Dan Crabtree

Engadget Editorial Policies

The unique content on Engadget is a result of skilled collaboration between writers and editors with broad journalistic, academic, and practical expertise.

In pursuit of our mission to provide accurate and ethical coverage, the Engadget editorial team consistently fact-checks and reviews site content to provide readers with an informative, entertaining, and engaging experience. Click here for more information on our editorial process.

Stories By Dan Crabtree

  • XCOM: Enemy Within Review: Of MECs and Men

    Firaxis has elevated XCOM: Enemy Unknown's intensity through the bulkier risk-reward strategy system in its expansion, XCOM: Enemy Within. The expansion's potency is at worst intriguing and at best traumatic. Its net effect is as captivating as its launch pad with new items, juiced-up soldiers, alien mechs, a new branching series of side quests, and 47 fresh battlegrounds ripe with opportunities for tactical excision. Enemy Within's single-player campaign starts the same way as Enemy Unknown -- bunkered in an underground military base at the brink of the end of the world, following the escalating war with the aliens to its climax. Think of the expansion as a lateral addition to a core game and mission list that remains unchanged. It's possible to play Enemy Within almost exactly like Enemy Unknown, but Enemy Within adds an optional quest line early on: Defend the XCOM nations and XCOM itself from a transhuman threat... an organization called Exalt. To further humanity's evolution, Exalt attempts to disrupt XCOM operations and promote the assimilation of alien technology into human biology. Thick with narrative irony, XCOM simultaneously develops two tracks of transhuman upgrades, the exact kind of alien-human integration that Exalt wants: MECs and gene mods. Each unlocks after the construction of cybernetics or genetics labs, respectively, enabling the manufacture of XCOM super soldiers to combat both Exalt and the Sectoids' breed of elite soldiers.

    By Dan Crabtree Read More
  • Total War: Rome 2 review: The condiments of war

    I once watched a reenactment of the Battle of Moore's Creek Bridge – a Revolutionary War battle in Wilmington, NC – and one of the colonist militia used ketchup packets to simulate fatal blood loss. Upon recoiling from the impact of the invisible half-inch musket ball, he fell to the ground, reached into the pocket of his homespun colonial breeches, clenched his fist, and pulled out a handful of Heinz to smear on the open wound. His body was not buried; the corpse slid into his Corolla and went back to Wendy's to restock. There's something inherently silly about historical fiction that the Total War series will never shake, though Total War: Rome 2, the eighth in the series, comes as close as any reenactment can to escaping it. A passion for historic detail is more convincing than any graphical leap or streamlined troop management system could be, and the staggering obsession over political intrigue in 280 B.C. is a fascinating study in itself. And, as the first Total War game to support thousands of independently animated hoplites, the technical feat is (usually) a marvel too. Developer Creative Assembly put me in charge – now Caesar's dead and there's ketchup everywhere.

    By Dan Crabtree Read More