The Bureau: XCOM Declassified
Forget the XCOM name on the box and you'll find a competent 1960s alien-invasion tactical shooter with genuine combo depth. Keep expecting Enemy Unknown and you'll bounce off it inside an hour.
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About The Bureau: XCOM Declassified
My first honest thought loading this up was: someone greenlit a Cold War-era Mass Effect and then ran out of budget halfway through. That's both the appeal and the problem with The Bureau: XCOM Declassified in a nutshell. You play as CIA agent William Carter in 1962, dropped into a slow-burn alien invasion that the government is desperately trying to keep out of the newspapers. The setting is the game's single strongest card - early small-town America rendered with genuine care before the Outsiders start tearing it apart, and 2K Marin's background on BioShock 2 shows in the environmental storytelling. The core loop is a Battle Focus system where you pause the action, pull up a radial menu, and direct your two squad mates - Scouts, Assault troops, Engineers - around the battlefield. Carter can levitate enemies out of cover, your sniper lines up a critical strike while they're airborne, and for a brief moment it clicks like a proper tactical puzzle. Flanking increases damage, ability combos trigger critical hits, and permadeath means losing a levelled-up Engineer genuinely stings - at least mechanically. The problem the critics correctly identified is that the squad AI is essentially decorative when you're not issuing orders every thirty seconds. Left to their own devices, your agents walk into fire, ignore cover, and die in ways that feel arbitrary rather than earned. On higher difficulty settings like Veteran or Commander, this turns large portions of the game into grinding attrition - more enemy waves rather than smarter scenarios. Outside combat, the XCOM base hub is where the game really loses momentum. Unlike the research trees and base management you'd expect from the franchise, the headquarters amounts to fetch quests and dialogue trees that pad runtime without adding weight. Side missions exist mainly as XP delivery mechanisms for agents you don't bring on critical story missions. The story itself has a few genuine late-game surprises and multiple endings influenced by dialogue choices, which is more than most action games bother with, but the writing and wooden facial animations undercut the drama considerably. Who is this actually for? Third-person action fans who haven't played Mass Effect and want a retro sci-fi setting with light tactical layering will probably have a decent 12-15 hour time. XCOM strategy fans will find the absence of base research, meaningful permadeath tension, and complex mission design genuinely frustrating - the XCOM DNA here is surface-level branding more than systemic design. Players who go in treating it as a standalone 1960s alien-shooter with a battle-pause gimmick, rather than an XCOM sequel, tend to come away more satisfied than those who arrive with franchise expectations. The art direction, the period atmosphere in the first half, and the ability combo system on the better-designed missions are worth your time. The rest is a game that clearly started as something more ambitious and got shipped before all the pieces fit. Alex, Scout Team
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Game Info
- Developer
- 2K Marin
- Publisher
- 2K Games
- Release Date
- Aug 19, 2013
