Omega Man

He was with me from the beginning. Lone survivor from that first mission in Germany. He kept his nerve when others panicked. He got the job done despite being severely wounded. Captain Frank “Omega” Tamas. Expert marksman. Squad leader. Razor.

When Tamas died I wasn’t ready for it. It was sudden, gruesome and meaningless. A wrong turn into the path of a chrysalid. His body was torn open and discarded. There was nothing anyone could do.

I put my controller down after it happened. I thought about it for a long time.

A lot of people have already written about the underlying bleakness and despair of XCOM: Enemy Unknown (developed by Fraxis, out earlier this week). Yannick Lejacq did a fantastic write up about the game’s indifference toward death and failure (found here). But what struck me was how that indifference shook me to my core, forcing me to rethink my notions of video game mortality.

After Tamas died in such a brutal, deeply apathetic way I couldn’t imagine continuing either the mission or the campaign. Without any real forethought I had started customizing my soldiers from the tutorial. They were each known to me. Each unique despite the limited options in features. I suppose there’s real power in a name.

So I reloaded the mission back to a previous save. Tamas was alive and this time I’d keep him that way. I followed the same basic steps. Made most of the same decisions. This time my marksman killed the chrysalid that in some other reality, in some other universe had killed him.

It was a satisfying murder. Blood splatter. Green ooze.

My team returned to base. The mission was a success. I put the controller down. I thought about it again.

We aim to control so much but ultimately control so little. That’s the power of gaming. Saves. Restarts. Good endings. There’s eternity in the gameverse. A continuation, a perfection we could never know in life. I think about Assassin’s Creed synchronization as the best example of this. Continual replay until every mission is played exactly right.

But what in Assassin’s Creed is an essential feature, felt in XCOM like a perversion of the game. By saving my sniper I had undone something fundamental. I had cheated. Maybe I hadn’t cheated the game but I certainly cheated MY game.

The tragedy of Captain Tamas is not that he died, but that I saved him. By denying what would always be in our world a finality I had undone the inevitability of the moment and in so doing cheapened the experience of the game.

Here the death of squad members, the continual loss, recruitment and retraining are all essential components of gameplay. We learn from our mistakes. We learn from the fallen. We learn from death. In game as in life. This is what makes XCOM successful. This is what makes it worth the price.

In my campaign Captain Frank “Omega” Tamas is alive. I see him in the gym. I see him prepping for assignments. I see him roaming the halls. But I can’t seem to bring him on missions. He shouldn’t be here. He doesn’t belong. I know I have the option of dismissing him, or taking him along on one last kamikaze run, but he’s been with me from the beginning and I just can’t seem to let him go.

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Comments

  1. This is a wonderfully written post, and I think you’ve finally discovered what the original XCOM was about, and what the remake faithfully redid (though admittedly savescumming was a common, albeit dirty, tactic in UFO Defense).

    Start a new game on Ironman. Customize your men just as you did before. See them score victory after victory, saving their fellow comrades from untimely deaths, until YOU, his commander, send him to his death on account of your YOUR mistake. And you cannot undo it.

    Ironman is just as much about tactical prowess and strategic decision making as it is about an iron heart. Can you live with your decisions?

    Try it and find out.

  2. Garrett Lund says:

    I can honestly say I had something similar happen – a near-total squad wipeout that had been all because of a bad call and some flanking mutons. Naturally, instinctively even, I re-loaded, but afterward I felt that same cheapening of the narrative and stakes – and until I read this, I hadn’t quite found a way to put it to words. Remarkably well stated.

    • Gotti Junior says:

      Great read. but to tell you guys the truth Im having a hard time finding a real connection with the characters when you can just edit them and rename them. Like I had my girlfriend as a soldier…she was killed on a mission…so i just customized another one of her. kinda takes that personal connection out of the equation that I kept hearing about before i bought the game. Great game though and Im loving it. But it doesnt bother me if one dies.

      • Hi Gotti, I think that’s the point that the article is trying to make, as well! As in I think you two agree. A more real connection with the characters is possible when we don’t do things like reload or just clone soldiers. So don’t allow yourself to do that and you might find the experience more meaningful! Haven’t gotten a chance to play yet but looking forward to it this weekend. This article has convinced me to try doing it on Ironman. :D

  3. That was awesome. Well written. I know how you feel!

  4. Robert says:

    Totally agreed. I’ve come close to reloading- when only the two veterans of my squad remained and somehow made it through the mission- but I’ve never done so, and now I never will. Thanks for the insight.

  5. balstrome says:

    I might not be play Ironman, but after reading this I think I will play as if I am. May the gods of war guide my hand.

  6. sanguissacri says:

    I know how it is man but I made it through the game with my first four units. Col. Dwyer “Sturm” Col. Graham “Reaper” Col. Dwyer “Bishop” and Col. Mastin “Demon” with two extras Col. Dominey “Yuki” and Maj. Bose “Spider”. The last mission I lost Bishop near the end and it hurt but I kept on. At the end I lost Sturm Reaper and Yuki having to kill them with my own hands. That burned my soul to do. Seeing Spider the only person I had no real tie to, except he was my first and strongest Psionic, go out the way he did saving the life of me (Demon) after being trained from Rookie to take my place if I ever died to have him save me and do what he did… I cried. I cried over the soldier I never named, the soldier who I thought was a replacement, the soldier I never really wanted to become a member of the team, and yet he was never a replacement, he was never a throw away, he was truly irreplaceable and the loss of the four I cared for and the one I never thought I would left me heart broken. Yea we won the war but it cost us more than I think I ever realized it would in the end.

  7. Well-written.

    And yes, I too have lost veterans to those damned Chryssalids. My best sniper got struck down and used as an embryo husk, and my entire team (the ones that weren’t Freaking the [BLEEP] Out Of Their Minds) riddled him full of lead the second he got to his feet and began shuffling toward them.

    We held an impromptu wake when we got back to base – his rifle is now hanging above the memorial wall, and woe betide any rookie scrub that so much as TOUCHES it.

  8. hoopleton says:

    Thanks for the kind words all. I think as gamers we all struggle with meaning in our virtual lives (and deaths). It’s a direct counter to those who think video games turn us into dispassionate killing machines.

  9. Daniel says:

    I intend to play XCOM this way, unlike in the Microprose version, where i did what many of us did; save every turn and reload in case of casualities. But that was during the Microprose era. We did this because the game had several file handling issues; i played it on the PSOne and i would lose my files sporadically because the game bugged. We also did this because there was very cheap deaths in it, often unavoidable. You could have built the best deployment procedure with your soldiers, covering every door, every corner and still, you could still be one-shot out of nowhere. Talking about cheap shots… i didnt even started on mind-controlling aliens.

    But in the current XCOM game, strategic gameplay is way better elaborated and more complex. There is still a way to succeed flawlessly in missions and 0 kills if you use brains and smart deployment and mobilization.

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