XCOM: Enemy Unknown reimagines the classic XCOM: UFO Defense for a modern audience, streamlining its mechanics into a faster, more cinematic experience. While a great game in its own right, it lacks the depth and detail that made the original so compelling. Long War aims to bring back that depth.
Long War doesn’t do this by recreating the original game within the new engine, but by expanding on the systems of XCOM: Enemy Unknown. The result is a longer, more challenging campaign. It isn’t a remake of XCOM: UFO Defense, but it feels far closer than the base game.

The mod adds a huge number of new features, each introducing additional layers of strategy. One of the first choices you’ll make is your starting country. Many more are now available, each with unique bonuses. This early decision shapes your entire campaign and encourages diverse playstyles.

Soldier equipment has been significantly expanded, introducing a wide variety of weapons and tactical gear. The core weapon types offer clear trade-offs: SMGs favour mobility, carbines improve accuracy, rifles offer balance, and battle rifles deliver power at the cost of aim and mobility.

Other options include shotguns, sniper rifles, machine guns, pistols, and rocket launchers. Many of these weapons can be “steadied,” sacrificing an action one turn to improve accuracy on the next. This variety encourages you to pay closer attention to each soldier’s strengths and equip them accordingly.

Armour choices have also grown. These include vests that provide mobility but less protection, and full armour that offer better protection at the cost of limited movement. New utility items provide more options, including high capacity ammo to reduce the need for weapon reloading, and alien trophies to improve morale.

The number of soldier classes has increased from four to eight. New classes take on roles of a base class, only split into two to provide more options. As an example, the Support class has been split into the Engineer class, specialising in grenades and explosives, and the Medic class, specialising in healing and support.

Soldiers can also be promoted to officers, unlocking command-based abilities. Only one officer can be actively leading a mission at a time, but their bonuses to aim, defense, and experience can prove significant. Psionics have also been overhauled with a new skill tree, giving psychic soldiers far more progression options than the original.

After each mission, soldiers become fatigued and require rest. They can still be sent on missions, but their stats will be reduced and they risk becoming wounded if they exert themselves too much. This forces you to develop a broader roster of soldiers, making you feel like the commander of a small army, rather than of a single elite unit.

Air combat has received similar attention. Interceptors now have more weapon and loadout options, and you can control their aggression levels in combat. More aggressive attacks can take down a UFO with fewer interceptors, but have a higher risk the interceptors will be destroyed. Less aggressive attacks are safer, but you may need to use more interceptors to bring down UFOs.

Research and development has been slowed to match the extended campaign. The aliens themselves also have their own research tree, one that they will advance through faster if you keep failing missions. As you get deeper into the campaign you will notice thin men with higher health, sectoids being more successful with their mind frays, and general improvements in alien strategies.

The clock is always ticking, and you must win not just on the battlefield, but in the global arms race unfolding behind the scenes.

Long War is arguably the most popular mod for Enemy Unknown, and for good reason. Jake Solomon, the lead designer of XCOM: Enemy Unknown, reportedly told IGN that their game is “basically a 20-hour tutorial for The Long War“.1

After installing this mod and starting a new campaign, I couldn’t put it down. I was already impressed with XCOM: Enemy Unknown, as I said in my review, but Long War recaptures the slower pace and incremental discovery of the original. Every new technology feels meaningful. You aren’t rushing to top-tier weapons, you’re learning how to use what you have.

That said, Long War may put off people who are looking for a shorter game: not everyone has the spare time to dedicate literal hours to a single game. For these players, the unmodded XCOM: Enemy Unknown is probably the best way to play.

The learning curve is steeper, requiring increased micromanagement. I restarted multiple times because I realised I had forgotten to build a vital facility, or to properly outfit my aircraft, or purchase enough troops.

And while it can be fun for some to have more time with each tier of technology, for others this could end up feeling repetitive. Missions evolve slowly, with only subtle differences from the last, which may put off players who want more variety.

But for those who are looking for an updated version of XCOM: UFO Defense, one that has as much depth, challenge, and longevity as the original game, Long War lives up to its name.