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** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as friends and]] [[FireForgedFriends comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every casualty can be a massive hit on everyone's morale and affect them deeply. This is reinforced by how downtrodden Shen and Vahlen sound when they remark on the AfterActionReport of a mission with a large number of [=KIAs=], whether it wasca MissionFailed or not.

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** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as friends and]] [[FireForgedFriends comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every casualty can be a massive hit on everyone's morale and affect them deeply. This is reinforced by how downtrodden Shen and Vahlen sound when they remark on the AfterActionReport of a mission with a large number of [=KIAs=], whether it wasca MissionFailed was a MissionFailure or not.
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** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as friends and]] [[FireForgedFriends comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.

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** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as friends and]] [[FireForgedFriends comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality casualty can be a massive hit on everyone's morale and affect them deeply.deeply. This is reinforced by how downtrodden Shen and Vahlen sound when they remark on the AfterActionReport of a mission with a large number of [=KIAs=], whether it wasca MissionFailed or not.



** Adding to this, Losing Delta 2 in your gameplay. Most likely he's the highest ranked soldier you have, so losing him is basically losing the old guy who's probably mentored like half if not all the operatives.
* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to save Humanity from the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace they're responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything they put into the project failed to save them. Their trust waivers as their first, and last, line of defense has abandoned them. Soon they must abandon their post to see to their own defense, throwing in all the strength they have left. Perhaps they regret their choice to support XCOM and lament that under these bleakest days, humanity cannot avoid it's fate.

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** Adding to this, Losing Delta 2 in your gameplay. Most likely he's the highest ranked soldier you have, so losing him is basically losing the old guy who's probably mentored like half half, if not all all, of the operatives.
* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to save Humanity from the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace they're responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything they put into the project failed to save them. Their trust waivers as their first, and last, line of defense has abandoned them. Soon they must abandon their post to see to their own defense, throwing in all the strength they have left. Perhaps they regret their choice to support XCOM and lament that under these bleakest days, humanity cannot avoid it's its fate.



** An even worse version can come up with explosive weapons. A heavy soldier might have a cluster of [[DemonicSpiders chryssalids]] right in rocket range - but with no way to hit them without also killing the civilian they have surrounded. One can only imagine how traumatic an experience like that might be for the heavy.

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** An even worse version can come up with explosive weapons. A heavy soldier might have a cluster of [[DemonicSpiders chryssalids]] right in rocket range - -- but with no way to hit them without also killing the civilian they have surrounded. One can only imagine how traumatic an experience like that might be for the heavy.
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just putting this here for future editors

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'''As a Moments subpage, all spoilers are unmarked [[Administrivia/SpoilersOff as per policy.]] Administrivia/YouHaveBeenWarned.'''
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Tearjerking moments in ''VideoGame/XComEnemyUnknown''.
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Capitalization was fixed from TearJerker.XCOM Enemy Unknown to TearJerker.X Com Enemy Unknown. Null edit to update page.
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* The Volunteer's HeroicSacrifice.

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* The Volunteer's HeroicSacrifice.HeroicSacrifice.
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-> '' "If only there was something we could have done... Some aspect of our research that we perhaps overlooked... I thought we had done all we could... now I'm not so sure." ''
-->-- '''Dr. Vahlen following a teamwipe.'''
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** Adding to this, Losing Delta 2 in your gameplay. Most likely he's the highest ranked soldier you have, so losing him is basically losing the old guy who's probably mentored like half if not all the operatives.
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XCOM 2 is explicitly an alternate timeline, not a canonical continuation.


* The Volunteer's HeroicSacrifice.
* ''VideoGame/XCOM2'' hits you with a whammy: [[spoiler:canonically XCOM was ''wrecked'' within a few weeks of being stood up, meaning that most of ''Enemy Unknown''[='=]s Awesome moments from that page didn't happen. Neither did the Heartwarming nor the Funny ones]].

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* The Volunteer's HeroicSacrifice.
* ''VideoGame/XCOM2'' hits you with a whammy: [[spoiler:canonically XCOM was ''wrecked'' within a few weeks of being stood up, meaning that most of ''Enemy Unknown''[='=]s Awesome moments from that page didn't happen. Neither did the Heartwarming nor the Funny ones]].
HeroicSacrifice.
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* ''VideoGame/XCOM2'' hits you with a whammy: [[spoiler:canonically XCOM was ''wrecked'' within a few years of being stood up, meaning that most of ''Enemy Unknown''[='=]s Awesome moments from that page didn't happen]].

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* ''VideoGame/XCOM2'' hits you with a whammy: [[spoiler:canonically XCOM was ''wrecked'' within a few years weeks of being stood up, meaning that most of ''Enemy Unknown''[='=]s Awesome moments from that page didn't happen]].happen. Neither did the Heartwarming nor the Funny ones]].
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*** For extra points, have your operatives named and modeled after your friends and family. Could you keep a stoic face as your sibling gets beaten to death by a Berserker? Could you stomach sending your significant other into Site Recon?
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* The Volunteer's HeroicSacrifice.

to:

* The Volunteer's HeroicSacrifice.HeroicSacrifice.
* ''VideoGame/XCOM2'' hits you with a whammy: [[spoiler:canonically XCOM was ''wrecked'' within a few years of being stood up, meaning that most of ''Enemy Unknown''[='=]s Awesome moments from that page didn't happen]].
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* Some players take to renaming medals after fallen troopers they had gained an attachment too. One such medal is earned when a soldier dies (and a second time after losing five soldiers!) and is often renamed in this manner.

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* Some players take to renaming medals after fallen troopers they had gained an attachment too.to. One such medal is earned when a soldier dies (and a second time after losing five soldiers!) and is often renamed in this manner.

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* Some players take to renaming medals after fallen troopers they had gained an attachment too. One such medal is earned when a soldier dies (and a second time after losing five soldiers!) and is often renamed in this manner.
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** An even worse version can come up with explosive weapons. A heavy soldier might have a cluster of [[DemonicSpiders chryssalids]] right in rocket range - but with no way to hit them without also killing the civilian they have surrounded. One can only imagine how traumatic an experience like that might be for the heavy.

to:

** An even worse version can come up with explosive weapons. A heavy soldier might have a cluster of [[DemonicSpiders chryssalids]] right in rocket range - but with no way to hit them without also killing the civilian they have surrounded. One can only imagine how traumatic an experience like that might be for the heavy.heavy.
* The Volunteer's HeroicSacrifice.
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\"This troper\"-ing is not allowed. Grammar of entry changed to reflect a more appropriate POV while respecting the original troper\'s sentiments.


* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to keep Humanity off the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace you are responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything you put into the project failed to bring it back to you. Your trust waivers, your people are panicked and dying and your first, and last, line of defense hasn't done anything. Soon you must abandon your post and focus on your own defense, knowing that all you have must go back to your own defense and any future hope of their help is gone. Perhaps they regret their choice to support XCOM or lament that even under the bleakest of days, humanity could avoid such a fate, but to imagine how much goes through their mind when they stand up from their seat in the council is very heart wrenching for this Troper

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* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to keep save Humanity off from the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace you are they're responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything you they put into the project failed to bring it back to you. Your save them. Their trust waivers, your people are panicked and dying and your waivers as their first, and last, line of defense hasn't done anything. has abandoned them. Soon you they must abandon your their post and focus on your to see to their own defense, knowing that throwing in all you the strength they have must go back to your own defense and any future hope of their help is gone. left. Perhaps they regret their choice to support XCOM or and lament that even under the these bleakest of days, humanity could cannot avoid such a fate, but to imagine how much goes through their mind when they stand up from their seat in the council is very heart wrenching for this Troper
it's fate.
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** For even more fun, watch them joke, exercise, and visit their injured comrades in between missions. It's a small addition to the anthill interface, granted, but you grow really attached to them after seeing the soldiers get along.
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* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to keep Humanity off the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace you are responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything you put into the project failed to bring it back to you. Your trust waivers, your people are panicked and dying and your first, and last, line of defense hasn't done anything. Soon you must abandon your post and focus on your own defense, knowing that all you have must go back to your own defense and any future hope of their help is gone. Perhaps they regret their choice to support XCOM or lament that even under the bleakest of days, humanity could avoid such a fate, but to imagine how much goes through their mind when they stand up from their seat in the council is very heart wrenching for this Troper

to:

* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to keep Humanity off the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace you are responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything you put into the project failed to bring it back to you. Your trust waivers, your people are panicked and dying and your first, and last, line of defense hasn't done anything. Soon you must abandon your post and focus on your own defense, knowing that all you have must go back to your own defense and any future hope of their help is gone. Perhaps they regret their choice to support XCOM or lament that even under the bleakest of days, humanity could avoid such a fate, but to imagine how much goes through their mind when they stand up from their seat in the council is very heart wrenching for this TroperTroper

* Some missions, Terror Missions in particular, can place you and your soldiers before some very [[SadisticChoice Sadistic Choices]]. Do you move in to save a set of vulnerable civilians and put your troops at serious risk, or play it safe and watch the victims get slaughtered?
** An even worse version can come up with explosive weapons. A heavy soldier might have a cluster of [[DemonicSpiders chryssalids]] right in rocket range - but with no way to hit them without also killing the civilian they have surrounded. One can only imagine how traumatic an experience like that might be for the heavy.
Is there an issue? Send a MessageReason:
None


** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as friends and]] [[FireForgedFriends comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.

to:

** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as friends and]] [[FireForgedFriends comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.deeply.

* When a Council Member leaves the Project. From their point of view anyway; They sank all their hope, all their trust, everything they had into this project, actively working with hated enemies and political adversaries to keep it funded, all to keep Humanity off the brink of extinction. Yet it wasn't enough, the guns fall silent, the populace you are responsible for are killed in the unreported terror attacks or taken by the Abductors. Everything you put into the project failed to bring it back to you. Your trust waivers, your people are panicked and dying and your first, and last, line of defense hasn't done anything. Soon you must abandon your post and focus on your own defense, knowing that all you have must go back to your own defense and any future hope of their help is gone. Perhaps they regret their choice to support XCOM or lament that even under the bleakest of days, humanity could avoid such a fate, but to imagine how much goes through their mind when they stand up from their seat in the council is very heart wrenching for this Troper
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** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as]] [[FireForgedFriends friends and]] [[BadassCrew comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.

to:

** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, [[TrueCompanions but as]] as friends and]] [[FireForgedFriends friends and]] [[BadassCrew comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.
Is there an issue? Send a MessageReason:
None


** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, but as [[TrueCompanions friends and comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.

to:

** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, but as [[TrueCompanions but as]] [[FireForgedFriends friends and and]] [[BadassCrew comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.
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None


** It is worst if you are the type of role-player that imagine backstories and personalities for your soldiers.

to:

** It is worst if you are the type of role-player that imagine backstories and personalities for your soldiers.soldiers.
** And if you take into consideration the fact that XCOM is a [[SuspiciouslySmallArmy small organization with only a hundred or so troops]], even if you include non-combatants such as scientists and engineers, [[OddlySmallOrganization they are at most the size of a small battalion]]. Therefore it is likely that everyone within it knows each other on a personal level, not just as colleagues and squad-mates, but as [[TrueCompanions friends and comrades in arms]] (and considering that the organization is mixed-gender, it is likely that there are a [[BattleCouple few active couples as well]]). Meaning that every causality can be a massive hit on everyone's morale and affect them deeply.
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* By the time a soldier reaches the rank of sergeant and earn their own nickname, you will mostly have developed some level of attachment towards him/her after watching the raw recruit developed into a true badass hero. Therefore it makes it absolutely heartbreaking to watch them killed in battle, especially if it is the result of poor decision, since you are fully aware of the fact that YOU are partly responsible for the death.
** It is worst if you are the type of role-player that imagine backstories and personalities for your soldiers.

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