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| X-COM: UFO Defense remake by Firaxis! | |
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Xelee
Settler
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Don't remind me of Mass Effect - I haven't even been able to bring myself to go through ME2 yet, and its not like ME1 was that complicated to start with! For Xcom though - am I alone in just using the 'reserve time units' all the time anyway? I've seen some people using rookies as scouts but I always used to like to play pretty cautiously - well apart from where I nuked the general area of anywhere I though there might be an alien So when I looked at the time unit and energy changes, it just seemed effectively like what I did anyway - move my teams only as far as still allowed me a shot at the end or a reaction and energy tends to run out slowly that way. Their designers may have eliminated the stats for that reason? |
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Worst
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Nah, I had reserve TUs on permanently. Overwatch ftw
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Let's end this Aizen. I've grown sick of your arguments. This, is the final Getsuga Tehshou. |
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Bloody
Noble
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yup, you either played conservatively and carefully, saving APs, using over-watch, multiple over-watch angles overlapping covering field of fire. Make one mistake tho and poof all that time and hard work just went down the drain.
the alternative was to nuke the crap out of everything, with destructible terrain, High Explosives, grenades you simply just went Postal on the environment . The tactic was limited to your supplies, cost and any civilian casualties you will incur. not to mention fewer salvage. 2 ways to play, most players did a mix of both. Removing ammo, removing APs etc just dilutes the tactical aspect of the game. Love the graphics but i will not trade graphics for console gameplay. Here's hoping Xenonauts comes good and we will have both XCOM type games and the players can decide which is worth your time more. |
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eug1404
Deity
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Or tactic 3: get flying powered body armour and watch the whole game become a joke...
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UncleGeb
Chieftain
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Excellent RockPaperShotgun interview with Lead Designer Jake Solomon, covering a variety of topics including:
-design approach/history -fan response to the announcement -game difficulty -narrative -new/removed enemies -reasons for dumping the time unit system -mod support -game saving (incl Iron Man Mode) Part 1, part 2, part 3. Game Informer have also posted a 'Special Edition Podcast' where they speak with the aforementioned Jake and Producer Garth DeAngelis. Here (haven't listened to it yet so can't comment on its content). |
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cryocore
Monarch
Well aged bogan |
Cheers the RPS interview was epic, and pretty much confirmed that I must have this game. |
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cryocore
Monarch
Well aged bogan |
Interactive Ant Farm of the XCOM base.
![]() Very cool, but as mentioned in RPS no sign of Alien Containment which is concerning. Also not sure how base incursions will be handled either. |
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EvaUnit02
Soviet Linux |
Interview with the lead designer, Jake Solomon.
Sounds bloody great. True choices and consequences, no modern audience mollycoddling, skill needed to succeed... f*ck yes! The "zoomed action" footage really reminds me of Valkyria Chronicles. Being as that's the most recent turn-based tactical game that today's gamers know, it's not bad idea at all to take some inspiration from it. EDIT:- An official dev diary featurette ---
C2D E8500 w/ Zalman CNPS-7700AlCu - Asus P5Q Pro rev1.0 - G.Skill 2x2GB DDR2-1066 - Asus GTX560Ti/1GB DCII TOP - Auzen X-fi Prelude - 640GB Seagate - 750GB WD - Corsair TX750W Last edited 7 Mar 2012 at 5:31 am by EvaUnit02 |
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Bloody
Noble
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lol . I cannot believe folk still fall for the same line " we took away the headspace for the player and improved it for them " translation console players are dumber and so we had to simplify things or they will get confused . " we decided that cover was to be used more often and so we made things more tactical " translation gear of wars was our favourite shooter so we used the same cover mechanic. " there will be real consequences for the players actions " Really REALLY ?????
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UncleGeb
Chieftain
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That comment was in reference to the removal of the time units system. They were fiddly in the original - replacing them with a system that is simpler might mean the player can spend more time thinking about broader tactical considerations than how many TUs moving a grenade from belt to hand might cost. I won't miss them.
You're saying you don't think cover should be an important part of a tactical combat system? Implementing it in a way which makes moving into/out of cover relatively straightforward sounds like it might be an improvement over the slightly clunky stand/crouch/move out/move back approach that is typical of this genre. I'm not trying to pick an argument here but I think it's a little unfair to attribute such design decisions to some sort of 'appeal to the lowest common denominator' marketing-driven money grab. The interviews I've seen seem to suggest that the devs are genuine fans of the original game so until I have a chance to play it myself I'm going to assume their choices are the result of a desire to improve aspects of the original (it wasn't perfect) rather than a blatant attempt to appeal to the console crowd. It's worth remembering that this game has been positioned as a re-imagining, not a remake. Henry Ford once said "if I'd asked people what they wanted they would have said 'a faster horse'". Xenonauts is your 'faster horse'. Me? I look forward to seeing where Firaxis takes this genre over the coming years... |
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cryocore
Monarch
Well aged bogan |
Initially I was really pissed about the removal of TUs but based on all the info I've read and the observations made by the devs I begrudgingly have to agree with the removal. Focusing on your TU actually does make you focus on them rather than an overall strategy losing them will open up a more tactical approach from players. I replay the originals fairly often and only recently completed XCom:TFTD and its totally true that the TUs actually limit your tactical options. I love XCOM/UFO:EU and think its one of the best if not THE best PC game ever made, but it can be improved and I think the TU removal is a good move although probably the most controversial one Firaxis could have made short of forgoing TB all together. As for the cover mechanic. Are you deranged? Giving more tactical options in the game is a good thing. Hell its basically just an upping of the line of sight mechanic from the original. The comparison to GoW is daft as a 3rd person shooter and a tactical turn based strategy game are vastly different. I say give me as many tactical options as possible. Shit the was almost a cover system in Xcom anyway or at least as close to one as you could get. It was called crouching, harder to see, harder to hit, and better hit percentages for the player. As UncleGeb stated the Devs are fans of the original and the lead designer is a full on Xcom uber fan. So I am not too worried at this point. Last edited 8 Mar 2012 at 11:49 pm by cryocore |
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Bloody
Noble
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i must ask how does TUs limit your tactical options? Because tactics is achieving an immediate aim with the greatest value with your current limitations. Tactics is not removing those limitations just because without those limitations then clearly your your options are different.
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cryocore
Monarch
Well aged bogan |
I thought exactly the same thing, but here is Jake Solomon's take on it. After replaying TFTD after reading this I agree 100% There is a video somewhere that explains it better but I cant be bothered finding it atm.
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Bloody
Noble
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fair enuf and good explanation. We will just have to wait and play it for ourselves.
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cryocore
Monarch
Well aged bogan |
Indeed. I usually am very hesitant of remakes/re-imaginings/reboots but thus far this seems to be looking great. Hopefully we'll get a decent in game video soon that shows us a lot more of the game in action. |
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Zenkuso
Chieftain
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http://ir.take2games.com/phoenix.zh...&highlight=
Link to those wanting to know the kind of stuff in the special editions and pre-order exclusive junk. Comes out October 9, 2012. I haven't cared for special editions of late but xcom special edition = why not since I still play the original after all these years. And http://www.rockpapershotgun.com/201...-enemy-unknown/ New Article on RPS. New Gameplay Video New Deco Video Last edited 23 May 2012 at 1:53 am by Zenkuso |
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UncleGeb
Chieftain
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E3 interview with Jake Solomon (discusses gameplay footage):
http://e3.gamespot.com/video/638087...2012-stage-demo Sid Meier as an unlockable character? ![]() |
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EvaUnit02
Soviet Linux |
A nice meaty interview with the lead designer and lead producer. A good watch, IMO.
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C2D E8500 w/ Zalman CNPS-7700AlCu - Asus P5Q Pro rev1.0 - G.Skill 2x2GB DDR2-1066 - Asus GTX560Ti/1GB DCII TOP - Auzen X-fi Prelude - 640GB Seagate - 750GB WD - Corsair TX750W |
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claxer
Chieftain
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I have a tongue in cheek hope that the game engine is mod friendly and someone remakes Chaos gate
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Rumor
Prince
[SS] |
^ yes please! Chaos Gate was fantastic!
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Sebly
I hate most people
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I've been waiting for GOG to release this but it never happens ![]() |
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cryocore
Monarch
Well aged bogan |
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Zenkuso
Chieftain
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Beaten by cyrocore XD
Looking forward to it even more, multiplayer in turn based games has always been enjoyable for me. http://www.eurogamer.net/articles/2...-shouldnt-worry And a video preview http://www.ign.com/videos/2012/08/1...video-preview-2 |
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Bloody
Noble
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hmm only 6 max, damn, would been nice to run a alot of low cost zerg army
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Sebly
I hate most people
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Looking good, is a shame it's only a team of 6 though, a few more would have been nice.
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