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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 971130 times)

nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1965 on: September 24, 2012, 05:45:19 pm »

Jesus, 5 gigs for a demo?
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hemmingjay

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1966 on: September 24, 2012, 05:52:44 pm »

Jesus, 5 gigs for a demo?

Yeah, it shows several of the major elements of the 20 gig game.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1967 on: September 24, 2012, 05:53:20 pm »

It runs on my computer, but I do hope they give us the option of turning down the graphics even further. I could do with a few extra FPSs.

I enjoyed the demo quite a bit, but single tactical engagements are not my thing. I need to feel attached to my little guys so I feel bad when they die! I have to say I like the streamlined tactical decisions, as opposed to TUs. Am getting worried that some missions will start being "move overwatch, move overwatch, move overwatch" and so forth :P

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1968 on: September 24, 2012, 06:02:29 pm »

I imagine that's what a lot of the specialized missions are there for. If your whole goal is to save a top-ranking official, taking a very safe methodological approach will generally result in a failed mission.
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Kilroy the Grand

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1969 on: September 24, 2012, 06:56:33 pm »

The first mission does elude to chryssalids though, so there's that.
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IronyOwl

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1970 on: September 24, 2012, 07:39:17 pm »

Am getting worried that some missions will start being "move overwatch, move overwatch, move overwatch" and so forth :P
Yeah, but let's face it- the originals kind of had that issue also.

I imagine that's what a lot of the specialized missions are there for. If your whole goal is to save a top-ranking official, taking a very safe methodological approach will generally result in a failed mission.
Plus this, hopefully.

Speaking of which, are we clear on how missions are designated/generated? Are random nonstory missions always defeat all enemies, or do they show up with alternate objectives as well?
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alway

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1971 on: September 24, 2012, 08:00:03 pm »

Am getting worried that some missions will start being "move overwatch, move overwatch, move overwatch" and so forth :P
Yeah, but let's face it- the originals kind of had that issue also.
Yeah; in the original, I would only move 1 per turn, bunny hopping them from cover to cover one at a time so the rest could overwatch.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1972 on: September 24, 2012, 08:04:12 pm »

Is it already out?  Did I miss my chance to get the squad color customization?  Because that seemed like something that'd have to be in by default, I mean what the hell?  Color customization is a premium feature in an XCOM game?
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Criptfeind

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1973 on: September 24, 2012, 08:04:58 pm »

Is it already out?  Did I miss my chance to get the squad color customization?  Because that seemed like something that'd have to be in by default, I mean what the hell?  Color customization is a premium feature in an XCOM game?

Comes out in two weeks. Demo is out now.
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TripJack

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1974 on: September 24, 2012, 08:56:31 pm »

after checking out the demo, all i can say is thank god for xenonauts
« Last Edit: September 24, 2012, 08:58:24 pm by TripJack »
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Comp112

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1975 on: September 24, 2012, 09:13:09 pm »

The demo was fine. Ran fine, loaded fine, played fine.

I played a few times, and its possible to really mess up the second mission. My first run through was flawless, second run through I injured three of my guys.

I did notice a bug, I noticed that both you and the enemy can shoot through walls in specific circumstances, seems to be when you are really close to a corner or window.
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nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1976 on: September 24, 2012, 09:19:00 pm »

The cutaway effect is a little jarring. I probably just need to get used to it, but it feels funky, like the timing of it. If your "zoom" level is near the level of a thing you want your dude to walk across (like the roof a building) it gets all higgly piggly.

I feel like there's a wee bit too much "Gee whiz!" going on, which to me is a lot of graphical snazziness, effects and window dressing for what are relatively simple things. For example, all the targeting visuals are a little overkill. The base struck me that way too, but that probably had to do with the fact the demo let's you do fuck all except look at it from a distance.

That said, when they finally took the training wheels off, I enjoyed myself. I look forward to getting to know the game better.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Remalle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1977 on: September 24, 2012, 10:12:06 pm »

So how's the game audio-wise?
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1978 on: September 24, 2012, 10:42:41 pm »

Pretty good. Ambiance seemed good, voices were fine, and the music fit just fine.

I have to say, I'm definitely looking forward to getting my hands on the full game after that!
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timferius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #1979 on: September 24, 2012, 11:03:15 pm »

Curses, the demo did just enough to make me feel like i had the game, then took it all away from me!
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