Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 37 38 [39] 40 41 ... 625

Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969851 times)

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #570 on: January 18, 2012, 08:12:06 pm »

orcs, a fantasy race who's entire existence is to charge head-first into the enemy and turn them into a tasty goo.

Ehh.... Fantasy is very wildly varying on such things you know? The fantasy I read they are not really like that at all.

I know. It's just that when most people think of orcs, they think of violence and murder.
Logged

Sirus

  • Bay Watcher
  • Resident trucker/goddess/ex-president.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #571 on: January 18, 2012, 08:13:21 pm »

Making them bestial isn't much better than making them orcs. Mostly depends on how bestial and what beasts they draw inspiration from.

After thinking about it for a while, I'd have liked to see the Mutons as a sophisticated and almost gentlemanly force, like the Three Musketeers but with more plasma. Not raw power, but an iron fist in a velvet glove. The only reason that they're killing you is because their superiors have ordered them to. In another time and in a different place they would have enjoyed swapping war-stories with you. Admittedly they'll never go in that direction, but it could have been neat.
Keep in mind, the introductory cut scene for the original game had them gunning down civilians in cold blood. Not something that comes to mind when you think "Three Musketeers". I can totally understand where bestial idea comes from.
Logged
Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Biag

  • Bay Watcher
  • Huzzah!
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #572 on: January 18, 2012, 08:18:17 pm »

I'm not sure how I feel about bestial Mutons. I think they'd look more Evil SEALs if they were less bestial. I like the tribal thing, that's cool, but as they are right now they look more like Halo's Brutes than highly-trained cold-blooded killers. I would have had them upright, seven feet tall, wearing non-bulky armor (both to allow room to move and to show the tattoos).
Logged

Microcline

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #573 on: January 18, 2012, 08:51:48 pm »

I really like the new designs.  They seem to be taking a Valve-like approach, where enemy roles and abilities are implied by their physical appearance.  Sectiods look like psionic-using glass cannons, and mutons look like something that you need heavier firepower to take down.  Most of the tension in the original came from the gameplay mechanics rather than the graphics, and I think adjusting some of the designs to be closer to the gameplay while remaining true to the overall aesthetic is a good idea.  I'm looking forward to seeing the snakemen and chrysalids.

I'm not sure how I feel about bestial Mutons. I think they'd look more Evil SEALs if they were less bestial. I like the tribal thing, that's cool, but as they are right now they look more like Halo's Brutes than highly-trained cold-blooded killers. I would have had them upright, seven feet tall, wearing non-bulky armor (both to allow room to move and to show the tattoos).
The original also made heavy note of the fact that each of the races was engineered (genetically and cybernetically) by the etherals with a specific purpose in mind.  The gorilla-like frame emphasizes this, and the bulky armor gives them a reason to be so muscular as well as communicating to the player their resistance to low-power weapons.

I must admit that the music and art interviews seem spot-on.  Although it likely won't be until close to release, I'd like to see if an interview with the gameplay developers will have a similar effect.  The use of a move-shoot turn seems to be the biggest change at this point.  It removes a lot of player decisions such as having to decide between using TUs to increase accuracy/decrease hitbox by crouching, whether to scout an area by turning, whether to go back into cover after shooting, or whether to get in an additional shot.  As Sowelu brought up earlier, this also likely means that both you and the aliens won't be able to do as much during a single turn.  This might lower the skill ceiling, as in the original, while you could clear an area during a single well-planned turn and would be harshly punished during the alien's phase if you botched it, this one seems like it will reward your planning less as you have less actions and may be unable kill the aliens in a turn and punish your failure less as the surviving aliens have less time to wail on you during their turn.
Logged

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #574 on: January 18, 2012, 09:43:36 pm »

Making them bestial isn't much better than making them orcs. Mostly depends on how bestial and what beasts they draw inspiration from.

After thinking about it for a while, I'd have liked to see the Mutons as a sophisticated and almost gentlemanly force, like the Three Musketeers but with more plasma. Not raw power, but an iron fist in a velvet glove. The only reason that they're killing you is because their superiors have ordered them to. In another time and in a different place they would have enjoyed swapping war-stories with you. Admittedly they'll never go in that direction, but it could have been neat.

The original UFOPaedia entry on Mutons says they're surgically castrated, genetically and cybernetically enhanced, lobotomized, super soldiers.  They're not gentlemen.  Murder is the only thing they're capable of.

Also, human traits don't become aliens.  They're alien, keep them that way.  Familiarity breeds contempt and all that.  I played Iji (A game that's supposed to explore the "omg aliens are here kill'em kill'em kill'em" motif in video games) and didn't give a shit about the aliens' plight because they just seemed like a bunch of ugly humans who ruined my life.  When the final boss asked me why I was so violent I told him to go fuck himself.
« Last Edit: January 18, 2012, 09:47:06 pm by Cthulhu »
Logged
Shoes...

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #575 on: January 18, 2012, 11:07:52 pm »

The original UFOPaedia entry on Mutons says they're surgically castrated, genetically and cybernetically enhanced, lobotomized, super soldiers.  They're not gentlemen.  Murder is the only thing they're capable of.

Wow. I've completely forgotten that part. Sorry about that.

Also, human traits don't become aliens.  They're alien, keep them that way.  Familiarity breeds contempt and all that.  I played Iji (A game that's supposed to explore the "omg aliens are here kill'em kill'em kill'em" motif in video games) and didn't give a shit about the aliens' plight because they just seemed like a bunch of ugly humans who ruined my life.  When the final boss asked me why I was so violent I told him to go fuck himself.

I'm not saying that you have to care for or like the aliens. At the end of the day they're entire job is just for you to shoot at. However I always like it if the aliens had a reason for existing, even if it's just as engineered super-soldiers for an advanced alien race. It taps into the part of my brain that likes making complicated back-stories.
Logged

Domenique

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #576 on: January 18, 2012, 11:45:37 pm »

I kinda wish sectoids were more true to the original, that is more humanoid than protoss. When a creature is humanoid, it's much scarier than some dude with no bloody mouth and a bulimia problem, I can't explain why, but most people find human-like creatures scarier than creatures that have almost nothing in common (the main feature is face). I still like the sectoids though. While mutons, space-tribals? Kinda immersion breaking for me, I've always seen aliens to be some mysterious bunch of races that don't show any clue of (earth-like) culture.
Logged

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #577 on: January 19, 2012, 12:17:39 am »

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).
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Flare

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #578 on: January 19, 2012, 12:24:59 am »

Lots of aliens these days seem to have hunch back very bad posture.
« Last Edit: January 19, 2012, 12:27:01 am by Flare »
Logged

Sirus

  • Bay Watcher
  • Resident trucker/goddess/ex-president.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #579 on: January 19, 2012, 12:30:35 am »

The only ones I can think of off-hand are krogan. Which ones are you thinking of?
Logged
Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

GlyphGryph

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #580 on: January 19, 2012, 12:37:30 am »

All the halo ones except the grunts?
Logged

Pnx

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #581 on: January 19, 2012, 12:44:20 am »

I can't explain why, but most people find human-like creatures scarier than creatures that have almost nothing in common (the main feature is face).
This is known as the uncanny valley. The closer something gets to looking human more scary/disturbing it gets. Until it gets very close to being human, then the fear factor peters out.
Logged

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #582 on: January 19, 2012, 01:32:19 am »

You got your uncanny valley definition wrong. It's when it's almost exactly but not quite human that freaks people out. The slender men, for instance. Clowns. The Elder Scrolls IV: Oblivion. Some of the more advanced robots that mimic human facial expressions.
Logged
this sigtext was furiously out-of-date and has been jettisoned

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #583 on: January 19, 2012, 01:34:40 am »

When the new version is out, I'm making a XCOM mod. Instead of goblins and trolls, you'll fight Snakemen and chryssalids. I'm thinking that with the new interactions, The chyssalid would kill a unit, then instantly raise it... but first I'd need to know if the ability to raise the dead is a ranged spell or not.
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

Pnx

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #584 on: January 19, 2012, 01:41:10 am »

You got your uncanny valley definition wrong. It's when it's almost exactly but not quite human that freaks people out. The slender men, for instance. Clowns. The Elder Scrolls IV: Oblivion. Some of the more advanced robots that mimic human facial expressions.

The whole "fear factor peters out" thing, when objects start to become very familiar. Be honest, how much does Data from Start Trek: TNG scare you? Things that have very large glaring differences that obvious mark them as inhuman make them the scariest.

I don't think the uncanny valley accounts for things that are monsters in human form though.
Logged
Pages: 1 ... 37 38 [39] 40 41 ... 625