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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 961967 times)

Endymion

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1440 on: August 27, 2012, 05:52:33 pm »

So I'm watching the steam and when they went into the situation room for a second I paused it.... and read the objectives at the bottom.

The top one is "Build the alien containment facility". I am so happy the tradition of the construction of that room being the first action of a new game continues. 
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1441 on: August 27, 2012, 06:19:50 pm »

I sort of hate how I am shallow enough to not want to buy this game if ONLY because they ruin Sectoids (it took me a while to realise that it is actually the only thing keeping me from even wanting this game)

Ohh well, everyone has their own reasons and mine is Sectoids.

Ps. I am aware everyone, and I mean everyone, probably is in the oppinion that the Sectoids are now far supperior.

Pss. I AM aware that the reason Sectoids look that way now is because this X-com isn't EXACTLY like the previous X-com it is pretty much Space Marines. As such the monsters have to be... well ALIEN MONSTERS! So I am aware the old Sectoids wouldn't have worked in this game since it would have gone against the theme of Space Marines.
« Last Edit: August 27, 2012, 06:22:34 pm by Neonivek »
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Itnetlolor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1442 on: August 27, 2012, 09:59:37 pm »

I got the day off due to a hurricane, and I completely forgot about this. :headdesk:

Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1443 on: August 27, 2012, 10:03:08 pm »

I'm glad that Dohon linked to the video! That was a pretty cool glimpse!
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JanusTwoface

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1444 on: August 27, 2012, 10:16:10 pm »

Ps. I am aware everyone, and I mean everyone, probably is in the oppinion that the Sectoids are now far supperior.
Nah, I liked the old Sectoids too. They felt more like the "traditional" Greys they were based on. We'll see how the new ones play out. Definitely not enough to keep me from jumping on this though. The original X-com still ranks as my number 2 most played game ever (only after Civ IV, although Civ V is giving that a run for its money) and I've been waiting for years for a decent spiritual successor. I'll withhold judgement until I actually play this one, but I think this might be it.

Off topics:
I got the day off due to a hurricane, and I completely forgot about this. :headdesk:
That's a thing? I guess it really makes sense, but I'd honestly never even thought about it before. Neat.

( I guess that's what I get for living not so very far from one of the more oddly placed US Navy Bases. :) Not so much in the way of hurricanes up here. )
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1445 on: August 28, 2012, 01:35:03 am »

Not a real update, but it is XCOM related. It's a little project that has been bouncing about in my head for some time now. It will be called Threat Unknown and will be a written AAR. I'm posting about it now so that you, ladies and gentledwarves, can get a place in that story. If you so desire, that is.

Would you like to know more?

I'm glad that Dohon linked to the video! That was a pretty cool glimpse!

My pleasure, sir!
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Sergius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1446 on: August 28, 2012, 08:24:21 am »

Saw the video of the live stream. Have to say, it's pretty damn good, I really like what they did with the tactical turns and all that.

The way you had a "walk and shoot" range and a "dashing" range reminded me a bit of Temple of Elemental Evil. Which isn't a bad thing IMO.
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timferius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1447 on: August 28, 2012, 09:14:45 am »

Watching that video made me really excited for this game. I like how the maps are designed so that the sniper is not always god. And the AI seemed rather intelligent in what it would target, prioritizing high strength, vulnerable targets like that poor, poor sniper.
The cyber disks are rather menacing as well.
Also the reveals were rather cool, nice to see them react to your approach.
Crysalids really send a chill down your spine when you come across them.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1448 on: August 28, 2012, 12:56:59 pm »

Crysalids seemed a bit weak, but I'm guessing that was just for demoing purposes. I still got a chill down my spine when one leapt what seemed to be three stories in the air and out of site. These things could potentially be even nastier than the originals.
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1449 on: August 28, 2012, 02:27:32 pm »

Crysalids seemed a bit weak, but I'm guessing that was just for demoing purposes. I still got a chill down my spine when one leapt what seemed to be three stories in the air and out of site. These things could potentially be even nastier than the originals.

I believe that Jake at one point in the feed said that Chryssalids on higher difficulties get more hitpoints. So, yeah, playing on the Classic (or the Impossible mode, if you are ballsy enough) will make you scream for your virtual mama as the Chryssies go to town on your squad.
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Microcline

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1450 on: August 28, 2012, 10:31:56 pm »

Crysalids seemed a bit weak, but I'm guessing that was just for demoing purposes. I still got a chill down my spine when one leapt what seemed to be three stories in the air and out of site. These things could potentially be even nastier than the originals.

I believe that Jake at one point in the feed said that Chryssalids on higher difficulties get more hitpoints. So, yeah, playing on the Classic (or the Impossible mode, if you are ballsy enough) will make you scream for your virtual mama as the Chryssies go to town on your squad.
I'd still say that Chryssalids have taken a pretty heavy nerf.  I can understand why though, given that they were hands-down the most dangerous non-etheral enemy in the original.  They were fast, powerful, tough, and just one could wipe out a party if not immediately focused.  The "zergling" makeover was probably necessary to balance the threat with other enemies and avoid taking anyone else's niche.  While the new zombie mechanics are definitely more forgiving for the player, I like the way the AI knows to exploit the civilians on terror missions and the timed-chestburst mechanics add an interesting element of choice (killing the zombie to prevent a Chryssalid from spawning vs. killing the Chryssalid to prevent more zombies from spawning).  The smaller, more spindly Chryssalids also look more like something you could fit in a human.

I suspect the reduced danger will be mitigated by a lot of the filler species becoming actual threats.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1451 on: August 28, 2012, 10:42:04 pm »

That and Chryssalids simply cannot maintain their level of indestructibility in this game because the game's concept and team size has changed.

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I suspect the reduced danger will be mitigated by a lot of the filler species becoming actual threats

No... Remember the hidden concept behind this game is Space Marines.

You are meant to cut through swaths of aliens.
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Aklyon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1452 on: August 28, 2012, 10:46:14 pm »

Why do you keep saying this is Space Marines? We're neither in space nor an FPS.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1453 on: August 28, 2012, 10:59:42 pm »

Why do you keep saying this is Space Marines? We're neither in space nor an FPS.

It is just the overall feeling this game gives out as well as the specialisations and gameplay elements currently included in the game (What are the 4 classes again?)

Plus the changes in the creatures from the original in this supports this theme as well. The Fearful and weak but intelligent Sectoids, who get a serious upgrade later on, turning into heel biting alien fodder (I really will never get over what happened to the Sectoids... I didn't even think much of them until they shown me their A-game)

For example "Gears of War" is Space Marine... even though it isn't in space and these arn't marines and they arn't fighting aliens (unless there is a twist in GoW 2 or 3). It is just the best way I can describe the overall feel of the game.

Once again... this isn't a statement of quality. It is just an observation on what they are trying to achieve in the gameplay.
« Last Edit: August 28, 2012, 11:07:14 pm by Neonivek »
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Microcline

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1454 on: August 28, 2012, 11:25:01 pm »

That and Chryssalids simply cannot maintain their level of indestructibility in this game because the game's concept and team size has changed.

Quote
I suspect the reduced danger will be mitigated by a lot of the filler species becoming actual threats

No... Remember the hidden concept behind this game is Space Marines.

You are meant to cut through swaths of aliens.
You could just as easily say that the hidden concept is Freemasons/Illuminati/Zionists/Reptloids (actually, scratch that last one.  Reptloids being in the game would make a lot of sense).  The aliens seem to be just as powerful, as the video shows them one-shotting armored agents on normal difficulty.  The casualty rate seems fairly similar to the original barring the mass sacrifice of rookies, which while being quite good for immersion (albeit breaking immersion in a couple other ways) led to a lot of tedious micromanagement and was only apparent at Skyranger disembarks and door opening.

Plus the changes in the creatures from the original in this supports this theme as well. The Fearful and weak but intelligent Sectoids, who get a serious upgrade later on, turning into heel biting alien fodder (I really will never get over what happened to the Sectoids... I didn't even think much of them until they shown me their A-game)
To be fair, the sectoid grunts weren't a huge threat past the early game in the original either.  I got the impression that they were a race designed for piloting/navigation/maintenance rather than combat whose only advantage was starting with a tech advantage over the player.  Psionics are the only thing they have going for them past that, and we haven't seen gameplay demonstrations of that yet.
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