It’s in this pocket of stylized Americana that The Bureau exists. The game doesn’t shy away from the negatives, but it revels in the positives. It has a swagger in its look and presentation. The characters are hard-nosed stereotypes of tough men and dishy dames, but that’s just the jacket. Underneath is a game made for gamers. It may not offer the mass appeal that many other triple-A games have, but it offers a fresh take on third-person tactics that should thrill XCOM fans, and create new ones in its wake.
Story/Concept
The World on a String. Before there was an XCOM to fight off a global alien invasion, there was The Bureau, a secret organization originally created to prepare for the possibility of a Soviet invasion of the United States, but repurposed when a global communications blackout is revealed to be the harbinger of an alien invasion. That same blackout also means information disseminated to the public can be controlled. The aliens want something specific so the attacks are localized rather than global, which means the ongoing intergalactic war is a secret one.
Welcome to the Bureau. In the Bureau’s clandestine base, Carter is free to wander around between missions and interact with characters, tinker with his team and weapon loadouts, and then select an assignment. There will always be a main storyline for him to accept, but standalone sidequests will pop up, offering a bigger picture for the overall events, as well as giving you the chance to level up both Carter and his pool of supporting team members.
Gameplay
Third Down. The Bureau is a third person shooter, but it also demands that you treat it like an RPG and a tactical game. There are even multiple endings based on your play and your choices. The aliens have the ability to infect humans and render them docile or even take control, so you will occasionally be faced with a difficult choice that involves the life or death of characters you know well. You control Carter, and the two characters you take with you on each mission obey commands you issue them via a radial command wheel you can pull up at any time, which slows the gameplay to 10-percent normal speed, but doesn’t stop the action. You can try – and you may be tempted – to let the AI take charge of your teammates and simply let them dodge and fire back, but it will get you killed. The Bureau is not an easy game, and it constantly requires you to adapt.
Power Through. When you start with teammates at level one, they will be mostly relegated to flanking and using their firearms. As they progress to level five, they unlock abilities based on their class; the engineer can lay turrets, the commando can taunt, the support can throw down shields, etc. Each class can be useful in a specific setting, but it also comes down to personal preference. Carter also can be upgraded, but this will happen simply by playing the game.
Weapons up. Once your team is in the field, combining abilities, flanking, and choosing your attacks is key. You also need to constantly be on the move. Staying in one place will get you rushed. Enemy AI is reactive. If you outnumber them, they may stay under cover, but if a shield generating enemy orb appears, they may take the advantage and charge. It’s easy to just rely on Carter’s shooting and get lost in the competent shooter mechanics. But it takes more than just firing quickly to survive.
Presentation
Mad Men. The era of the 50s and early 60s has a distinct visual flair, mixing art deco designs with the imagined future inspired by the dawn of the space age. It also projects the concept of a cleaner and simpler time… as long as you don’t look too closely. The so-called “Golden Age” of America is fondly remembered by those who wrote the history – generally middle and upper class white men. For everyone else, it wasn’t all that great. The game tackles that. It’s always a background issue compared to the alien attacks, but 2K Marin doesn’t hide from it, and there are echoes of it thoughout – like the misogyny the female second-in-command faces, or the plight of a character that is gay.
The Rocket Age. One of the tricks in keeping the era feel immersive is in using period-specific items, from ads to posters to music. That also defines the weaponry, and 2K Marin was very deliberate in this, going so far as to avoid things that may have been possible, if not common. For instance, in 1962, the year the game is set, the Colt M16 was a prototype. It wouldn’t officially be adopted for another year, but it could have been justifiably included. Instead, 2K Marin made certain to feature the M14, which was in service at the time. You’ll still find plenty of sophisticated alien weapons you can use (that’s why Carter wears a gauntlet), but the attention to detail was exact. There are a few exceptions though, like the Air Force’s top secret, futuristic looking experimental Project 1794 aircraft, which was actually built in 1956, and is ironically the only flying saucer in the game.
Takeaway
The Bureau is a fresh and intriguing take on third person shooters, but it isn’t as accessible as a game like Max Payne 3 or the Gears of War franchise. This may make it a harder sell for mainstream audiences, but it is a refreshingly deep and original look at a shooter that will stand on its own, even if you’ve never played an XCOM game before.