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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969640 times)

Torham

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #630 on: January 20, 2012, 12:37:47 pm »

Is the four guy thing a issue when saying it will not be as good as the first one? Because eight guys does not make any more sense to me. So it would come down to balance, for me at least. Balance that we do not know about.

Well In the X-com I did not dare to go on a mission with less than 10 soldiers. Any less and I had a big chance of losing the mission due to every slodier being dead. Well unless late game with flying armour. You should try to play it with 1 save slot and save only on the begining of the month. Great Fun.  :D Even in metal armours the soldiers were very squishy and you really had the feeling "SHIT! These aliens are INSANELY overpowered!!" I had good soldiers drop down dead after single shot from heavy plasma, and they were wearing Flying suits. I just feel that any Alien invasion that can be halted dead in its tracks with 4 soldiers is a bit half hearted. Now sure you can say that even 10 soldiers is not enough or 1000 (moving into strategy realm here) , but I just don't see it viable for you to afford to loose any of the 4 on your missions. You will pretty much have to play with 0 or minimal casualties to win. witch is laughable, being that these aliens are supposed to be a threat. This way they will be less dangerous than an Slovak soldier with AK - vz 56.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #631 on: January 20, 2012, 01:58:27 pm »

Holy fuck, so many people lacking the ability to read!

Luckily for these poor folks, there's a video of Sid Meier talking XCOM.

http://www.gameinformer.com/b/features/archive/2012/01/20/sid-meier-talks-xcom-enemy-unknown.aspx
« Last Edit: January 20, 2012, 02:02:28 pm by lordcooper »
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #632 on: January 20, 2012, 02:08:29 pm »

Why read when knee-jerk reactions are so much faster?
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #633 on: January 20, 2012, 03:59:31 pm »

Here's what the creator of the original XCOM has to say.

How odd that Firaxis hired a few of the original X-COM staff, but the project lead never even heard about it until now.  I love he starts right off the bat by saying in-game tutorials and actual graduated difficulty are not "dumbing down", and that game design is about knowing what to leave out more than what to make bigger.  A man after my own heart.  And then he goes right into lambasting graphics-over-AI and console limitations, makes some snap judgments about AI and terrain destructibility from press screenshots, and hails Pokemon as the savior of turn-based gaming.  He's a gamer's gamer alright.

http://www.gameinformer.com/b/features/archive/2012/01/20/sid-meier-talks-xcom-enemy-unknown.aspx

So his core philosophy as High Gaming Guru is take X-COM, make essentially the same game, build it on modern development standards, and chop out the boring parts.  Well that was informative.

...Has anyone else noticed that Sid Meier has not aged in twenty years?  He looks exactly the same as the cast photo in Covert Action.
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Werdna

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #634 on: January 20, 2012, 05:25:35 pm »

I liked original Sectoids because they look so harmless and do so much damage anyway.  It sets the theme in early game (you gonna get screwed).

Yeah, who can forget spending your last TU's to reveal a Sectoid with a Blaster Launcher larger than he is.  'nuff said.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #635 on: January 20, 2012, 05:41:07 pm »

So his core philosophy as High Gaming Guru is take X-COM, make essentially the same game, build it on modern development standards, and chop out the boring parts.  Well that was informative.

Sounds like a good plan to me ;)

...Has anyone else noticed that Sid Meier has not aged in twenty years?  He looks exactly the same as the cast photo in Covert Action.

Best not to question it man.  Some secrets are best kept.
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #636 on: January 20, 2012, 08:04:52 pm »

The video about the sound direction has got me psyched. The sound guy himself was kind of drab, but hey, sounds like he's doing a hell of a job.
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Shadowlord

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #637 on: January 20, 2012, 11:32:16 pm »

...Has anyone else noticed that Sid Meier has not aged in twenty years?  He looks exactly the same as the cast photo in Covert Action.

And the leaders in the Civ games never age and never die, and all tend to be megalomaniacal and sociopathic. You don't suppose...

Edit:

Personally, I like SMAC/SMAX better than Civ IV, III, II, and I. The only Civ game I play occasionally now is CivRev, and that because all the annoying micromanagement (workers making roads/improvements, for instance) was taken out (making roads is instantaneous). SMAC/SMAX's diplomacy is superior to CivRev's, though. So I'm not necessarily confident that Firaxis can do XCom well, given my opinion of their other games (and Civ V), but XCom isn't anything like Civ.
« Last Edit: January 20, 2012, 11:37:34 pm by Shadowlord »
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #638 on: January 24, 2012, 03:05:19 pm »

Gameinformer put another interview online. Dissecting A Classic: How To Modernize X-COM.
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Delta Foxtrot

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #639 on: January 24, 2012, 03:36:52 pm »

I liked what I heard in that video, I just hope it translates well into the game.

-"[Player] Generating missions of his own"
-"You see the effect of the war all around you"
More details on those would be nice. At least it sounds like you will see more effect than nations making pacts with aliens and more alien bases. Either that or they will flesh out that stuff.

-"Do I research -- to cut down the casualty rate in combat".
-"No handholding -- incredibly high stakes"
They certainly don't advertise it as easy. I just hope those words reflect reality.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #640 on: January 24, 2012, 03:42:01 pm »

Hopefully. I certainly liked most of what I heard in that interview. He did mention that the player had "4 or 5 units to control", which makes me think we won't get anywhere near the numbers of troops we had in a battle in the old X-Com. Not sure I like that part, but we'll have to see.
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Delta Foxtrot

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #641 on: January 24, 2012, 03:55:24 pm »

It has previously been stated that the 4-man limit is only until you research/gain access to larger deployable squads.
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #642 on: January 24, 2012, 04:00:45 pm »

"...the moon!?" I lol'd.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #643 on: January 24, 2012, 04:17:02 pm »

It has previously been stated that the 4-man limit is only until you research/gain access to larger deployable squads.

Yes, but we haven't gotten any real info from the developers on what that means. Adding 1 or 2 guys to your squad is 'greater access' but still much less than having a dozen or two soldiers on the battlefield.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #644 on: January 24, 2012, 04:30:19 pm »

On the other hand, they seem like they have a design philosophy that would find the optimum number, whatever it is. It looks like team sizes will definitely be smaller, though.
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