XCOM: Enemy Unknown - Page 3
Forum Index > General Games |
Shebuha
Canada1335 Posts
| ||
Flyingdutchman
Netherlands858 Posts
Ok watched E3 demo vid, it looks very good. I like that you now have different types of armor for different purposes, it leads to a higher level of specialisation for different roles. Please, I beg the universe not to make the PC version a crappy console port. I hope they designed the game for PC and ported that to consoles | ||
plated.rawr
Norway1675 Posts
On June 14 2012 15:20 Myrkskog wrote: Yup. Oh, so fun it is when the first thing that happens when you open your door in a mission, is an alien with a small launcher getting a reaction shot and knocking 90% of your team out. Good times. That said, I'm still skeptical. The gameplay vid posted in the sports and games forum a while ago was pretty disheartening. The gameplay seems mostly intact, although with removed time units and such, but the ambience seemed completely ruined. Instead of having completely incapable air pilot rookies wandering around in the dark knowing every move could send fifteen shots their way before you'd have a chance to react, the vid now shows some standard action movie heroes fighting the aliens on equal grounds. The suspense, the most important part of the ambience of tactical missions, is gone. Still though, barring that my soldiers yell "AMERICA FUCK YEA!" everytime I order them to do something, I'll still probably get it. The genre's too good to dodge. | ||
Judicator
United States7269 Posts
| ||
StarStruck
25339 Posts
On June 14 2012 14:51 YMCApylons wrote: Hmmm...the stealth unit seems wrong, but I think that's because we're both XCOM purists. One of the best parts of XCOM were those no-win situations, where it was incredibly dangerous and someone was going to die. Like when you assault the large scout UFO, it was never possible to clear out the bridge without taking a reaction shot from the alien navigator. With good armor, your door-breaching man might survive the shot, but without armor, your only hope was that the navigator would miss. Overall, considering this is going to be a console-ported game, the dumbing-down doesn't look too bad. But they better add action points for standing, kneeling, reloading, pulling weapons off belts, chest rigs, and backpacks. The core tactical game mechanic was reaction fire with unused AP. At high levels of gameplay, it was all about the sniper-spotter fireteam. But it seems like there is some kind of AP-based reaction fire system in the demo. The first soldier had enough AP to reaction-fire on the first chrysalid, but not enough left over for the second one. Hopefully, we can mod it to give it a wicked AI, and bring back XCOM in all its glory. Considering how mod-friendly Firaxis has been in the past, I'm optimistic. And considering how XCOM diehards have basically tried to remake the game from scratch (XCOM UFO 2000, anyone?), the interest is definitely there. That's what really caught my eye too, but I'm sure the aliens will have something to negate his abilities because right now it looks way too damn easy. As you said it's port to port as well, so of course its going to be a dumb-downed version. ;/ I think they still have the original template so we don't have to worry about that when it comes to the various levels of movement and coverage. | ||
YMCApylons
Taiwan359 Posts
Xenonauts is probably the best successor to X-COM you could realistically ask for. But as of right now, you should only get it if you are a true X-COM fan. It is a very limited alpha-release game that gets repetitive quickly if you play it for more than a few hours. Positives: 1. Tactical combat feels right, looks right. The LOS mechanics are solid, the TU system is solid. 2. They haven't messed anything up. All the changes they made are small and conservative. A game for X-COM fans by X-COM fans. 3. Improved interface, many weird bugs/exploits from the original removed. 4. Soldiers retain tactical loadouts from mission-to-mission. What a time-saver. The advantages of a modern game. Negatives: 1. Game is in alpha-stage, still buggy and very, very limited. Right now there are two tilesets, and the UFO crash maps seem limited to only 2-3 variants for each tileset. Limited weapon selection. Missions get boring pretty quickly. 2. Aliens have no combat AI...they swivel in place and reaction fire. The aliens are currently pretty generic, with Sectoid-equivalents, and Snakemen-equivalents. Nothing else so far. 3. Geoscape is not a true sphere, but cylindrical. This does actually mess-up strategy, as my traditional 5th/6th base at the South Pole will not cover all of Antarctica. 4. Planes need much more fuel. It seems the F-17 and MiG-32 have, at best, 30% of the endurance of the X-COM interceptors. Which is unfortunate when even medium scouts run faster than them even at low-altitudes. Balance issue, I know. | ||
Levi Deninard
19 Posts
On June 14 2012 22:10 StarStruck wrote: That's what really caught my eye too, but I'm sure the aliens will have something to negate his abilities because right now it looks way too damn easy. As you said it's port to port as well, so of course its going to be a dumb-downed version. ;/ I think they still have the original template so we don't have to worry about that when it comes to the various levels of movement and coverage. I agree that's it's pretty inevitable that it's going to be dumbed down, it's just part of playing on consoles: there's only so much you can do with a controller. And from what I read they are using the original template, so I can vouch on that. | ||
Arevall
Sweden1133 Posts
| ||
Pobearo
United States351 Posts
| ||
Kickboxer
Slovenia1308 Posts
| ||
xpldngmn
Austria264 Posts
Tactical missions look nice, I hope those mini-cutscenes can be skipped/turned off. The IGN video gave me the impression of the game being too easy, but I'm sure that there will be difficulty levels. What worries me most is that we haven't seen a lot of geoscape-footage. I'm afraid that they won't be able to reproduce the depth I loved about X-COM. Research and production decisions and stuff like that. Anybody else suspecting that the shooter will never be published? I don't understand all the hate for UFO:Aftermath and UFO:Afterlight, I liked both of them. | ||
Obsidian
United States350 Posts
| ||
Niarro
Canada22 Posts
But REALLY looking forward to this now. So much <3 for Apocalypse | ||
shackes
Germany148 Posts
Graphics don't matter. | ||
andrewlt
United States7645 Posts
UFO Defense was the first game and it was a classic. The UI is pretty bad in certain areas, though. Terror from the Deep is a more difficult version of UFO, but it was essentially the same game and the pacing was a bit off. Apocalypse made quite a bit of changes that wasn't to everyone's taste. I still enjoyed it. There were some pretty good ideas there. | ||
LagT_T
Argentina535 Posts
On August 04 2012 05:09 shackes wrote: If I want to play one of the old games, which one would be recommended? Graphics don't matter. The original, "UFO: Enemy Unknown" / "X-COM: Ufo defense". One of the best games ever. Use community patcher XCOMUTIL to fix the bugs (https://sites.google.com/site/stjones/xcomutil) and enjoy. | ||
shackes
Germany148 Posts
On August 04 2012 06:05 LagT_T wrote: The original, "UFO: Enemy Unknown" / "X-COM: Ufo defense". One of the best games ever. Use community patcher XCOMUTIL to fix the bugs (https://sites.google.com/site/stjones/xcomutil) and enjoy. Done. It has so many options. Is it worth it to use "improved" weapons and such balance wise, or will it just make the game easier? | ||
Pobearo
United States351 Posts
| ||
StarStruck
25339 Posts
Oh boy. | ||
Myles
United States5162 Posts
| ||
| ||