupting them, but the operative is only able to use a pistol for the extraction mission and often starts separated from the extraction team you’ve sent.
In my opinion, this expansion addresses the few weaknesses in X-Com Enemy Unknown and gets rid of them while providing fun and engaging new options and challenges. It takes the base game from a rating I’d say was around 80 and brings it to 95.