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 great "enhancement" to an already great gamevtrickzv | May 18, 2014 | See all vtrickzv's reviews »
This expansion corrects some issues with the original game and adds a whole new set of gameplay elements, including a new alien resource called MELD. The addition of MELD is huge because you can no longer just take your time being extremely cautious. MELD expires within a certain amount of turns requiring quick movement through the battlefield, unless you want to pass on the new MELD capabilities of genetically enhancing your soldiers with new abilities or enhancing them with the ability to use powerful mechs, foregoing the ability to take cover.
The game also includes more research opportunities and additionally some techs now unlock more items/enhancements. Another addition is the medals which you unlock in battles by accomplishing certain tasks. These give minor to moderate bonuses for the soldier you grant them to and add another level of depth to the customization. It's fun to name the medals after one of your better soldiers that is killed in action. The new missions and EXALT enemy type also add more variation to the gameplay which is great.
Overall one of the better expansions I've ever purchased. Anyone still playing the original should definitely grab this up for an all around improved gameplay experience. I was able to pick it up at $12 on sale, but any fan of XCOM could expect great value out of it at $20, or $30 if a huge fan of the series.
The original game still plays great so if you have yet to play that, I suggest playing through that first. Decide afterwards if you want to expand upon what you have already experienced in the original with Enemy Within.
Good addition to a Great GameTheBulletMagnet | March 5, 2014 | See all TheBulletMagnet's reviews »
Enemy Within is a good add-on to the game which helps expand on the early game with a number of balance changes which give the player many more options in a game that was limited before.
EW adds 1.5 new soldier classes to the game which does add to the options that the player has. The MEC soldier, created by surgically removing the limbs of a soldier that is squaddie or higher, which gains a number of powerful weapons and abilities at the cost of being unable to take cover and being dependent on MEC suits which must be manufactured at high cost. Gene-mods are a modification that can be done to soldiers that give them bonus abilities like dealing damage to enemies who use psi powers on them or being able to jump onto buildings.There have a number of balance changes to the existing classes which for the most part fail to address the extreme imbalance. Squad sight is less of a game breaker but is still infinitely better than snap-shot. The gene-mod Mimetic-Skin completely breaks the AI as they are unable to deal with invisible soldiers.
The item system was given a much needed overhaul. Deep pockets, an ability for support soldiers, has been turned into an upgrade for all soldiers so they can all carry two items. EW adds a number of new items that are of mixed use. There are a number of grenades including a grenade that hits a larger area but is blocked by cover, a grenade that lures aliens to a place, and flashbangs which can be used to cripple the victims accuracy and movement speed.
The new enemies in the game do add quite a bit to the game. There are two new aliens: mektoids and seekers. Mektoids are fit in between cyberdisks and sectopods as a high damage, high durability enemy that can't take cover. Seekers are an enemy that turns invisible and attaches itself to a soldier and chokes them but end up not being much of a threat. EXALT, a new enemy faction made up of humans, is a mixed bag. EXALT soldiers stop scaling quickly into the game leaving them fodder for your soldiers.
EW does address some of the key bugs with EU but does not do away with them completely. Aliens can occasionally teleport directly into your squad and there are a number of line of sight bugs that prevent you from getting line of sight and critical hit bonuses.
Overall Enemy Within is a good add-on that addresses many of the base games issues. The late game is still lacking a strong late game and has significant balance problems. The game also continues to be let down by some terrible bugs.
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!)