On September 25 2012 02:55 rebuffering wrote: lol is this the Demo or the game, this things 5.5GB, i wonder if i could just keep on my pc for later and it will add to the install of the game when its out.
I played through the demo in 42 minutes if that's an indication of anything. Though the system requirements says 20 gb so it might just be a bloated demo.
For anyone wondering it's basically you playing through a short tutorial and a very easy first mission.
On September 25 2012 02:55 rebuffering wrote: lol is this the Demo or the game, this things 5.5GB, i wonder if i could just keep on my pc for later and it will add to the install of the game when its out.
I played through the demo in 42 minutes if that's an indication of anything.
Was it worth it? like do they show the Geoscape, or are we just doing a mission already on the ground?
You start with a tutorial, then gets to go through the base management a bit, promoting a soldier, upgrade something and then launch a mission. The following mission is basically "explore this area and kill the aliens." You just get a basic feel for the game mechanics. If you have followed the game development you might not think it's worth it other than to actually be able to play it yourself for a bit.
The demo isn't really worth downloading. 5.5 Gb gives you one playable mission and a bunch of poorly made intro movies.
As for the game itself, one short mission is not nearly enough to judge it, but so far it feels like a pretty standard modern (aka dumbed down) take on a complex game. Some stuff that is immediately obvious and which I think totally sucks if you think that the 20-year old game had all that:
- Time units are gone and the replacement mechanic is, in my opinion, not as flexible. You can basically take 2 actions per turn, choosing from shoot, reload, run a short distance; or you can run a long distance but then you can do nothing else; some weapons also take the whole turn to shoot. This implies that you cannot move just a little bit and have more time to shoot, or have weapons that are very different in rate of fire (like in the old game you could shoot 12 times in one turn using the laser pistol vs 1 shot from a rocket launcher) or manage those little things like not having enough time to duck.
- Inventory management seems to be cut. This is again a significant simplification, in the old game you could have really cool moments such as one soldier running out of ammo while in a good position to shoot someone and the other soldier would throw him a clip or a loaded weapon or prime an explosive so that he doesn't have to waste time.
- Injuries seem to have minimal consequences. In the old X-com, if someone was badly shot and you didn't have a med-kit handy, they would just slowly bleed to death. In this demo one of my guys was down to the last health bar which didn't seem to affect him all that much.
- There does not seem to be a possibility of friendly fire from non-explosive weapons. A dude tried to shoot an alien with 28% chance to hit, and another soldier was right in the line of fire. The game didn't show any possibility to hit him, which probably means that it cannot happen.
But still I am pretty angry that the demo was so ridiculously short :-) I would love to see the full game.
I'm sad that there's not many games like this developed anymore.
Would love to see a Jagged Alliance 3 or something. THAT was an awesome squad-based tactical game. Never could really get into XCOM, perhaps because I didn't play the classic but only the later editions...
Sad to hear that the impressions of the demo seem to be pretty lacklustre. I'll d/l it later this evening and give it a try, but as many are saying, the actual full game looks to be pretty damn sweet.
On September 25 2012 07:12 Andr3 wrote: I'm sad that there's not many games like this developed anymore.
Would love to see a Jagged Alliance 3 or something. THAT was an awesome squad-based tactical game. Never could really get into XCOM, perhaps because I didn't play the classic but only the later editions...
It is not as complex as JA2 but it is really not that far off. Only thing it is really missing is some more complexity with amount of attachments you can put on weapons.
Well maybe I'm just easily impressed, but holy balls does this game look polished. Of course I was sad the demo wasn't longer, but I got to try out an unreleased game for free - so I'm not complaining. Super hyped for this to be released now!
On September 25 2012 05:52 Random() wrote: The demo isn't really worth downloading. 5.5 Gb gives you one playable mission and a bunch of poorly made intro movies.
As for the game itself, one short mission is not nearly enough to judge it, but so far it feels like a pretty standard modern (aka dumbed down) take on a complex game. Some stuff that is immediately obvious and which I think totally sucks if you think that the 20-year old game had all that:
- Time units are gone and the replacement mechanic is, in my opinion, not as flexible. You can basically take 2 actions per turn, choosing from shoot, reload, run a short distance; or you can run a long distance but then you can do nothing else; some weapons also take the whole turn to shoot. This implies that you cannot move just a little bit and have more time to shoot, or have weapons that are very different in rate of fire (like in the old game you could shoot 12 times in one turn using the laser pistol vs 1 shot from a rocket launcher) or manage those little things like not having enough time to duck.
- Inventory management seems to be cut. This is again a significant simplification, in the old game you could have really cool moments such as one soldier running out of ammo while in a good position to shoot someone and the other soldier would throw him a clip or a loaded weapon or prime an explosive so that he doesn't have to waste time.
- Injuries seem to have minimal consequences. In the old X-com, if someone was badly shot and you didn't have a med-kit handy, they would just slowly bleed to death. In this demo one of my guys was down to the last health bar which didn't seem to affect him all that much.
- There does not seem to be a possibility of friendly fire from non-explosive weapons. A dude tried to shoot an alien with 28% chance to hit, and another soldier was right in the line of fire. The game didn't show any possibility to hit him, which probably means that it cannot happen.
But still I am pretty angry that the demo was so ridiculously short :-) I would love to see the full game.
If all of the above stays the same in the final release, I have to say that I'd be quite disappointed at the removal/changes of some of those detailed mechanics.
Time units was a huge part of the game, and I really liked how it worked. Dumbing down that part of the game would be a huge hit to the depth of the game unless something else is added in its place.
I really hope that the ability to have soldiers drop or throw items to each other makes it in. Having the right equipment for a mission was huge, and figuring out ways to allocate it among your troops before and during missions was another bit of fun strategy.
The significant consequences to being injured played a large part in the atmosphere of the game because you were always tense and on edge about making sure you proceeded carefully through dark environments/maps to avoid getting injured. Having to bring along at least one soldier who could act as a medic was another strategic nuance I liked. The lack of friendly fire (if true) would take away from the game as well because it, again, made you really have to think whether a shot was worth taking.
I really hope the game isn't dumbed down significantly... :/
On September 25 2012 05:52 Random() wrote: The demo isn't really worth downloading. 5.5 Gb gives you one playable mission and a bunch of poorly made intro movies.
As for the game itself, one short mission is not nearly enough to judge it, but so far it feels like a pretty standard modern (aka dumbed down) take on a complex game. Some stuff that is immediately obvious and which I think totally sucks if you think that the 20-year old game had all that:
- Time units are gone and the replacement mechanic is, in my opinion, not as flexible. You can basically take 2 actions per turn, choosing from shoot, reload, run a short distance; or you can run a long distance but then you can do nothing else; some weapons also take the whole turn to shoot. This implies that you cannot move just a little bit and have more time to shoot, or have weapons that are very different in rate of fire (like in the old game you could shoot 12 times in one turn using the laser pistol vs 1 shot from a rocket launcher) or manage those little things like not having enough time to duck.
- Inventory management seems to be cut. This is again a significant simplification, in the old game you could have really cool moments such as one soldier running out of ammo while in a good position to shoot someone and the other soldier would throw him a clip or a loaded weapon or prime an explosive so that he doesn't have to waste time.
- Injuries seem to have minimal consequences. In the old X-com, if someone was badly shot and you didn't have a med-kit handy, they would just slowly bleed to death. In this demo one of my guys was down to the last health bar which didn't seem to affect him all that much.
- There does not seem to be a possibility of friendly fire from non-explosive weapons. A dude tried to shoot an alien with 28% chance to hit, and another soldier was right in the line of fire. The game didn't show any possibility to hit him, which probably means that it cannot happen.
But still I am pretty angry that the demo was so ridiculously short :-) I would love to see the full game.
If all of the above stays the same in the final release, I have to say that I'd be quite disappointed at the removal/changes of some of those detailed mechanics.
Time units was a huge part of the game, and I really liked how it worked. Dumbing down that part of the game would be a huge hit to the depth of the game unless something else is added in its place.
I really hope that the ability to have soldiers drop or throw items to each other makes it in. Having the right equipment for a mission was huge, and figuring out ways to allocate it among your troops before and during missions was another bit of fun strategy.
The significant consequences to being injured played a large part in the atmosphere of the game because you were always tense and on edge about making sure you proceeded carefully through dark environments/maps to avoid getting injured. Having to bring along at least one soldier who could act as a medic was another strategic nuance I liked. The lack of friendly fire (if true) would take away from the game as well because it, again, made you really have to think whether a shot was worth taking.
I really hope the game isn't dumbed down significantly... :/
It's been stated time and again, but yes those changes were made, except friendly fire, that's in(Devs said it was and I'm pretty sure I saw a gameplay vid where it happened). It's been streamlined, simplified, 'dumbed down', but most of what's important is there, imo, which wasn't the specific mechanics. On the other hand, something I don't like is aliens getting a cutscene and free move into cover when you discover them. It seem ok if it's only in certain situations, but I've seen it every single time in every video I've watched.
Hmmm...I think I can "get with" most of the changes although I detest spotting the aliens and then them scurrying off somewhere.
That's stupid, I can literally run around on my merry way without my guys getting gunned down from a shot from the dark. That spoils an awful lot of what made XCOM XCOM in my opinion.
The game looks more like a tactical game which is fine but it still is different. I've seen little but I hope these battlefields aren't just sweeping in a wide arc in one direction and just popping everything. With so few soldiers you simply can't have those little "OK Yuka you will go with Franz and Prince Xathos to here" and have other little squads of 2-4 people exploring in all directions, which you had to do because one of them is bound to die and the aliens were all around (especially in TFTD).
Having 6 soldiers all fan out in the same direction is pretty boring, especially when cover is of much more importance and clustered, so you pretty much funnel your way across which might look cool but seems boring.
On September 25 2012 05:52 Random() wrote: The demo isn't really worth downloading. 5.5 Gb gives you one playable mission and a bunch of poorly made intro movies.
As for the game itself, one short mission is not nearly enough to judge it, but so far it feels like a pretty standard modern (aka dumbed down) take on a complex game. Some stuff that is immediately obvious and which I think totally sucks if you think that the 20-year old game had all that:
- Time units are gone and the replacement mechanic is, in my opinion, not as flexible. You can basically take 2 actions per turn, choosing from shoot, reload, run a short distance; or you can run a long distance but then you can do nothing else; some weapons also take the whole turn to shoot. This implies that you cannot move just a little bit and have more time to shoot, or have weapons that are very different in rate of fire (like in the old game you could shoot 12 times in one turn using the laser pistol vs 1 shot from a rocket launcher) or manage those little things like not having enough time to duck.
- Inventory management seems to be cut. This is again a significant simplification, in the old game you could have really cool moments such as one soldier running out of ammo while in a good position to shoot someone and the other soldier would throw him a clip or a loaded weapon or prime an explosive so that he doesn't have to waste time.
- Injuries seem to have minimal consequences. In the old X-com, if someone was badly shot and you didn't have a med-kit handy, they would just slowly bleed to death. In this demo one of my guys was down to the last health bar which didn't seem to affect him all that much.
- There does not seem to be a possibility of friendly fire from non-explosive weapons. A dude tried to shoot an alien with 28% chance to hit, and another soldier was right in the line of fire. The game didn't show any possibility to hit him, which probably means that it cannot happen.
But still I am pretty angry that the demo was so ridiculously short :-) I would love to see the full game.
If all of the above stays the same in the final release, I have to say that I'd be quite disappointed at the removal/changes of some of those detailed mechanics.
Time units was a huge part of the game, and I really liked how it worked. Dumbing down that part of the game would be a huge hit to the depth of the game unless something else is added in its place.
I really hope that the ability to have soldiers drop or throw items to each other makes it in. Having the right equipment for a mission was huge, and figuring out ways to allocate it among your troops before and during missions was another bit of fun strategy.
The significant consequences to being injured played a large part in the atmosphere of the game because you were always tense and on edge about making sure you proceeded carefully through dark environments/maps to avoid getting injured. Having to bring along at least one soldier who could act as a medic was another strategic nuance I liked. The lack of friendly fire (if true) would take away from the game as well because it, again, made you really have to think whether a shot was worth taking.
I really hope the game isn't dumbed down significantly... :/
I really agree with this.
I've had it so often that one guy ran out of ammo after a prolonged fight and then i had him run over to the corpse of another soldier or alien, pick up his gun and blast the last opponent into bits. Well, ok, twice as often he ended up with 1 TU less than he needed to kill that alien or the almost point blank shot went through the roof and my soldier died a painful death but the option for such plays made it a lot more dynamic. There was a lot more space for clutch plays to gain an edge.
Injured soldiers losing health was also an opening for clutch plays. I had it several times that i had a heavily injured soldier and no med pacs nearby (mostly in early missions) so i had to finish that mission in X turns or lose that soldier. Or the last working Medpac was on a corpse in the field of fire of an opponent so i had to find a way to get to it in time without losing a soldier. Hitpoints weren't just bars, they were countdowns. If you ever had your best soldier bleeding with 3 turns to live and 2 aliens still on the field, you know what real terror is.
Also, friendly fire has to be in. Seriously. Spotting an alien on a roof in an angle where you have to shoot between 2 of your soldiers makes you hate the random generator (since it basically always kills both your soldiers instead of the alien) but it's also a great feeling when that aimed shot of your rookie goes straight past both of them and kills that alien with the 25% hit chance.
I want the original X-Com, just with modern graphics. Same mechanics. Same aliens. Same weapons. Same everything. Just prettier.
I am a huge fan of turn base strategy, however i play mostly japanese turnbase game such as front mission or FF tactics. The only turnbase from western that i play is civilization. I think i am going to give this game a try.
On September 25 2012 05:52 Random() wrote: The demo isn't really worth downloading. 5.5 Gb gives you one playable mission and a bunch of poorly made intro movies.
As for the game itself, one short mission is not nearly enough to judge it, but so far it feels like a pretty standard modern (aka dumbed down) take on a complex game. Some stuff that is immediately obvious and which I think totally sucks if you think that the 20-year old game had all that:
- Time units are gone and the replacement mechanic is, in my opinion, not as flexible. You can basically take 2 actions per turn, choosing from shoot, reload, run a short distance; or you can run a long distance but then you can do nothing else; some weapons also take the whole turn to shoot. This implies that you cannot move just a little bit and have more time to shoot, or have weapons that are very different in rate of fire (like in the old game you could shoot 12 times in one turn using the laser pistol vs 1 shot from a rocket launcher) or manage those little things like not having enough time to duck.
- Inventory management seems to be cut. This is again a significant simplification, in the old game you could have really cool moments such as one soldier running out of ammo while in a good position to shoot someone and the other soldier would throw him a clip or a loaded weapon or prime an explosive so that he doesn't have to waste time.
- Injuries seem to have minimal consequences. In the old X-com, if someone was badly shot and you didn't have a med-kit handy, they would just slowly bleed to death. In this demo one of my guys was down to the last health bar which didn't seem to affect him all that much.
- There does not seem to be a possibility of friendly fire from non-explosive weapons. A dude tried to shoot an alien with 28% chance to hit, and another soldier was right in the line of fire. The game didn't show any possibility to hit him, which probably means that it cannot happen.
But still I am pretty angry that the demo was so ridiculously short :-) I would love to see the full game.
If all of the above stays the same in the final release, I have to say that I'd be quite disappointed at the removal/changes of some of those detailed mechanics.
Time units was a huge part of the game, and I really liked how it worked. Dumbing down that part of the game would be a huge hit to the depth of the game unless something else is added in its place.
I really hope that the ability to have soldiers drop or throw items to each other makes it in. Having the right equipment for a mission was huge, and figuring out ways to allocate it among your troops before and during missions was another bit of fun strategy.
The significant consequences to being injured played a large part in the atmosphere of the game because you were always tense and on edge about making sure you proceeded carefully through dark environments/maps to avoid getting injured. Having to bring along at least one soldier who could act as a medic was another strategic nuance I liked. The lack of friendly fire (if true) would take away from the game as well because it, again, made you really have to think whether a shot was worth taking.
I really hope the game isn't dumbed down significantly... :/
I really agree with this.
I've had it so often that one guy ran out of ammo after a prolonged fight and then i had him run over to the corpse of another soldier or alien, pick up his gun and blast the last opponent into bits. Well, ok, twice as often he ended up with 1 TU less than he needed to kill that alien or the almost point blank shot went through the roof and my soldier died a painful death but the option for such plays made it a lot more dynamic. There was a lot more space for clutch plays to gain an edge.
Injured soldiers losing health was also an opening for clutch plays. I had it several times that i had a heavily injured soldier and no med pacs nearby (mostly in early missions) so i had to finish that mission in X turns or lose that soldier. Or the last working Medpac was on a corpse in the field of fire of an opponent so i had to find a way to get to it in time without losing a soldier. Hitpoints weren't just bars, they were countdowns. If you ever had your best soldier bleeding with 3 turns to live and 2 aliens still on the field, you know what real terror is.
Also, friendly fire has to be in. Seriously. Spotting an alien on a roof in an angle where you have to shoot between 2 of your soldiers makes you hate the random generator (since it basically always kills both your soldiers instead of the alien) but it's also a great feeling when that aimed shot of your rookie goes straight past both of them and kills that alien with the 25% hit chance.
I want the original X-Com, just with modern graphics. Same mechanics. Same aliens. Same weapons. Same everything. Just prettier.
You hardly want anyone to finish the game then? And those that finish will have spent several months doing so.
I dont mind new mechanics, new aliens and new weapons but I DO mind if this remake isnt creepy or terrorfying at all with a spot on soundtrack to support that atmosphere of just being screwed.