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The Bureau: XCOM Declassified [Download]
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About this item
- Requires Steam Client to activate. Steam key only valid in North America.
Product information
| ASIN | B00DYBBE1Q |
|---|---|
| Release date | August 16, 2013 |
| Customer Reviews |
3.2 out of 5 stars |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Countries | |
| Return Policy | This product is non-returnable and non-refundable. |
| Terms of Use | By placing your order, you agree to our Games and Software Terms of Use. |
| Binding | Software Download |
| Rated | Mature |
| Manufacturer | 2K |
| Date First Available | July 15, 2013 |
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Product Description
Product Description
The Bureau: XCOM Declassified:
The year is 1962. JFK is President and the Cold War has the nation gripped by fear – but a far more powerful and insidious enemy than communism is threatening America. Known only to a select few, a top-secret government unit called The Bureau begins investigating and concealing a series of mysterious attacks by an otherworldly enemy. As special agent William Carter, call the shots, pull the trigger and lead your squad in a gripping third-person tactical shooter set within a high-stakes, covert war to defend humanity. The Bureau’s mission is clear – survive, adapt and overcome the enemy threat to protect the citizens from the truth.
System Requirements:
Minimum Requirements:
- Supported OS: Windows Vista Service Pack 2 32-bit
- Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
- RAM: 2 GB
- Hard Disk: 12 GB
- Video Card: Compatible ATI Radeon HD 3870 / NVIDIA 8800 GT / 512 MB VRAM
- Additional Requirements: Sound Card: DirectX Compatible
Recommended Requirements:
- Supported OS: Windows 7 Service Pack 1 64-bit
- Processor: Quad Core Processor
- RAM: 4 GB
- Hard Disk: 12 GB
- Video Card: DirectX11 Compatible, AMD Radeon HD 6950/NVIDIA GeFore GTX 560 with 1024 MB
- Additional Requirements: Sound: DirectX Compatible
- NOTE: Incompatible with Intel HD 3000 Integrated Graphics
Steam account required for game activation and installation
The Bureau: XCOM® Declassified™
© 2008-2013 Take-Two Interactive Software, Inc. Developed by 2K Marin. XCOM, The Bureau: XCOM Declassified, 2K Marin, 2K Games, Take-Two Interactive Software and their respective logos are all trademarks of Take-Two Interactive Software, Inc. All rights reserved. All other trademarks are property of their respective owners.
Q&A with...
- Creative Director - Morgan Gray
- Art Director – Jeff Weir
- Audio Director – Michael Kamper
1. What was your inspiration for this drastic new departure from traditional XCOM gameplay?
The major inspiration was to move away from the player conducting combat operations removed from the squad (either feeling like a commander watching the action via live feed from a predator drone, or looking at combat read outs from relative safety) and explore what it would feel like to be a battlefield commander, out in the field, with the team, having to make life or death decisions under fire. It is that aspect of the XCOM universe that we wanted to explore, and offer to the fans. – Morgan Gray
2. Are they trying to maintain similar themes (Enemy Unknown had a very high-tech feel)?
What we share in common with all XCOM games is our emphasis on gameplay focused on smart tactical team work against a technologically and numerically superior foe. We also focus on the concept of starting off with real world conditions (in our case in the 60s) and through the course of the game gaining access to higher tech, more amazing tools/gear/weapons so that at the end of the game, not only is the player victorious over the aliens, but XCOM itself has grown to be on par with them in terms of technology. We are hi-tech, but in an Apollo13/Right Stuff kind of way as we are a period story. – Morgan Gray
3. Have they had to make adjustments for the change in era?
When the story of the game shifted from the 1950s to the early 1960s, it opened up a lot of opportunities to illustrate the incredible technology and aesthetics of that era. The US was left with its pants down with the launch of Sputnik in the late 50s. By 1962, the space race in the US was reaching a fever pitch. Innovation and technology development was moving at a phenomenal rate. We wanted to bring some that amazing technology and vibe to The Bureau. The XCOM base itself was heavily influenced by the Mercury era NASA space program – evidenced most in the huge screen and rows of period computers in XCOM Operations. We also fashioned vehicles and flight gear off of what was seen in the Skunk Works test pilot program.
On the civilian side of things, offices took on the sleek, straight lined look of the 60s popularized in the television show Mad Man. Out in the world, we pushed the look from the curves of the 50s to the straight lines and geometric forms evidenced by the mid-century modern Googie movement. The affected everything from vehicles to buildings and signage. The overall feel produced a feeling that was much more space age and overall much more befitting an XCOM game. – Jeff Weir
4. What makes the XCOM art style unique?
There are two primary visual themes that set The Bureau apart. First and foremost, it’s the period. The 1960s vibe sets the tone from the get-go. Whether it is William Carter’s sleek suit and dapper fedora or the clouds of smoke pooling in the air above the mid-century modernists sets, it’s very clear this is not a modern era game. The second big standout is the high contrast juxtaposition of 1960s period America butted up against ultra-advanced alien facilities of the invading Outsider war machine. It’s a stunning mix of the old and new, the familiar and the strange. It’s that retro vibe set against futurism that makes the look and tone of the Bureau stand out. – Jeff Weir5. Will the music in the new game be created by the same composer as Enemy Unknown?
No, but from the beginning, I wanted the music of The Bureau to match the era and vibe we were trying to establish with the art and narrative. I wanted it to have that 60’s FBI gangbusters feel since that is essentially the kind of people that you are playing, interacting with, and leading into battle. But I also wanted the score to be akin to the sci-fi films of the 50s and 60s. The two movie scores that really fit what I was looking for were both by the great film composer Jerry Goldsmith. The first was for the 1950’s based L.A. Confidential and the other was the original 1968 version of Planet of the Apes. Given the style of these two scores, I knew what I wanted was right in the wheel-house of Garry Schyman who had done such an excellent job on the Bioshock games. Garry and I worked out the main themes for the score and then Garry delivered an incredible score for us. He produced almost 80 minutes of music for The Bureau which was recorded at the Clint Eastwood stage on the Warner Brothers lot in Hollywood. I feel the score really gives The Bureau a unique identity and I feel it really sets the tone of the world that we are trying to have the player experience. – Michael Kamper, Audio Director.
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Before i buy a game i usually do a little research and i saw video and read reviews about the game and they all had the same thing to say; "This isn't an XCOM game" usually bring up the installment before this one which was XCOM: Enemy Unknown, and it is true its nothing like Enemy Unknown but if you look back at the series we will find a game called XCOM Enforcer which was also a third person shooter so i really wouldn't trust those reviews
Now as for my opinion the game i found to be fun but flawed
Its a basic third person shooter with a cover based system while its good its not the best
i feel one big reason this game was given such bad reviews when released was because they paid a lot of money for very little game play
the game has no multi player so you only have the campaign to play and that only provides about three days(non-continuous) worth of game play when played on normal difficulty setting
The game also lack an interesting story, most of the time i played and never thought about the story i just wanted to get back out on the battlefield so if your looking for a good story there is none to be found here there was so much they could have done to have developed the characters and also so many plot twist that i thought would occur but never happened keeping the story bland
The game-play is fun its real neat how you can be both out on the battlefield and at the same time shout out orders i feel that real put you the player into the boots of a leader the gun mechanics arent the best but once you get your alien tech it all gets better
The game provides a rank up system that gives you and your team mate new abilities everytime you rank up and they are very handy,
The characters environments and enemies a designed very beautifully everything looks so nice
In the end i recommend the game but only when the price dips to or under 20 dollars
the game while fun has its many flaws that cant be overlooked the very little game play provided isnt enough to be a stand alone game it felt more like i was playing a long demo they should have put more into the campaign if it wasnt going to have a multiplayer and they should have developed a better story and expanded on the character presented and thats why i give it
three sectoid corpses out of five
The story is nothing great; it's just something to chain the action sequences together (and that's fine). The voice acting of the major characters is up to industry standard as well, though some of the disposable NPCs and recordings you'll find are not very good.
I've never played Mass Effect (which I am told the mechanics of this borrow from heavily). I enjoy the concept, but I found the control to be very clunky in combat. The cover/shooting works about 75% of the time, but you end up in very tense situations where they fall apart. Like tying major functions to the same button with only slight context cues as to which it will perform at any given moment: Trying to run away from an enemy bearing down on you? If you don't use dead-on sniper-like accuracy, you just as likely to stick to a wall, or hopping over the wall towards the enemy you were trying to get cover from. Similarly you might want to take cover, but find yourself simply running at the surface. If you get frustrated and start spamming the "take cover" button, if you finally do engage the wall you'll hop over it. Some surfaces just inexplicably won't let you take cover, and some low walls will have you "take cover" but will leave you standing up/exposed instead of crouching down. Some tall walls just decide they don't want you to shoot around a certain corner either.
Other interactions have similar awkwardness to them: if you jump down from a slightly higher surface, you will stand there and do nothing for a few seconds while getting shot at. It is very frustrating to have these kinds of things in a tense gunfight.
Your companions were nice for their ability, but they expose themselves too much and need constant babysitting. Flanking is difficult because they keep following you and don't like to be more than 20-30ft from you. Even if you give them another position to run to, they'll run there and then run back to you.
I actually played this game on the second-easiest setting (The bad reviews were a warning that I'd want to get through it as quick as possible). Your average encounter was boringly easy (my fault for the difficulty selection), but there were some that were ridiculously hard. The last encounter in particular took me about 5 tries to get through. Also, the game pulls lots of cheap shots like enemies teleporting in. Sometimes you take up a defensive position only to have them spawn in right on top of you leading to a complete party wipe in about 2 seconds. A lot of the difficulty was because of the combat mechanics discussed above. Losing because I made poor decisions or was too slow to make them is acceptable; Losing because a half-dozen very different actions are tied to the same button is less than fun.
The game is...dare I say it...too long. Either that or it just paced and placed its climaxes too awkwardly. I thought it was going to end like 4 different times, and it just....kept....going.
The graphics (including art direction) and audio are great. The game just felt like certain pieces were highly polished, and others were hastily tossed in and no one over tested them. The concept is solid, but it's a shame this one got released half-baked.




