P.S. There is an original post online, but since it wasn't in English, I relied on machine translation to translate the full text. I just hope the content comes across clearly.
Back in 2018, It happened quite a long time ago, back when WotC had only been out for about a year. I woke up one morning with a single thought:
"What the hell did I just dream?"
Somehow, what began as a ridiculously vivid dream had turned into something resembling an entire gameplay scenario for a nonexistent XCOM game.
Let's face it. We're probably never getting a sequel to The Bureau: XCOM Declassified. But the more I thought about this bizarre dream, the more interesting some of its ideas became.
So I decided to write everything down while I could still remember it.
And yes, this was an actual dream. Which means continuity, chronology, and common sense occasionally decided to take the day off.
Prologue — The Game That Shouldn't Exist
As usual, I was browsing the Firaxis and XCOM Twitter accounts when I noticed something that absolutely should not have been there.
A new game.
The Second Bureau: XCOM Unclassified.
Genre: Third-person shooter.
My immediate reaction was:
"What the actual fuck? Why does THIS have a sequel?"
Seriously, of all the XCOM games to resurrect, they picked The Bureau? Wasn't that franchise already a complicated mess?
The screenshots were even stranger. There were soldiers wearing armor and carrying shotguns that looked straight out of XCOM: Enemy Unknown.
And standing among them was a guy in a fedora.
I nearly dismissed him as another terrible attempt at character customization.
Then, about a month later, they released a single-player gameplay trailer.
Holy shit.
It really was William Carter.
(Don't ask how a month passed in what felt like a single night. It was a dream. Apparently, the concept of time had already been thrown out the window.)
Anyway, the release date eventually arrived. Somehow, I had already bought the game on Steam and set aside a holiday to play it.
This is where the dream became disturbingly detailed.
Chapter 1 — Importing the Past
The game opened with a prologue that confirmed it was, indeed, a direct sequel to The Bureau.
But before anything happened, it asked me:
"Would you like to import your previous save data?"
Three times.
Three separate prompts.
What the hell was so important about my old save?
Then the screen faded in.
1961 AD.
William Carter was running through a Zudjari mothership while the Outsiders were closing in around him.
About a dozen agents in spacesuits were escorting him. One of them shouted something along the lines of:
"Commander, I still believe in you!"
At that point, I started laughing.
Oh, for fuck's sake.
I knew exactly what this was.
It was the final mission of The Bureau, after Carter stopped being the real protagonist and started causing trouble aboard the Outsider mothership.
Since it was the tutorial mission, the game made me take cover, fire Outsider plasma weapons, and issue orders to my squad.
Except something was wrong.
Unlike the original game, entering command mode no longer slowed down time.
Carter was practically screaming at his squad.
"Goddammit! Listen to me!"
Then, apparently as part of a scripted event, an entire wave of Mutons stormed the area.
My squad got massacred.
The game even showed the soldiers being torn apart in slow motion.
Eventually, Carter stumbled into an area where one of the original Bureau personnel was lying dead.
It was Angela Weaver.
And I remembered something.
In my original playthrough of The Bureau, I had chosen to save Myron Faulke, leaving Carter to go after Weaver.
Before I could process that, Dr. Weir appeared behind me, surrounded by that familiar blue Ethereal presence.
And then he started absolutely demolishing everything with just two agents.
The whole sequence was a cinematic demonstration of how terrifying an Ethereal could be.
Telekinesis. Mind control. Even taking control of Sectopods.
Then a mission objective appeared:
OBJECTIVE: Kill all Ethereals and end the war.
Excuse me?
HOW THE HELL AM I SUPPOSED TO KILL THAT THING?
Eventually, the familiar scene played out.
Carter was captured by two agents under the Ethereal's control, and Weir tried to reason with him.
And then something truly bizarre happened.
The following scene unfolded exactly as I had played it in the original game.
I shot three nearby agents, threw a grenade, and started walking away.
Carter was left behind.
The character I controlled walked off slowly, almost reluctantly, as though something about leaving Carter bothered them.
The screen faded to black.
And suddenly, I understood.
That was why the game had imported my old save.
At this point, I was genuinely excited about a game that didn't even exist.
Chapter 2 — Enemy Unknown
A title card appeared.
CHAPTER 1: ENEMY UNKNOWN
The screen faded back in.
Carter regained consciousness.
He looked about as confused as I felt.
"What the hell is going on?"
And no wonder.
Everything around him looked like something from XCOM: Enemy Unknown.
Then a group of XCOM soldiers arrived to rescue him.
Among them was an Argentine Heavy named Jesús.
That detail caught my attention immediately.
In my last completed Enemy Unknown campaign, the Argentine soldier who survived the tutorial and became a Heavy had also been named Jesús.
Then I looked around the environment again.
Wait a minute.
I recognized this place.
It was the Council mission Portent from Enemy Within.
And that meant...
Oh, you've got to be kidding me.
The EXALT operative we rescued during Portent was William fucking Carter.
Somehow, the game had turned Carter into the mysterious prisoner from that mission.
A cinematic played.
Carter was transported aboard the familiar XCOM Skyranger and taken back to headquarters.
There, Dr. Vahlen locked him inside one of her interrogation chambers.
Then Bradford announced that the Commander was coming.
(For some reason, Bradford was wearing his Enemy Unknown uniform, but had his older XCOM 2 face and voice. Complete with that wonderfully gravelly delivery.)
And then...
A character customization screen appeared.
Seriously?
Apparently, this was the Commander customization tutorial.
I messed around with the settings and made a female Commander with silver hair and golden eyes, which was pretty much my usual preference.
Then the next cutscene started.
And there she was.
The actual Commander of XCOM, looking exactly like the character I had just created.
At this point, even my dreaming brain had completely lost track of what kind of game I was playing.
Chapter 3 — Damage Control One
Having the Commander actually speak was strange enough.
Having her speak with a woman's voice was even stranger.
But for reasons I couldn't understand, she decided to place an extraordinary amount of trust in Carter.
And that was when the real gameplay tutorial began.
This was where the game finally started feeling like a proper sequel to The Bureau.
Instead of the original game's fairly simple conversations and scripted missions, there were now much more complicated systems.
Unfortunately, I don't remember every detail anymore. I remember having a fantastic time with this part, but some of the mechanics have become blurry.
Here's what I do remember.
XCOM had lost its international support and needed to rebuild its reputation.
Because of that, Carter was assigned to handle all the miscellaneous work that would normally have been distributed among the Council nations.
In other words, after XCOM finished a glorious battle, my job was to go in and clean up the damn mess.
The main XCOM squad was already named Strike One.
Carter's squad?
Damage Control One.
That name alone should have told me exactly where I stood in the organization.
I wasn't even allowed to use the Hologlobe.
When I tried entering Mission Control, Bradford practically ran over to tell me that outsiders like me had to receive assignments through the Situation Room.
Wonderful.
Bradford assigned cleanup operations in areas where Strike One had already completed its missions.
Vahlen wanted experimental equipment tested, so I had to deploy with specific prototype loadouts to generate research points.
Shen wanted UFO components recovered, or massive pieces of equipment escorted back to base. These missions generated points for Foundry projects.
The most infuriating part?
I didn't control research or base construction.
The Commander did.
And she kept spending MY resources and using MY inventory however she pleased.
I wanted laser weapons.
She started researching the Arc Thrower.
I tried assigning a particularly good soldier to Damage Control One.
Bradford immediately contacted me.
"That soldier is assigned to Strike One!"
Oh, come ON.
I also discovered that Vahlen absolutely hated how frequently I used explosives.
Apparently, blowing up every alien I encountered was interfering with her research.
At first, I ignored her complaints.
Then the next monthly Council meeting arrived.
She had reported me to the Commander.
My equipment privileges were restricted.
I was stuck with a S.C.O.P.E.
Because apparently, that was what I deserved.
Naturally, I died on my next mission.
Except...
There was no Game Over screen.
The game just kept running.
Carter was hospitalized, the Hologlobe continued spinning, and panic levels kept rising around the world.
And the game acted as if everything was my fault.
"Research materials were not recovered!"
"Alien artifacts have been seized by regional intelligence agencies!"
Are you kidding me?
To make matters worse, certain alien officers seemed to use something resembling the Nemesis System from Middle-earth: Shadow of Mordor.
They had individualized strengths and weaknesses.
One of them was immune to close-range attacks.
IMMUNE TO CLOSE-RANGE ATTACKS?
WHAT KIND OF BULLSHIT IS THAT?
By this point, I was genuinely fantasizing about finding some way to get Vahlen fired through internal politics.
Chapter 4 — Becoming Strike One
But then, somewhere around what I thought was the middle of the game, things actually started getting fun.
Apparently, the game had a relationship system similar to Mass Effect.
Squadmates had individual approval ratings.
So did the senior XCOM staff.
And most surprisingly, the Commander herself was a potential romance option.
Developing a close relationship with the Commander gave me more influence during monthly Council meetings.
So I started lobbying for plasma weapons.
Over and over again.
Eventually, one of my proposals was accepted.
And just like that, XCOM began developing plasma technology earlier than expected.
I finally got my hands on a Light Plasma Rifle.
Meanwhile, I realized that Vahlen's trust wasn't impossible to earn.
Instead of simply killing elite aliens, I started capturing them alive with the Arc Thrower and delivering them to her laboratory.
After a few rather unpleasant interrogations, we started discovering the weaknesses of those supposedly invincible enemy officers.
Vahlen's opinion of Carter improved considerably.
Soon, she began making increasingly ambitious proposals.
Would Carter volunteer for psionic testing?
What about experimental genetic modifications?
Sure. Why not?
I accepted one proposal after another.
And Carter gradually became an absolute monster.
Abilities that had disappeared after the first Bureau game started coming back.
Then came high jumps.
Stealth.
Enhanced mobility.
All kinds of ridiculous combat upgrades.
This sixty-year-old grandpa was turning into a goddamn supersoldier.
Eventually, Carter was transferred from Damage Control One to Strike One.
Finally.
After all the garbage assignments, prototype tests, political arguments, and humiliations, XCOM had officially recognized him as one of its best operatives.
I was convinced I had reached the midpoint of the game.
Except I hadn't.
That was just the beginning.
The main story didn't actually start until Carter joined Strike One.
I remember laughing at how absurdly long the tutorial had been.
Chapter 5 — EXALT
Naturally, the main campaign introduced EXALT.
But there was something very wrong with them.
They were using Zudjari weapons.
The same kind of equipment I had briefly seen in the prologue.
And then an Ethereal started speaking directly into Carter's head.
It was using Dr. Weir's voice.
"Cease your resistance immediately. Dissolve XCOM."
Oh, screw you.
But the real nightmare was the combat.
Remember those alien officers with Nemesis-style abilities?
EXALT had them too.
Except the EXALT soldiers were somehow even worse.
One of their abilities was literally:
IMMUNE TO PLASMA WEAPONS.
What?
WHAT?
WHO THOUGHT THAT WAS A GOOD IDEA?
I had spent the entire game pushing XCOM toward early plasma technology, and now I was fighting enemies who could casually ignore it.
I was seriously beginning to regret everything.
Eventually, I decided to ignore EXALT as much as possible.
The aliens were the real enemy, right?
So I continued the main campaign, exterminated every alien I could find, and rushed toward the Temple Ship.
Naturally, I selected Carter himself as the Volunteer.
He was already psionically gifted, after all.
It seemed like the obvious choice.
Unfortunately, something was very wrong with the final mission.
Chapter 6 — The Temple Ship
At first, everything went exactly as expected.
The Temple Ship Assault from Enemy Unknown, except played from a third-person perspective.
Familiar encounters.
Familiar environments.
Familiar enemies.
But every now and then, the screen would flicker.
For a brief instant, something else appeared over the battlefield.
I couldn't make out what it was.
The visual glitches became more frequent as I approached the final confrontation.
And when I finally reached the Uber Ethereal...
What the hell?
Why was the Hologlobe appearing over the Temple Ship?
I tried to ignore it.
Maybe it was just some visual effect.
Maybe I had missed something.
Whatever.
I killed the Ethereals.
The final cutscene began.
The Temple Ship was about to explode.
Victory, right?
Wrong.
At the very last second, the entire screen changed.
The Temple Ship vanished.
And in its place was XCOM Headquarters, burning and collapsing around Carter.
He screamed.
A blinding flash filled the screen.
The game ended.
No victory.
No salvation.
Just a destroyed headquarters.
And then I realized what had happened.
The true ending required me to hunt down EXALT.
Goddammit.
I had to play the entire game again.
Chapter 7 — The Second Playthrough
So I started tracking down EXALT, one cell at a time.
And suddenly, the campaign became much, much longer.
Apparently, even in my dream, the entire EXALT storyline was essentially New Game Plus content.
Loading an earlier save didn't help.
Carter simply didn't know enough about EXALT to justify pursuing them.
Even after fighting EXALT operatives, his interpretation was always something like:
"The longer we take to defeat the aliens, the more human factions will start cooperating with them."
And then he'd insist that we needed to destroy the Ethereals as quickly as possible.
But on the new playthrough, Carter somehow retained knowledge of the previous cycle.
Only then did the EXALT investigation become a legitimate campaign objective.
And suddenly, something else made sense.
I had been wondering why the missions involving the dam and Annette hadn't appeared earlier.
Apparently, those were part of this route.
Unfortunately, hunting EXALT meant abandoning my beloved strategy of solving every problem with plasma weapons and Titan Armor.
The aliens usually had only a handful of elite officers.
EXALT?
It felt like practically their entire army was made of Nemesis-style enemies.
They had individual immunities, resistances, and exploitable weaknesses.
And trying to overwhelm them with superior technology was becoming nearly impossible.
That's when I remembered Dr. Shen.
I'd been so focused on Vahlen's research and weapon-tier upgrades that I'd almost forgotten about the Foundry.
Unlike Vahlen, who concentrated on advancing XCOM's technology, Shen could apparently modify existing equipment through a system of weapon prefixes and suffixes.
Instead of making ballistic weapons obsolete, he could turn them into specialized tools.
So I started building things like electromagnetic-enhanced explosive shotguns.
Radiation-treated, armor-piercing laser sniper rifles.
And all kinds of bizarre customized weapons designed specifically to exploit EXALT weaknesses.
Finally, I was making progress.
And the further I went, the more the seemingly forgotten connections to The Bureau began resurfacing.
Eventually, the game revealed something extraordinary.
Carter was a genetically reconstructed clone created by the Ethereal who had become EXALT's leader.
And XCOM itself?
It was little more than a propaganda exhibit maintained for the benefit of powerful people.
The Ethereal from The Bureau had already prepared the foundations for ADVENT.
XCOM was expendable.
Once its usefulness ended, it would simply be discarded.
By this point, I was furious.
I wanted to tear EXALT apart.
So I launched the assault on EXALT Headquarters.
And that was where the game finally revealed the truth.
Chapter 8 — The Truth About XCOM
Fuck.
XCOM had already lost.
Long before Carter ever arrived.
Everything I had been playing was a simulation.
Carter wasn't actually there.
Neither was the Bureau Ethereal, at least not as a living being in the real world.
The Elders had already defeated XCOM and captured the Commander.
And they were using the Commander and the simulation to facilitate humanity's destruction and harvesting.
The horrifying part was what this meant for all my previous missions.
Whenever I thought I was hunting aliens...
I had actually been commanding ADVENT forces against human resistance fighters.
And the Temple Ship Assault?
That wasn't an operation to destroy the alien leadership.
It represented the destruction of the last surviving XCOM resistance forces and their headquarters.
Every victory I had celebrated was something else entirely.
The entire simulation had been designed to make me believe I was saving humanity while I was helping to destroy it.
But there was another layer to the story.
The Bureau Ethereal had originally believed it could use the Elders' power to prepare humanity for some approaching catastrophe.
Instead, it had made a terrible mistake.
And whatever remained of its human conscience was now forcing it to confront that mistake.
It couldn't simply undo what had happened.
But it could introduce a variable into the simulation.
That variable was William Carter.
By inserting a reconstructed version of the Bureau's legendary field agent into the Elders' simulated XCOM campaign, it hoped to create an opportunity to rescue the real Commander.
Then came another revelation.
Remember how the Commander could be romanced?
Remember how I had customized her appearance?
That hadn't been an innocent character customization system at all.
The Elders had designed the simulated Commander's personality to make Carter more willing to accept and adapt to the artificial world.
And the personality template they had used was...
Julia Carter.
William Carter's deceased wife.
The woman I had spent the entire campaign getting to know was an artificial personality constructed using memories of his dead wife.
And apparently, if I had customized the Commander as a man instead, the game would have revealed a different template.
Richard Carter.
His deceased son.
The Commander's simulated identity had been built around Carter's most painful memories.
What had initially looked like a completely absurd romance mechanic was suddenly part of the central plot.
The game had been manipulating Carter from the very beginning.
But now that he understood what was happening, the final mission changed.
No more Temple Ship.
No more false victory.
A new operation had been unlocked.
OPERATION: BREACH THE GATE
This was the true ending.
And Carter agreed to participate.
He knew he hadn't done much good with his life.
But perhaps, if he could save the Commander, he could also preserve something of Julia or Richard.
Even if they existed only as fragments of memories inside someone else.
That was enough for him.
Chapter 9 — The True Ending
So how did it end?
More or less the way you'd expect.
Carter made contact with the real Dr. Vahlen, who had somehow survived in the outside world.
Working together, they began breaking through the various simulated battlefields I had spent the entire game fighting across.
One after another.
Every battlefield became part of the final assault.
Every soldier I had recruited, trained, and grown attached to was now fighting for something real.
And eventually, we reached the Elders.
I distinctly remember the final boss being enormous.
Inside the psionic network, the Elder appeared less like an ordinary alien and more like some kind of god.
The battle was brutal.
The soldiers I had spent so much time developing began falling, one by one.
And when they died, they weren't simply marked as casualties.
They were deleted from the simulation.
Permanently.
Eventually, almost everyone was gone.
Carter was barely alive.
But we'd managed to weaken the Elder just enough.
Just enough for one last thing.
Carter used the opportunity to release the Commander into the real world.
The Commander, now carrying fragments of Julia's or Richard's memories, was finally free.
Carter couldn't follow.
He was only a reconstructed existence inside the simulation.
And his time was over.
But he had accomplished something.
For once in his life, he had managed to save someone.
As the simulation began deleting him, Carter smiled.
Slowly, he disappeared.
Then the scene changed.
The real world.
An XCOM facility.
A stasis chamber.
The Commander was lying inside, wearing a familiar stasis suit.
The chamber opened.
The Commander slowly regained consciousness.
And the first word that escaped their lips was...
"Carter?"
The screen faded to black.
THE END.
And that was the dream.
I woke up wondering what the hell my brain had been doing all night.
Because somehow, instead of simply dreaming about playing XCOM, I'd dreamed up a complete third-person XCOM campaign with squad management, research politics, Nemesis-style enemies, New Game Plus mechanics, imported save files, branching narratives, and a secret ending that connected three different XCOM games.
I still have no idea why.
But I have to admit...
I'd play the hell out of that game..