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SummaryExemplary game and my first turn-based strategy game...
The GoodInvestigate UFO sightings, down the UFO and investigate the crash. Attack if the enemy is hostile.
In the case of X-COM, the enemy is always hostile. Locales range from city streets to small farms. The defense force? A small number of troops that the player can name and customize.
X-COM started the player off with a few characters to hire and a budget. As a result, it made gamers take special care of their troops with each mission while making the best of home base: researching aliens and their craft and other technology.
If you lost one of your more experienced (i.e. strong stats, attack points, etc.) troops on the field, that was it - you lost them for good.
The game also captured a very eerie atmosphere for a turn-based game. Sometimes a mission would involve exploring a farm in the pitch black of night, with only lights from the troops to see just a few feet around. I know others understand how startling it may have been to follow along a fence, turn the corner and then suddenly realize that a Sectoid was right in their face. Were there enough action points to do something else? ;)
A tense atmosphere and solid, turn-based gameplay were X-COM's staple features. The graphics are bright and colorful even for the duller more haunting missions. Randomly generated levels kept the game fresh every time.
The BadI never paid too much attention to the "base management" side of things as much as other players may have. I was primarily interested in the combat. Of course, this led to difficult missions because I wasn't researching enough or spending enough time on other base-related events.