- Release Year: 2014
- Platforms: Linux, Macintosh, Windows
- Publisher: 2K Games, Inc., Feral Interactive Ltd.
- Genre: Compilation
- Average Score: 100/100

Description
XCOM: Enemy Unknown – Complete Pack is a comprehensive compilation that includes the base game XCOM: Enemy Unknown and its major expansions: Elite Soldier Pack, Slingshot, and Enemy Within. Set in an alternate 2015 during a global alien invasion, players command the multinational paramilitary organization XCOM, engaging in turn-based tactical missions, researching alien technology, managing a global defense base, and making critical decisions to save humanity from extraterrestrial threats.
Where to Buy XCOM: Enemy Unknown – Complete Pack
PC
XCOM: Enemy Unknown – Complete Pack Mods
XCOM: Enemy Unknown – Complete Pack Reviews & Reception
metacritic.com (100/100): This game will test your mettle in a way that will make old fans tingle with a sense of unforgiving nostalgia, and will make clear to newcomers just exactly what XCOM is all about.
strategyandwargaming.com (100/100): I consider XCOM: Enemy Unknown to be one of the best strategy games of all time.
XCOM: Enemy Unknown – Complete Pack Cheats & Codes
XCOM: Enemy Unknown – PC
For hero codes: Change the soldier’s name in the Barracks under View Soldiers -> Customize or from the Deploy screen’s Customize menu. For console commands: Enable developer mode by modifying the game executable (replace specific bytes in XcomGame.EXE), then use the console with key Backslash to enter commands. Note: Using hero codes disables achievements.
| Code | Effect |
|---|---|
| Joe Kelly | Unlock Joe Kelly – Heavy |
| Ken Levine | Unlock Ken Levine – Sniper |
| Otto Zander | Unlock Otto Zander – Assault |
| Sid Meier | Unlock Sid Meier – Support |
| Chris Kluwe | Unlock Chris Kluwe – Sniper |
| takenodamage | GOD Mode (applies to whole squad) |
| unlimitedmoves | Grants unlimited moves & attacks (applies to whole squad) |
| givepsiperks | gives full psi spectrum to selected unit |
| sethp | set the number of hit points for selected unit |
| setrockets | change number of rockets available to Heavy |
| teleporttocursor | teleport selected unit to mouse pointer location |
| teleportalltocursor | teleport whole squad to mouse pointer location |
| resetactions | reset actions for whole squad |
| resetunitmovement | reset movement for selected unit |
| lowerpanic | lowers panic by 1 point for selected country, leave empty to lower for all countries (NOTE: countryname must be typed in the format: Austalia, France, Germany, etc.) |
| InfiniteGrenades | toggle infinite nades for selected soldier (does not work after pool is exhausted or on aliens) |
| SwapTeamsOnNearestUnit | swap team for unit closest to mouse cursor (i.e. takeover aliens or turn soldiers into enemies) – Very Cool! |
| ResetAmmo | reset ammo for current unit |
| GiveResource | Add specified resource to inventory (usage: GiveResource [resource] [amount]) |
| GiveItem | Add specified item to inventory (usage: GiveItem [item] [amount]) |
| toggleghostmode | enemies will not notice you |
| forcecriticalwound | soldiers will always be critically injured instead of dying – note: may not work on melee attacks (cryssalid, beserker) |
| togglefow | removes fog of war |
| killaliens | kills all aliens |
XCOM: Enemy Unknown – Xbox 360
Go to Barracks, select View Soldiers, choose a soldier, select Customize, and change the name to one of the following codes to unlock the hero. Note: Using these heroes will prevent achievements from being earned.
| Code | Effect |
|---|---|
| Joe Kelly | Unlock Joe Kelly – Heavy |
| Ken Levine | Unlock Ken Levine – Sniper |
| Otto Zander | Unlock Otto Zander – Assault |
| Sid Meier | Unlock Sid Meier – Support |
| Chris Kluwe | Unlock Chris Kluwe – Sniper |
XCOM: Enemy Unknown – Complete Pack: The Phoenix Rises from the Ashes of Strategy Gaming
Introduction: A Legacy Reforged in Fire and Blood
To understand the seismic impact of XCOM: Enemy Unknown, one must first appreciate the abyss from which it climbed. The original UFO: Enemy Unknown (1994) was a genre-defining titan—a sprawling, brutally difficult, and deeply systemic simulation of Earth’s last stand against a cunning alien menace. By the late 2000s, its legacy had been tarnished by a series of missteps, forgotten spin-offs, and the profound shift in gaming tastes away from complex, turn-based strategy. Enter Firaxis Games in 2012, not with a safe sequel, but with a “reimagining” of a dead franchise. What they delivered was nothing short of a miracle: a game that captured the soul-crushing tension and emergent storytelling of the classic while forging a path so clear, so compelling, that it single-handely resurrected an entire genre. XCOM: Enemy Unknown, and its definitive Complete Pack form, stands as one of the most important and expertly crafted reboots in video game history—a masterclass in modernizing a classic without losing its heart, its teeth, or its capacity to break players’ hearts.
Development History & Context: The Four-and-a-Half-Year Crucible
The story of Enemy Unknown is a testament to iterative design and the courage to start over. Its development, led by the passionate Jake Solomon, began in early 2008 as a “very, very big budget” project with a team of 50-60. The initial vision was a direct remake of the 1994 classic. However, as Solomon revealed in post-mortems, this first prototype was a “classic case of overengineering,” featuring an unwieldy inventory system and large, open maps that the team deemed “unenjoyable.” It was swiftly cancelled.
Solomon was reassigned to Civilization projects for four years before being given a second chance. This time, the team, emboldened by studio head Sid Meier’s consulting, embraced the idea of modernizing, not cloning. The development cycle became one of the longest in Firaxis history (typically 2-2.5 years), marked by a pivotal moment two years in: the complete scrapping of the strategic layer. What survived were core pillars: permanent death, turn-based tactical combat, and destruction. Through weekly “Mutator Mondays,” the team rigorously tested and discarded ideas. Time units, angled cover, base invasion events, and complex shot probability lines were all removed to streamline the experience. The squad size was capped at six after experiments showed larger groups diluted the significance of each move and disrupted pacing.
The art direction aimed for a “stylized, bright, flat-textured look” inspired by action figures, juxtaposing recognizably human soldiers against alien threats to create an eerie, grounded sci-fi. The alien designs were modernized from their 1994 counterparts—Sectoids became more animalistic, Mutons hulking and ape-like, Thin Men unnervingly slender—inspired by properties like Men in Black and The X-Files. Composer Michael McCann was chosen after the team heard his work on Deus Ex: Human Revolution, crafting a predominantly dark synthwave score that re-imagined the original’s iconic themes.
Ultimately, Firaxis succeeded where they had previously failed by understanding that the magic of the original lay not in its specific systems, but in the feeling it evoked: the stress of a bad roll, the attachment to a named soldier, the agony of a lost campaign. They built a game to be “unfeeling” and systemic, forcing players to confront its consequences without narrative cushioning.
Narrative & Thematic Deep Dive: The impersonal Calculus of Survival
XCOM: Enemy Unknown presents a narrative stripped to its bare, existential essentials. There is no hero’s journey, no character arc for the Commander. You are an anonymous, tactical administrator presiding over a global defense against an utterly inscrutable enemy. The plot, delivered through sparse UFO intercepts, alien autopsies, and cryptic logs from scientist Dr. Vahlen, is a methodical escalation. It begins with scouting missions, progresses to terror attacks and base assaults, and culminates in a desperate orbital strike against the alien Temple Ship.
The thematic core is a cold, Darwinian inquiry into strength and “Uplift.” The final revelation from the Uber Ethereal is chilling: the Ethereals, a dying psionic race, have been systematically testing and provoking countless species, including humanity, not for conquest, but for breeding. They believe humanity, forged in the fires of this war, may be the perfect vessel for their own evolution and a mysterious future threat. This reframes the entire conflict from simple invasion to a brutal, cosmic Eugenics experiment. Humanity is not fighting for survival alone, but for the right to be—to prove itself worthy of a destiny defined by an alien intelligence. The game’s infamous permadeath system is the ultimate expression of this theme: soldiers are not heroes in a story; they are data points in a relentless equation of survival. Their deaths have no cinematic farewell, only a stark name on a memorial wall in your base.
Gameplay Mechanics & Systems: The Architecture of Anxiety
Firaxis’s genius lies in decomposing the original’s overwhelming complexity into a sublime, accessible tension. The game is a dual-layered beast.
Strategic Layer (“The Ant Farm”): The iconic isometric cutaway view of your subterranean base is a masterpiece of information design. Every dig, every facility built (Power, Satellite, Lab, Workshop) has a tangible, cascading effect. The central tension is resource scarcity: credits, engineers, scientists, and most critically, time. The “Geoscape” view of Earth is a simmering pot of panic. Each Council nation has a panic meter that rises with ignored alien activity. Let it hit 5, and they withdraw funding—a potentially campaign-ending loss. This creates a relentless, gnawing pressure to respond, but not overextend. Your choices are always triage: do you shoot down that UFO over Brazil, or intercept the abductors in Japan? Do you build satellites to stabilize nations, or rush for plasma rifles? The strategic game is a puzzle of priorities and consequences.
Tactical Layer (The Battlescape): This is where the game’s soul resides. The shift from free movement to a subtle tile-grid and the formalization of cover (half/full, destructible) were revolutionary simplifications that deepened tactics. Every action—moving, shooting, hunkering, overwatching—has a clear, binary cost. The UI is a masterclass in clarity, displaying hit percentages and damage ranges upfront. Yet, this transparency creates a deeper psychological anxiety: you know that 85% shot will sometimes miss. The “critical hit” mechanic (high ground, flanking, class bonuses) adds a layer of spatial chess.
The class system (Assault, Heavy, Support, Sniper) with its binary perk trees at each promotion creates powerful identity and dependency. Losing your top-ranked Heavy or Support medic isn’t just a tactical setback; it’s a narrative wound that forces you to adapt your entire squad composition. The introduction of psionics later in the campaign adds a wild, game-breaking variable. The randomness is controlled: aliens only activate when revealed, and Firaxis famously “fudges” early-game dice rolls to prevent catastrophic failure spirals for new players, ensuring the game is punishing but rarely unfair.
The “Ironman” mode, limiting players to a single save file, is the ultimate expression of the game’s design philosophy. It transforms every decision from a reversible calculation into a permanent, weighty commitment, perfectly recapturing the nerve-shredding essence of the original.
Flaws and Omissions: The criticism of non-procedural, handcrafted maps is valid—repeat playthroughs can lead to map familiarity. The base management UI is often called “clumsy,” and injured soldiers are abstracted away. The multiplayer, while conceptually sound (inspired by tabletop games), was criticized for its light content compared to the depth of the single-player experience.
World-Building, Art & Sound: A Gritty, Familiar Dystopia
The game’s aesthetic is a key part of its success. Earth in 2015 is our world, corrupted. The choice to set the invasion in recognizable locales—German warehouses, Japanese neon streets, Argentine deserts—makes the threat visceral. The “ant farm” base view brilliantly conveys the clandestine, buried nature of XCOM. Soldier designs are stylized, almost toy-like, with bold silhouettes and customizable armor paints (enhanced by the Elite Soldier Pack DLC), making each survivor feel like a unique action figure. This contrasts perfectly with the grotesque, bestial alien designs (Chryssalids as quadruped hunters, Thin Men as slithering infiltrators).
Sound design is atmospheric and functional. The crunch of cover, the alien screeches, the tense music during UFO interceptions all build dread. Michael McCann’s score is a brooding, electronic tapestry that swells during missions and recedes to a quiet, worrying hum on the Geoscape. It modernizes John Broomhall’s original themes without losing their haunting, lonely quality. Together, these elements create a world that feels both familiar and deeply wrong—a cozy, global suburb systematically being dismantled by an unfeeling cosmos.
Reception & Legacy: The Genie That Wouldn’t Be Put Back in the Bottle
XCOM: Enemy Unknown was a critical and commercial triumph that defied industry pessimism about turn-based tactics. It received “universal acclaim” (89-90 on Metacritic) and swept 2012-2013 Game of the Year awards from GameSpy, Kotaku, Giant Bomb, GameTrailers, and the BAFTA Games Awards. Reviewers universally praised its balance of accessibility and depth, its emergent storytelling (“the jigsaw nature of the administrative part”), and its sheer, addictive tension. Criticisms were minor: repetitive maps, a shallow multiplayer, and a strategic layer some felt was outshone by the combat.
Commercially, it was a “strong digital success,” topping Steam charts and performing well on mobile, proving a premium-priced strategy game could thrive in the modern market. Its legacy is profound and multifaceted:
- The Genre’s Savior: As PC Gamer‘s Fraser Brown stated, it “lit a fire under the genre, arguably kicking off the decade of turn-based tactics games.” The term “XCOM-like” is now a standard genre descriptor.
- The Reboot Blueprint: It demonstrated how to respectfully modernize a classic: identify core emotional pillars (permadeath, tension, systemic storytelling), strip away archaic cruft, and rebuild with modern clarity. Alex Donaldson of VG247 called it “the best franchise reboot of all time” in 2022.
- The Modding Catalyst: The Long War mod, created by a team later hired by Firaxis, so comprehensively overhauled the game that it became a legendary testament to the robustness of its underlying systems and directly influenced the design of XCOM 2.
- A Franchise Reborn: It spawned a direct sequel (XCOM 2), an expansion (Enemy Within), a spin-off (Chimera Squad), and a board game. The Firaxis series now stands as one of the most successful strategy franchises of the modern era.
The Complete Pack: The Definitive Edition
The Complete Pack or The Complete Edition (often bundled as the XCOM: Enemy Unknown Plus version on some platforms) is the only way to experience this landmark today. It bundles:
* XCOM: Enemy Unknown (the base game)
* XCOM: Enemy Within (the exceptional expansion, which nearly doubles the content with new soldier paths—Gene Mods, Mech Troopers—new enemies, resources, and strategic dilemmas)
* Elite Soldier Pack (cosmetic customization)
* Slingshot (a small story-focused DLC pack)
For a price often found at a steep discount (e.g., $9.99 on GOG), it represents unparalleled value. Enemy Within is not an expansion in the traditional sense; it is an essential upgrade that makes the complete package feel like the true, finished vision. As the Steam community consensus rings clear: “yes, yes, no” to buying the pack, but a firm “no” to the unrelated The Bureau: XCOM Declassified (a first-person shooter spin-off with a different tone and much lower reception).
Conclusion: An Unforgettable, Unflinching Masterpiece
XCOM: Enemy Unknown – Complete Pack is more than a game; it is an experience engineered to evoke specific, potent emotions: the dread of the unknown, the thrill of a perfect ambush, the hollow grief of a permadeath, and the desperate, strategic gamble. It is a game that understands its own power and uses it with surgical precision. It does not coddle, it does not handhold, and it does not forgive. It presents a universe that is fundamentally indifferent to your suffering, demanding you find meaning and victory in the margins of survival.
Its triumph is in making that Sisyphean struggle not just bearable, but irresistibly compelling. The handful of flaws—repetitive maps, a clunky base UI—are minor tremors against the tectonic force of its core design. In the landscape of modern gaming, where narrative is often pre-scripted and failure is temporary, XCOM remains a stubborn, brutal, and beautifully honest artifact. It is the phoenix that rose from the ashes of a forgotten genre, and the Complete Pack is the flawless, all-conquering form in which it should be remembered. A singular achievement. A foundational text. Essential.
Final Verdict: 10/10 – A Genre-Defining Masterpiece.