For me, the main problem with the remake was the 'You see the enemies, they suddenly scamper into covered positions' thing, as it lost the squad-based, 'cover each other' feel of the original, in my opinion. That and the 6 soldiers thing - 14 was a bit much, sure, but there was something really cool about slowly losing troops one or two at a time as your expansion throughout the city block went a bit awry. And as you rounded on the last building with just 3 or 4 of your crappiest rookies left... Ah, good times.
Heck, the number of deaths themselves. In a game of old X-Com, it wasn't uncommon for me to have 100 dead soldiers on my memorial wall as I approached the end. My first game in XCOM (Classic Ironman), I think I finished it with maybe 6 or 8 dead soldiers.
This. Looking past the simplistic design choices made in the cover system, lack of an inventory, and lack of freedom in your base selection/engagements, this really burns me.
I wouldn't have a problem with the game at all if they would just include OPTIONS to deal with these issues. However, they don't. You can't prevent aliens from getting a free interrupt when you spot them (I mean, you can turn on the option where they sometimes shoot, but again, that's not solving the issue of the free interrupt). You can't edge closer and keep covering each other (Which is how an actual squad operates), and that really detracts from the tactical squad-based aspect of the game.
What we got was a puzzle game or something. See the alien. Alien goes into cover. Figure out how to kill them. See more aliens. Aliens go into cover. Figure out how to deal with them. It's carrot and stick game design, which is endemic in the modern gaming industry. Gone is the chaos of having three people die off of the dropship, which was immersive as hell. It gave a feeling of an actual firefight (as best as it can for the genre), and to not have that in a tactical game is heresy.
BUT ANYWAY.
We'll see pretty soon. I have my pitchfork and torch ready, and I also have my schedule planned to get all of my work done ahead of time so I can X-Com all week. All I can do is wait for the download.
Unrelated - just lost a squad in Aftermath. Ugh, that stings.
I actually agree with you on the immersion front, and I do love playing the original.
But on the account of the fact that it takes little over say, 15 minutes to get ONE turn done in the original (I may be exaggerating a bit) whereas you can get 2 or 3 done within that amount of time in the remake.
I would say that the remake is better in many ways, though it has it's faults, such as over-simplification and the aforementioned problem with aliens going to cover as soon as you see them, it has real moments of epicness, intensity, and many others like fear and dread. I do feel these in the original, but the problem in that game is the fact that you can have like 20 rookies in one mission. That right there gets rid of the fear and dread to me, if one dies, oh well, I got 19 more. Hell, even if half them die it'd still be pretty good assurance that you'll win the mission as long as you play a bit better.
But in the remake, you only have 4 (or 6) for EVERY mission. You build better stories and relations to them, and if they die, that's one huge ass chunk gone from the team. Sure, it may not make total sense in the long run to only be able to fit 4 or 6 people in a dropship at once. But, at least in my opinion, it helps fulfill the momentous dread and fear a bit better.
But that's just my opinion
EDIT: Also, having to count a bunch of numbers before you can MOVE is a pretty lame design choice in my opinion, also deminishes the fun to be had to me. I like to be able to move without having to number crunch.