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Author Topic: X-Com Chimera Squad  (Read 736811 times)

10ebbor10

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Re: X-Com 2: Enemy Known
« Reply #810 on: June 07, 2015, 04:27:23 am »

Anyway, we should get more info on the background somewhere this week.
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scrdest

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Re: X-Com 2: Enemy Known
« Reply #811 on: June 07, 2015, 04:45:22 am »

I really don't understand the urge to force the plot into a straight-up sequel. Not only it's just as much, if not more, contrived, it's also a giant middle finger to your efforts in the previous game.
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ChairmanPoo

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Re: X-Com 2: Enemy Known
« Reply #812 on: June 07, 2015, 04:54:14 am »

Both options are a giant middle finger to your efforts in the first game.
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scrdest

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Re: X-Com 2: Enemy Known
« Reply #813 on: June 07, 2015, 05:02:16 am »

Both options are a giant middle finger to your efforts in the first game.
Relatively. One is a 'nevermind that, here's what could happen' other is 'no, u los nao lel'.

If it's alternate, then your efforts were inasmuch worthless as irrelevant to the situation. If it's a sequel, you're being railroaded into losing, more or less, even if you cleared the Temple Ship as a single rookie with conventional gear on Impossible Ironman.
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Aedel

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Re: X-Com 2: Enemy Known
« Reply #814 on: June 07, 2015, 05:12:05 am »

Both options are a giant middle finger to your efforts in the first game.
Relatively. One is a 'nevermind that, here's what could happen' other is 'no, u los nao lel'.

If it's alternate, then your efforts were inasmuch worthless as irrelevant to the situation. If it's a sequel, you're being railroaded into losing, more or less, even if you cleared the Temple Ship as a single rookie with conventional gear on Impossible Ironman.

To me, there's a difference between 'u los nao lel' and 'u los nao bcz test'

One is for shits and gigs, the other is going off a loosely implied plot hook. If there wasn't an uber ethereal speech, the latter should be a middle finger, but since the Uber implies all that, i'd be completely fine with it.

I don't care either way, I just prefer a sequel, but a 'what if' is perfectly fine.
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Hawk132

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Re: X-Com 2: Enemy Known
« Reply #815 on: June 07, 2015, 05:27:30 am »

There will be an IGN livestream showing first gameplay of XCOM 2 that starts at 4:30pm PDT on the 16th.
« Last Edit: June 13, 2015, 05:32:41 pm by Hawk132 »
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scriver

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Re: X-Com 2: Enemy Known
« Reply #816 on: June 07, 2015, 05:48:54 am »

Both options are a giant middle finger to your efforts in the first game.
I really don't understand the urge to force the plot into a straight-up sequel. Not only it's just as much, if not more, contrived, it's also a giant middle finger to your efforts in the previous game.

I feel neither is a giant middle finger to your efforts. I just want there to be some sort of continuation between the games.
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puke

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Re: X-Com 2: Enemy Known
« Reply #817 on: June 07, 2015, 06:33:43 am »

Just found something neat while looking through old stuff on the original game. 

The floaters were not originally mindless killing machines like they are in nuCom.  They are the ones depicted as doing the work at alien surgery and examination room, so they must have some intelligence and technical proficiency:

http://ufopedia.csignal.org/ufopedia/Alien%20Surgery.html

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Krevsin

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Re: X-Com 2: Enemy Known
« Reply #818 on: June 07, 2015, 06:34:32 am »

Both options are a giant middle finger to your efforts in the first game.
I really don't understand the urge to force the plot into a straight-up sequel. Not only it's just as much, if not more, contrived, it's also a giant middle finger to your efforts in the previous game.

I feel neither is a giant middle finger to your efforts. I just want there to be some sort of continuation between the games.
And XCOM 2 being: "this is what happens after you lose the first game" is not a continuation between the games?
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Dorsidwarf

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Re: X-Com 2: Enemy Known
« Reply #819 on: June 07, 2015, 06:54:25 am »

I would be furious if the XCOM-2 plotline was "And then they roflstomped you", in spite of all those better-than-anything-they-have guns, your psychics, your robots, you destroying the temple ship and shooting down every UFO they sent at you, and whups you're back down to kevlar vests and m16s.

"What if you were on vacation in the bahamas when the aliens showed up" is a way better storyline in my opinion.
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puke

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Re: X-Com 2: Enemy Known
« Reply #820 on: June 07, 2015, 07:07:37 am »

As soon as the newfoundland mission came up, it was pretty clear to me that the war was not something that xcom was capable of winning, ever.

Regardless, the psychology of the highly polarized viewpoints on the topic is pretty fascinating.  Learned something about marketing today.
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Sean Mirrsen

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Re: X-Com 2: Enemy Known
« Reply #821 on: June 07, 2015, 07:12:52 am »

I think that the sequel starting with the first game being lost early makes quite a lot of sense.

A) No rolling back XCOM from superguns to basic gear. Psionics, genemods, and MECs were, likewise, never properly discovered. It would take some creative wrangling to invent a plausible cause for them to be completely lost and forgotten in 20 years.
B) Aliens never went into the midgame spike - no Mutons, no Chryssalids, no terror missions and mass population panic - it's easier to build and maintain a good image if you don't have to deal with having the public know of your purebred murderhobos.
C) XCOM's very existence is justified - if they were re-defeated with a second wave of aliens, they would have been crushed absolutely, and in the new world order all their backing would have been uncovered and lost. Since they never rose to be a threat in the first place, they are able to exist in the shadows.
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Aedel

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Re: X-Com 2: Enemy Known
« Reply #822 on: June 07, 2015, 07:15:51 am »

I would be furious if the XCOM-2 plotline was "And then they roflstomped you", in spite of all those better-than-anything-they-have guns, your psychics, your robots, you destroying the temple ship and shooting down every UFO they sent at you, and whups you're back down to kevlar vests and m16s.

"What if you were on vacation in the bahamas when the aliens showed up" is a way better storyline in my opinion.

Every battle XCOM fought was typically 10-20 aliens, one on one UFO fights, generally weak stuff. If the aliens WANTED to win, they would. A few hundred sectoids will beat a full squad of titan armor plasma wielding colonels any day. Now imagine a few hundred mutons, chrysalids and ethereals with an actual air war going on instead of a handful of UFO's going out to die.

XCOM never had a chance against aliens, the only time they ever tried to win was during the base assault. If XCOM managed to get every country on Earth to start using their tech in large amounts, THEN it'd be stupid to have the aliens win. But by the end, most militaries would probably either be ballistics or lasers with spec ops with the plasma or something. Not a fully armed planet. There's no difference between an alien /invasion/ during XCOM plasma age than an alien invasion during XCOM kevlar and bullets age. Both would end the same way. Total annihilation of XCOM. One just has more dead aliens involved.
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scriver

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Re: X-Com 2: Enemy Known
« Reply #823 on: June 07, 2015, 07:17:40 am »

I feel neither is a giant middle finger to your efforts. I just want there to be some sort of continuation between the games.
And XCOM 2 being: "this is what happens after you lose the first game" is not a continuation between the games?

Did I say it isn't?
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Sonlirain

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Re: X-Com 2: Enemy Known
« Reply #824 on: June 07, 2015, 07:23:33 am »

Let's be clear here. There are like 40 (in log war in normal X-com its more like 20 tops) soldiers.
Sure tehy go here and there do missions but the entire world is fighting. Goverments ask you for laser weapons and regular soldiers fight and die in thousands.

Sure X-Com destroy one ship and one of the leaders behind the invasion but that was pretty much a meeting point stablished by the aliens as a final test for the selected x-com psi trooper.
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