Wouldn't be so bad if he wasn't just an expy of "Polito", from a certain game where the twist did come as a surprise.
That said, BioShock was entertaining enough. In a "I've played the game once now I'll never bother with it again" kind of way. Frankly I didn't mind the story, or even the railroading; but the fact that all the special abilities consisted of a "here's something new to shoot" effect, and at one point you're given access to all of them, removed all replay value for me.
(Have only played the first title in the series).
I'd started to let myself think that perhaps the XCOM game design would've started to lean away from the "two agents" system (which they'd announced right back when the game first started development). It's a shame that's not the case. We don't get to manage battles, we don't get to manage bases. Seems they want the game to manage us, then. Meh. Hate to say it, but that's not how X-COM works.
In XCOM, it sounds like progress will be determined by which story mission you've completed. Odds are you'll be able to trash the aliens all day every day, but they won't attempt to adapt to you until you select mission X off the board.
That is to say, good luck bringing home a researchable giant sky-floating pulse cannon thing the first mission you encounter one (assuming it doesn't have scripted immortality, odds are it'll be outright immune to whatever guns you're allowed to bring anyway). And if you do down one, don't be surprised if the scientists refuse to touch it.
This is somewhat maddening, as Apocalypse had it down to such a fine art. You started out with a TON of equipment available, much of which was derived from the alien kit stolen throughout the first alien war. You could, if you messed with your funds enough, bring some serious hardware into the first mission if you wanted to.
The gear you requisitioned from the aliens seemed increasingly engineered to specifically deal with you. You get the impression that the aliens didn't even HAVE disruptor weaponry until they learned that they'd need guns to stand a chance against you.
Their tech tree, and hence yours, progressed steadily throughout the entire game. Odds are many players defeated the aliens long before researching everything - you really had to push the game in order to get to the point where the aliens would stop innovating. They even got their own equivalents to your toxins (Entropy Launchers), though the devs took mercy on us and made them blockable by shields...
But I digress.