Beruflich Dokumente
Kultur Dokumente
Brieng: The Bureau The Bureaus Setting / ERA Carters Crew Battle Focus Seeing and hearing The Bureau Dossiers: The Aliens Morgan Gray: Veteran Classied: the Secret History of XCOM About 2K Marin
DEAR BERGMANN RIFLING THRO UGH THE ARCH IVES, I FOUN DAYS OF THE D THIS OLD ORGANISATION DOSSIER ON . I THOUGHT CONTAINS AL THE EARLY YOU MIGHT FA L SORTS OF NCY A GANDER INTERESTING FIRST ENCOUN AT IT. FA CT TERS WITH TH S ABOUT YOUE VISITORS. KNOW-WHO AN NAMES? I THOU D THE DO YO GHT I RECOGN U REMEMBER AN ISED DR [OBS Y OF THESE BUT I CANT CURED] FROM OLD BE SURE. THE ANGOLAN CRISIS, ANYWAY, GOIN G TO POP BACK DOWN TO THE ANY MORE OF VAULTS LATER THIS UP. THER TO SEE IF I ES A RICH VE EVER ALLOWED CAN DIG IN OF MATERI TO WRITE THIS AL IM SURE OFFICIAL HIST IF WERE OR Y, THAT IS! HOPE ALL IS WELL WITH YO U AND KAREN. CARRUTHERS
1 2 5 6 8 10 13 16 17
In The Bureau: XCOM Declassied you take the role of agent William Carter, leading small squads of American agents in a guerrilla war against an invading alien force. During your missions, youll command two other agents in tactical battles against superior alien forces. Your agents will work together to defeat the alien threat, learn new skills from their experiences and acquire new equipment as they go. Eventually, with enough knowledge, you hope to reclaim your planet - but rst, you need to survive.
-xcom declassified-
THE ERA
Every other XCOM game has been set in the near future, whether that was 1999 for the original game, or sometime after 2013 for XCOM: Enemy Unknown. For our game we decided to look at the past, to tell a story that hadnt been told yet, to see what series of events could have happened to make the full-edged XCOM possible. Alyssa Finley, Vice President of Development. The Bureau is set at a crucial time in the world and US history. In 1962, the youthful president John F Kennedy was pushing the United States towards a war with the increasinglyaggressive Soviet Union. The United States was the most technologically-advanced and socially-mobile place in the world. Yet, despite that, it was still illiberal, a society where the only people who really mattered were white, male, heterosexual and wealthy. The Bureau is a more equal-opportunities employer - the product, we suspect, of Commander Faulkes need to get the best people who have been overlooked, no matter the reason. Alcoholics, homosexuals, minorities, reformed fascists and even women - all are welcome in XCOM, where they wouldnt be in the wider world of the 1960s. XCOM doesnt, of course, step completely away from the real world; its still predominantly an organisation of its era, where everyone smokes constantly, where men wear tailored suits in all but the most serious circumstances, and where punch-card computers are the size of buildings and have the capacity of calculators.
WEVE GOT THIS REAL LY RICH AND UNIQUE JUXTAPOSITION OF TH E VERSUS THE CURRENT 1960S AS WE KNOW IT, INTERPRETATION OF MODERN TECHNOLOGY IN THE ALIEN THREAT. NICO BIHARY, SENIOR PR ODUCER.
WHATS REALLY INT ESTING TO ME IS TH CAN IMAGINE THEREER YOU IS A BUREAU - AND THAT THERE WAS A BUREAU AT PERIOD THAT WAS UN OF SOME SORT IN THAT TIME R THE RADAR, NOT VISIBL TO THE PUBLIC, WITH DE E SIM WERE COMMUNICATING ILAR GOALS TO WHAT THROUGH XCOM. NICO BIHARY, SENIOR PR ODUCER.
-The bureau-
THE BUREAU: XCOM DE CLASSIFIED IS A GAME PLAYERS ARE GOING TO THAT REQUIRES SKILL. THAT THE OUTSIDERS BRBE OUTNUMBERED ON THE BATTLEFIELD . THE TECH YOUR TEAM HAS EVER ING IS GOING TO BE FAR SUPERIOR TO AN SEEN - UNTIL, OF COUR YTHING AGAINST THEM. OUR GA SE , YOU TAKE IT AND USE IT ME RE QU IRE S PL AY TWITCH, BUT THEIR TACT ERS TO BRING NOT JUST ICAL SKILL - THEIR AB THEIR USE TACTICS, TO TAKE ILITY TO PLAN FOR A TE AN AM AND THINK THATS CORE TO Y ADVANTAGE POSSIBLE ON THE BATTLE THEYVE GOT; BUT EVENXCOM - TO REQUIRE PLAYERS TO BRING EVFIELD. WE ERYTHING WHEN THEY DO, SOMETIM ES THATS NOT ENOUGH ALYSSA FINLEY, VP OF DE . VELOPMENT.
HER MR CARRUT
WITH ERGMANN ING DR B R AND E T O S D E P O TOP WORK T F O S T PLEASE S O L S. HE HAS YOUR MEMO ACTED. ILY DISTR S A E O S S I AT ACCESS ND YOU TH I M E NG R O T LIKE TTED DURI ID ALSO NLY PERMI O CT S I I R T S S E E V R CHI HOULD TO THE AR HAT YOU S S. T L E D V N E A L S R E OU OP THRE T WORKING H E H T O EARCH T YOUR RES GAIN. ARN YOU A W T I WON YOURS, BENEDICT
-xcom declassified-
S,
-The bureau-
T REGARDLESS. HE ST AND BRIGHTES BE E TH THE FRINGE, HE T GH OU AD , HES ALRE Y ON ND FAULKE HAS BR OU GR OUR VIEW INTO CK ES BA ID T OU RNES PROV BA SO UAL, T. DOESNT CARE AB GE N CA R IS A HOMOSEX BEST HE L AL JUST NEEDS THE INTO SEXISM AND DR. ALLEN WEI IT T EA TR E W . AN TH RACISM, ANGELA MPING OUT IN PINK FEATHER BOAS ER TH RA TTING, BUT HES NOT JUE FOR US IT IS SPICE ABOUT A SE AND TERTIARY F OR IN US M CA E BE ES , TH LY H IT SUBT W T, EN EM POSE SOME STUF A STAT TRYING TO MAKEROUGHOUT THE GAME, TO HELP EX CHARACTERS TH . THEY DIDNT KNOW . EATIVE DIRECTOR MORGAN GRAY, CR
-xcom declassified-
STUDIES.
K-SUITED PE RSONNEL, WH ILE SECURE HAVE NOT IN THEORY, UNTIL RECE NTLY BEEN SAFE TO PR CONSIDERED OCEED ON EVEN MINOR ANALYSIS. ARTEFACT IN FACT, FEW RESEAR DISAGREE WI CHERS WOUL TH OUR EV D ALUATION OF 8-BIT ARCHIT COMPLEX ECTURES AS A METHOD OF AS ADVANCED ANALYSIS, AS THEY AR E. JGOLLOP, APPROACH FO OUR NEW R ENCRYPTE D METHODOL THE SOLUTION OGIES, IS TO ALL OF TH ESE CHALLENG ES. IN THIS PO SITION PAPE R, WE MAKE CONTRIBUTION TWO MAIN S. FOR STAR TERS, WE PR NEW STABLE ESENT OUR TECHNOLOGY/P ROTOCOL (J WHICH WE GOLLOP), USE TO AR GUE THAT FRAMEWORKS COMPUTERIZED AND SECLUS ION OF OPER COOPERATE ATIONS CAN TO SOLVE TH IS QUAGMIRE WE CONCENTR . FURTHER, ATE OUR EF FORTS ON SH THE MUCH-T OWING THAT OUTED FLEX IBLE ALGO THE COMPEL RITHM FOR LING UNIFIC ATION OF TH ISOTOPE RUNS E ELERIUM IN (N) TIME .
-The bureau-
CONSEQUENCES - PERMADEATH
And if the plan doesnt work? Well, a badly-injured agent might go down. In that case you only have a few seconds to stabilise them before theyre dead and gone forever. On Commander difculty, even if you rescue them, theyre merely stabilised, and you have to nish the level with just one other agent. When you introduce permadeath, it inuences everything, from the way that you design your levels, to the way that you introduce characters... you constantly have to be aware of their levelling and skill-set at that particular time. Alyssa Finley.
Theres no I in XCOM. Your squad matters, according to James Clarendon, Principal Systems Designer.
COMMANDO
The most important squad member. The head-on ghter, the commando has the most weapons at his disposal.
RECON
Arguably the most important squad member. He has diversion tactics, such as distract or cloak, so the squad can get into an area that the enemy isnt paying attention to. Youll often see him getting up on higher ground, as he has good accuracy at long range.
SUPPORT
Quite probably the most important squad member. Has combat stims and shield spheres, so hes good at bufng the squad and debufng the enemy; he allows you to take risks.
ENGINEER
Almost certainly the most important squad member. Hes going to deploy traps and turrets; hes very good at ushing enemies out of an area and into the turret re or other ways for focusing re on a place.
GELA WEAVER FROM THE DESK OF AN COLE MEMO: AGENT ENNIS INVOLVED THE THE PIMA INCIDENT E, AR AW T EN AR O FOR THOSE WH S ALSO PERSONALLY LES FAMILY. HE WA CO S NI Y EN T EN AG LOSS OF RTS OF HIS COMMUNIT IDATION OF THOSE PA QU LI TS E GH TH OU TH IN R ED OU LV N. INVO INFECTIO BY THE SLEEPWALKER THAT WERE AFFECTED ME. TI IS TH AT M WITH HI AND SYMPATHIES ARE WEAVER
-xcom declassified-
THE AESTHETICS
ART
Jeff Weir, Art Director, explains the inspirations behind the games look and feel.
HOW HAVE YOU CHANGED THE ALIEN DESIGNS FROM 2010 TO NOW?
That rst game in 2010 was all about investigation and it made sense to have the enemies more abstract, inscrutable and unknowable because the game was not really about combat. The Titan still appears, hes survived all these years, as he has a key role defending the enemy citadels. He was very clean before, but we added small details to him. We changed the silicoids as well, making them more like ferro-metal and lava.
WE DID END UP WITH AT LEAST A PERSONS YEARS WORTH OF WORK CARLOS CUELLO, TECH ON PC ALONE. TALKING ABOUT THE FRNICAL DIRECTOR, BEAUTIFUL PC VERSIONANKLY .
-The bureau-
THE SECTOIDS HAVENT CHANGED MUCH SINCE XCOM, BUT THE ZUJARI ARE VERY DIFFERENT.
Theyre wearing slave collars which have little tubes going into their esh, to control them on a molecular level. The Zujari arent a very subtle race. I always liken them to the Harkonnens of Dune, all bestial and nasty. And of course, they only appear as drones in Enemy Unknown. Theyre the classic consumptive, destroy everything and move on race. Theyre militant and not about creature comforts at all.
SOUND
Michael Kamper, Audio Director, explains how the games dynamic music works.
-xcom declassified-
ENEMY TYPES
MUTONS
As the old saying goes, there is nothing subtle about a Muton. Nine feet tall in their socks, theyre genetically-modied lumps of muscle and bone with a killer instinct. On top of their usual armour, the Zujari have grafted extra ablative armour, slowing them down, but extremely increasing their durability. Unlike their compatriots, the Mutons have chosen to be a part of this ght - theyre a mercenary race, simply working for the highest bidder.
SECTOPODS
Distinct from either the gleaming Sectopods of Enemy Unknown or the cartoony battle suits of UFO, the Zujaris Sectopod is a much more primitive construction. Hurled from the sky like a drop-pod, the rst horror of this creation is the clearlyvisible husk of a Sectoid at its helm, implanted permanently in the suit. In combat, the four-logged Sectopod endlessly roams the battleeld, stepping over low cover to make a mockery of your battle plans, while its cannon chews up your team. Aim for the front or back of the pilots canopy to do serious damage.
SECTOIDS
The old familiar aliens of Area 51 fame return in this prequel, four feet of gangly limbs and bulbous heads perfect for sniping. Unlike the brainwashing sectoids of XCOM: Enemy Unknown though, its quite obvious that these ubiquitous aliens want no part of this combat - theyve been forced into this ght, as the crude slave collars around their necks testify. If only there was some way of removing them..?
10
-The bureau-
ZUJARI (OUTSIDERS)
The main opponents of the game, the Zujari come in a variety of types, mirroring humanitys own military organisation. The basic seven foot grunts arent much more threatening than a Sectoid, save for their use of grenades, but the shielded Elites and the various Commander classes are progressively more dangerous and skilled. All of the Zujarii themselves are here willingly - this is their invasion, having overexploited their homeworld of Zujar Prime - and have a networked consciousness, Mosaic, led by something called Origin. Remove them from its inuence and their certainty of purpose fades.
SILICOIDS
Familiar to the players of the original UFO: Enemy Unknown, the silicoids are strange ferro-metallic living blobs with the mentality of attack dogs. They serve to change the rules of the combat, heading straight for their foes, but being low enough to the ground to take you by surprise. As Gray puts it, They dont use tactics, they dont use cover, they co-ordinate with other enemies; they simply come and try to eat your face. Why they dont attack their Zujari handlers is currently unknown.
TITANS
When The Bureau: XCOM Declassied was an investigation-heavy game, developer 2K Marin came up with an array of unusual alien types - including the fogger and the ghost which disappeared with the move to a more traditional shooter. The Titan, though, was too iconic to lose. You wont encounter this 15 foot etched-monolith until far into the game, but youll immediately know youre up against something powerful. As the construct attacks, it disintegrates cover and goes through a multi-stage attack, meaning your team will be endlessly shifting position, racing against time to take it down before theyre completely exposed...
-xcom declassified-
11
12
-The bureau-
YOUVE WORKED AT A LOT OF PLACES; WHAT KIND OF GAME DO YOU ENJOY MAKING?
I like games that let players come up with different ways to play, do something meaningful with the narrative, and try to push the industry forward, one way or another. The kind of games I want to make focus on varied tool-chests of gameplay. And I like them wrapped up in storylines that are not just droll; Id rather make a game with no story, like Battleeld, than a game with a simplistic story. Obviously, in The Bureau, were going with a strong narrative. And I like novel. Even in X-Wing: Alliance, I made a character who owned a space casino and I made him Caribbean, as we hadnt heard that in Star Wars. Little did I know Jarjar was lurking in the wings... I hope I didnt inspire him! I want to leave my mark, without being egotistical.
WHY HAS THE CONCEPT OF THE GAME CHANGED SO MUCH SINCE THE FIRST REVEAL?
We originally wanted to nd a way to leverage the strengths of XCOM, not a literal translation of the rst games, but to have a new perspective. That was the concept we started showing in 2010, a rst-person, tension-terror investigation slant on the game. Although the concept was interesting, it wasnt one to build a game on - especially not one that had the aspects of the XCOM franchise and without a touchstone that two teams could create in unison without a lot of creative waste. It was a cool concept, but it wasnt 100% in-keeping with the franchise pillars. It was also a little too BioShock 2 - too repetitious of what wed done before. From 2011, we focused on the team-based tactical game and moved from rst person to third person, with the Battle Focus system, which we showed at that years E3 - small battles, squad focused, XCOM agents and aliens, which we then started to wrap a narrative around.
-xcom declassified-
13
YOU DONT SEEM AFRAID TO TACKLE THE DIFFICULT CULTURAL ASPECTS OF THE TIME RACISM, SEXISM, SOCIAL CLASS, HOMOPHOBIA.
I wouldnt have the job I have now if this was the 60s, and we wouldnt have the president we have now. It was only very recently that the US passed a bill to have women under combat arms and allowed same sex marriage. We try not to be preachy about those aspects and we didnt want to be subversive in that aspect - our goal is to tell a story about the aliens attacking the United States and William Carter rising up - but we wanted to tell enough subtext that we could tell a bunch of more interesting stories, all tied into this master story.
14
-The bureau-
WITH THE TECHNOLOGY THEY HAVE AT THE START, WHY DONT THEY WIN STRAIGHT AWAY?
They lack the capability to have an invading army - they dont have the hundreds of millions of bodies to throw at this effort. Knowing that, theyve actually corrupted our population before the game has started with the Sleepwalker virus, the black goo which is our homage to the X-Files. This turns people into a catatonic state at best, where theyre caught at the moment where the virus took hold of their brain, and they repeat that moment over and over, or they can turn into a fth column, with the aliens taking control of them through their Mosaic system. Its not like they can conquer our world, not directly, because they dont have the manpower.
YOU HAVE MOST OF THE ENEMIES OF XCOM - BUT THE BIG BADS ARE MISSING...
Obviously, in XCOM games, the brains behind everything are Ethereals. I wont say how they play into our game, but they play a signicant and unique role. One of the biggest narrative statements were making in terms of the XCOM universe is what we do with Ethereals.
KE N FAUL
ATTN:
IS COLE ENT G N A E OM T, THAT THE M LD T ARE A W A T IM E FIE TRAUGH IN TH T THOUGH NDABLY DIS . ID N E S HIM A E AG A T R S A R D P E E S D C THAN UN EN ERY EXPERI E, ACTIVE, ED EV E S N HE A E E R T W ON HE R A T ALLY OUT T ITER O URBONR W E ESPECI HAVE HIM P Y BO HIS T F NOUGH RATHER N FRONT OF ONE O HAVE E Y E R W E I V E G N E T I L O P T N O T M O OF A B N HERE AND TER. I BOTTOM CAR S E S A C YE VE AS LOSE E SOAKED AS EFFECTI EP A C GER TO S E I K M O E T TH AN KE YOU S A D TO ID LI ED AGENT I DEED, N , I D I , A D S N R N E A T K F A A M H E T W HI FIT O M - A HOSE AROUND F HE ISNT . S R E D ON HI R I TO T NG O ON. I I , D T F N A L A Z E T I S HIM HE S RGAN KNOW T TIRE O THE EN ER ALL, YOU ANDS. FT YOUR H DUTY A N I R MATTE E THIS I LEAV MYRON
-xcom declassified-
15
16
-The bureau-
ABOUT 2K MARIN
Northwards of San Francisco, the land grows into bare hills with wide at valleys between them, occasionally inundated by the sea. In each large valley, a city has sprung up - Oakland, Sausalito, Novato and more. In Novato, a quiet town dotted with bare hills and Native American burial grounds, an airforce base was built on at land reclaimed from the sea. The hangars of this abandoned base, from which B17s once ew, is the home to both 2Ks head ofce and 2K Marin, the developer of The Bureau: XCOM Declassied. 2K Marins history started as the end of development on BioShock approached in 2006. Developer Irrational Games sent a small team across country to start work on a sequel to their underwater adventure while the original team focused on the then-secret BioShock Innite. This pocket-sized team was the seed for the studio. The team worked on a PS3 port of BioShock, originally an Xbox and PC exclusive. Then they produced BioShock 2 in 2010, to much critical acclaim. Meanwhile, in late 2009, they started collaborating on The Bureau, which had originally been started at 2K Australia. The team now consists of around 100 staff, working with 2K Australia and 2K China produce their games. to
2K MARINS GAMEOGRAPHY
BIOSHOCK PS3
BioShock takes place in the ctional underwater city of Rapture, which has descended into chaos, due to powerful mutagens and a power struggle. Your character stumbles into the ruined city years later and nds himself the pawn of both sides. (The eight core members of the BioShock team who founded 2K Marin were charged with converting the game for PS3.)
BIOSHOCK 2
Following the events of the rst game, 2K Marins rst game returned us to Rapture, this time in the guise of an iconic Big Daddy exploring the city in the hope of nding his lost proteg.
BIOSHOCK INFINITE
Ken Levines masterpiece, BioShock Innite takes place in the oating city of Columbia and is a violent parody of American exceptionalism and isolationism. Staff from 2K Marin helped with the development.
#erasethetruth
facebook.com/thebureau
2008-2013 Take-Two Interactive Software, Inc. Developed by 2K Marin. XCOM, The Bureau: XCOM Declassied, 2K Marin, 2K Games, Take-Two Interactive Software and their respective logos are all trademarks of Take-Two Interactive Software, Inc. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. 2, PlayStation, PS3 , and are trademarks or registered trademarks of Sony Computer Entertainment Inc. All other marks are property of their respective owners.