We know enough to make dangerous assumptions.
gripping narrative ride
suspenseful storytelling, and with XCOM they will re-imagine and expand the rich lore
players [...] will take on the role of an FBI agent in charge of identifying and eliminating a deadly threat posed by "an unknown and faceless enemy that is violent probing and plotting its way into our world." The game will maintain the "strategic core" of the original X-Com games, combining it with the natural intensity of a first-person experience.
PC and Xbox 360
The story will explore XCOM's first-person gameplay and "mysterious adventure elements"
Strong story focus, if not outright story-driven; if the game isn't a linear action title they're certainly dropping the wrong hints and they've picked the wrong developer. Expect BioCOM with a linear, tiered, Research system (perhaps between missions, or if they're lazy you get to research only what you 'pick up' during missions and those are breadcrumbed throughout your 'adventure'?) and Planning reminiscent of Rainbow Six is what I'd say given the studio's proven dispositions in game design. Expect to walk around your
base office, maybe direct your scientists through conversation menus, and embark on missions (ala Mass Effect 2) that are either given to you or that you have a choice between options. I doubt the aliens will randomly invade places because they're going to want to go for cinematic polish and to do that you have to know where your levels are taking place and have 'set piece encounters'.
You're not the leader of X-Com. You're an FBI Agent. Exactly what bases do you think an FBI Agent is going to establish? Is he going to become a Five-Star General all of a sudden? He's not even the Director of the FBI. Not even 'a star agent of the FBI'. Just some really kick-ass gumshoe who goes all Mulder I bet.
But potentially the most damning of all, Levine himself said:
[I am] probably the world's biggest X-Com [fan]. I won't say I'm working on an X-Com game.
Frankly, I'm trying to keep myself at a distance from it so I, like all the other fans out there, can play it fresh when it's done.
Basically, expect Area 51 with some Science and Development mixed with (
maybe)Rainbow Six and the X-Files.
UFO:Afterlight takes place on Mars, for instance, and levels at least seem randomly set up, from time to time.
That's not what I'm talking about. Each game only ever takes place on one planet with at most a combat sequence on another planet which you can't explore/expand on et cetera. That could be approached.
And I'm talking about modular level generation. You have a McDonald's Building Template. There's an empty 4x4 space on the map that hasn't been filled yet and the area the battle is taking place is 'City, Affluent, Western', so the game decides it's okay to put McDonald's down and make the space a bit more crowded. Rinse, wash, repeat. Also: Add sewer lines between all the buildings and underneath the roads. Aftermath -sort of- does modular level generation but it doesn't really try to draw attention to itself there because normally there's nothing too interesting going on in the map other than cliffs.
UFO:Aftermath had modular weapons (in the "stick a silencer onto a gun" sense).
Silencers are nice, sure, but I'm talking more about adding scopes, adding grenade launchers, swapping out the chamber to a larger caliber, tripods for sniper rifles, larger magazine modifications, grip modifications, et cetera. Every gun in X-Com feels the same as every other gun in X-Com except when they're from a different category of weapon. We have the OICW. Why can't we use it? Why can't I purpose my guns; why can't I put investment into making sure my soldiers don't always have to drop what they're holding and pull out a shotty? (and why don't shotties have different kinds of rounds anyway?)
There are other kinds of grenades other than HE, WP, and AP. You could load up slugs into your grenade launcher, modify your rifles to fire alien grenades or Stun Bombs. You could set up your grenades to explode at a certain time or at a certain point along its trajectory. Et cetera.
Proximity Grenades full of gas. Modified Stun Bombs which are Proxy. Remote Detonators for high explosives.
Weapons are very static and one-purpose in the vanilla. Why must they be?