Xcom: Apocalypse - Intro

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X-COM: Apocalypse
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intro test. half a century after Xcom 2: Terror From The Deep, after the alien ship T'leth is destroyed, it's destruction caused a worldwide cataclysmic event severely damaging the Earth's biosphere, as a result, several self-contained Megapolis-type cities are created to provide habitation for humanity. the game follows Mega-Primus the 1st of these cities, which is built over the ruins of Toronto, Canada. meanwhile, the off-world colony of Mars is exploited by the elerium mining corporation, Solomine, and oppressed by MarSec (MARs SECurity), 2 of the 13 factions which operate in Mega-Primus.

The new alien threat in the game is presented by a race of organic, extradimensional aliens that initially seems to have no relation to the aliens of the previous two games. These new aliens attack the city through tetrahedon-shaped teleport dimensional gates. Xcom must find a way to get through these dimensional gates and take the war to the aliens. The Aliens seem to warp in, damage buildings or potential threats, & send in their forces into various factions buildings, but unlike the aliens in the previous 2 games these new alien race(s) are unsuited to living in our environment so the aliens that make incursions into factions eventually die off after only a few days so it is unknown why they try in the first place. they have a bizarre alien lifecycle which will reveal an even darker and more insidious plan from the aliens for the human race. The government revives X-com as it was successful in dealing with alien threats the first 2 times they occurred. besides humans, androids and sectoid-human hybrids operate in mega-primus and can also be recruited to Xcom to combat these aliens. funding for xcom comes from the government and some of the other factions. (which with increase, reduce or withdraw depending on how the alien threat is handled. there is a hostile faction called the cult of sirius that worships aliens... and will try to undermine xcom throughout the game.