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XCOM Enemy Unknown (PC DVD)

Platform : Windows Vista, Windows 7
150 customer reviews

Price: £5.56 & FREE Delivery in the UK on orders over £20. Details
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Frequently Bought Together

XCOM Enemy Unknown (PC DVD) + The Bureau: XCOM Declassified (PC DVD)
Price For Both: £9.92

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Game Information

  • Platform: Windows Vista / 7
  • BBFC Rating: Suitable for 12 years and over Suitable for 12 years and over. Not for sale to persons under age 12. By placing an order for this product, you declare that you are 12 years of age or over.
  • Media: DVD-ROM

Product details

  • Delivery Destinations: Visit the Delivery Destinations Help page to see where this item can be delivered.
  • ASIN: B008IYCVK2
  • Release Date: 12 Oct. 2012
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (150 customer reviews)
  • Amazon Bestsellers Rank: 1,946 in PC & Video Games (See Top 100 in PC & Video Games)

Product Description

XCOM: Enemy Unknown will place you in control of a secret paramilitary organisation called XCOM. As the XCOM commander, you will defend against a terrifying global alien invasion by managing resources, advancing technologies, and overseeing combat strategies and individual unit tactics. The original X-COM is widely regarded as one of the best games ever made and has now been re-imagined by the strategy experts at Firaxis Games. XCOM: Enemy Unknown will expand on that legacy with an entirely new invasion story, enemies and technologies to fight aliens and defend Earth. You will control the fate of the human race through researching alien technologies, creating and managing a fully operational base, planning combat missions and controlling soldier movement in battle.

Key Features

  • Strategy Evolved: XCOM: Enemy Unknown couples tactical turn-based gameplay with incredible action sequences and on-the-ground combat.
  • Strategic Base: Recruit, customise and grow unique soldiers and manage your personnel. Detect and intercept the alien threat as you build and expand your XCOM headquarters.
  • Tactical Combat: Direct soldier squads in turn-based ground battles and deploy air units such as the Interceptor and Skyranger.
  • Worldwide Threat: Combat spans the globe as the XCOM team engages in over 70 unique missions, interacting and negotiating with governments around the world.

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Customer Questions & Answers

Customer Reviews

4.1 out of 5 stars

Most Helpful Customer Reviews

66 of 70 people found the following review helpful By Chris VINE VOICE on 15 Oct. 2012
I was a big fan of the original Microprose XCom release, and keen to see what the 2012 update would bring to the table. As with a lot of games, this is a mixed bag. The tactical RTS side of XCom has been massively face-lifted, and remains a difficult and absorbing sub-game in its own right. Most of the tactical skills from the original are transferable, but there's also been some notable changes. As noted, a lot of the "micro-management" has been removed, and it's not all for the better - e.g. if I wanted, I could load up a trooper with any combination of weapons they could carry. 12 grenades ? If you want. Throwaway 1-shot rocket launcher ? Sure. This is all gone in favour of pre-selected loadouts with only moderate customisation. For example, only "heavy" soldier classes can carry heavy weapons, and nothing else. Support classes carry assault rifles & pistols, and nothing else, and so on. If I want to load-up on grenades, well, you basically just can't, and only the support-class can carry more than 1, and then, only with the "deep pockets" perk after several promotions. If you want to pack a med-kit or a stun-gun, you can't carry grenades anymore - and so on.

Base management is also very different. You no longer have total control over the base's inventory (largely because this is no longer needed with the aforementioned pre-selected weapon loadouts). If you want more engineers, you simultaneously need to build workshop space for them and they come bundled with the facility, and, if necessary, build power generators beforehand to power the workshop, or you can't build the workshop at all and- it can all get rather needlessly complex. Further, early in the game, it's very easy to find yourself chronically short of cash, which has knock-on effects later.
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7 of 7 people found the following review helpful By Jakob Hansen on 19 Feb. 2013
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It took me 33 hours to play through, and it is a game i will return to.

You have to be a fan of turn-based tactical games in order to enjoy XCOM, but in that case you will not be dissapointed. You start feeling responsible for your troops, you get excited when you develope a new weapon and try it in the field for the first time. And with the Ironman setting your tactical sense is being tested. Your choices may have dire consequenses for your team. Lock and Load Commander
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2 of 2 people found the following review helpful By R. Wigginton on 2 April 2013
I only have vague recollection of the original X-COM, but more recently I had a great time with UFO Aftermath and UFO Afterlight which, as I understand, are very similar. I was looking forward to this game, hoping it would be more of the same but revamped. The reason the Porsche 911 is so successful is because they continue to make minor tweaks and adjustments to what's already great design. This is what I don't understand. The X-COM and UFO games already had a great design, not to mention a loyal fan base. Why go and change everything almost beyond recognition? More to the point, why change everything so it works worse than it did previously?

It could have been so great. Unfortunately, initial impressions made by the graphics and the new `hive' base layout, don't last long and what you find is very much a dumbed-down less intelligent version of what's gone before. It's a bit like comparing Skyrim's simplified role-playing system to the much deeper, well established systems found in Boulder's Gate or Neverwinter Nights.

In X-COM Enemy Unknown you have less control over everything from soldier equipment loadouts and levelling up, to strategy and base building. In the early stages of the game you're steered along a very linear path with set cut scenes and very little to manage or decide yourself.

You can no longer queue items in research. Instead, you must visit the lab and tell the woman to get on with something every time she finishes a project.

In the tactical game, everything looks pretty, but the action is turn based as opposed to real time and the user-interface is overly fussy and clunky. The camera is jumpy, particularly when you want to aim a grenade or rocket and camera rotation is restricted to 90 degree increments rather than being free look.
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40 of 45 people found the following review helpful By G. Richardson on 15 Oct. 2012
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As with many reviewers here, I grew up with the original XCom, playing it on my Amiga back then. It was amazing and I have been hooked ever since. As no real update for the original ever arrived until now I salved my need to play it by playing games like UFO: Aftermath and its two follow ups. They were pretty good, and very close to Xcom's legacy.

Now we have the updated, 21st Century vision of XCom, and its not to bad really, but far from perfect. After reading all the current reviews here I have to agree with most opinions, although I have to say Steam wasn't an issue for me and after all this time I wish people would simply rate the game play, not the Steam. Everyone knows Steam sucks, we don't need to keep hearing it, nothings going to change so get over it.

The game has been simplified, it has to be said. Whether to accomodate the new surge of young teen game system enthusiasts who can't seem to handle proper PC games with a little thinking required, I don't know. But its a shame developers seem to think they have to make games that Wii and Xbox players can manage rather than us PC gamers.

As for the game itself? The downside first. I really miss the inventory for soldiers because this games inventory is terrible. You have four spaces, armour, main gun, back up gun, and extra. The armour and weapons choices upgrade as you research new tech, so no problem there. But where are the spaces for extra ammo? Why can I only have one extra item? And why are the extras so stupidly listed? I mean you can have one grenade, a medkit, a sight for your gun, extra body armor, but they all go in the extra slot rather than upgrading existing items, so you can only have one at a time. You can't have a sight, extra body armour and a grenade. Why can't the sight go on the main gun?
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