XCOM: Enemy Unknown
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pillermann




Posts: 2577

PostPosted: Mon, 9th Jan 2012 22:28    Post subject:
Ofc it will be dumbed down. Just looking at the UI it's obvious they'll strip the gameplay down to the bare minimum.

Rather play http://ufo.ufo-extraterrestrials.com/ instead tbh. Not only does it look better, it's more faithful to the original than this ever will be, and it's a PC title to boot.
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kumkss




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PostPosted: Tue, 10th Jan 2012 00:27    Post subject:
i suscribe myself to this topic Very Happy

any launch date confirmed?
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shole




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PostPosted: Tue, 10th Jan 2012 03:45    Post subject:
xenonauts looks a lot more promising, without unnecessary 3d graphics
http://www.xenonauts.com/
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red_avatar




Posts: 4567

PostPosted: Tue, 10th Jan 2012 04:58    Post subject:
XCOM remakes have a really bad track record though - most never get completed or the end result is pretty meh. Earlier I tracked down all the current XCOM remakes for my blog:

http://seeingredrant.wordpress.com/2012/01/09/another-xcom-remake-is-there-hope/

It's a pretty impressive list of mostly failures. Xenonauts does look to be the most interesting of the lot but has a looong way to go - and dear lord, please let them change the horrible character paperdolls!
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webtax




Posts: 463

PostPosted: Tue, 10th Jan 2012 05:29    Post subject:
Quote:
Is this going to be dumbed down for the "wider console audience"?
Firaxis is undeniably streamli-


BETRAYAL!!!!!!!!!!
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Ralph_Wiggum




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PostPosted: Tue, 10th Jan 2012 06:00    Post subject:
looks like non-destructible enviroments.. :/


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m3th0d2008




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PostPosted: Tue, 10th Jan 2012 06:08    Post subject:
webtax wrote:
Quote:
Is this going to be dumbed down for the "wider console audience"?
Firaxis is undeniably streamli-


BETRAYAL!!!!!!!!!!






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B1kudo




Posts: 770

PostPosted: Tue, 10th Jan 2012 11:20    Post subject:
dezztroy wrote:
B1kudo wrote:
hex move Sad I want to guess if i can get to the corner not count hexes!!
That screen + Firaxis tag = makes me see a CIV5 mod
If that hexagon thing is any indication every unit must always dist apart 3 units length
arrrgh I hate hex grids (can barely live with it when they are use to simulate operational level)
at list i´m not hyped anymore


If hexagons are what ruins the whole game for you, I don't even know what to say.


Hex alone wont..read again.
Hex grid move is ok when you abstract everything, in this case they are rendering a realistic environment resulting in a, not so pretty, 3d world constrained by abstract grid move. Whats the point on drawing every leaf and rock and then put invisible cages - Hexes -
Make the hex unit sized and don't draw them on screen like the early Laser squad, UFOs did.
If I have 50 action points to spare I´ll have to guess if 30 are enough to reach the corner and take a pot shoot. If move is bound to gigantic hexes...i don't have to guess, like in.. checkers, i know i´m in cover because their is a rock in my hex i know i have LOS because i can see the hex even tho i could not see the unit because its standing in the middle of the hex, etc..
it hinders immersion and kills a big part of what made UFO a great tactical experience.
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Imoen




Posts: 892

PostPosted: Tue, 10th Jan 2012 16:45    Post subject:
sabathius___ wrote:
"Is this going to be dumbed down for the "wider console audience"?
Firaxis is undeniably streamlining aspects of the game and removing no small amount of micromanagement, but from what I've seen I wouldn't call it "dumbing down" the game so much as getting rid of tedium and uninteresting mechanics. Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly."

http://www.gameinformer.com/b/features/archive/2012/01/09/first-screens-and-details-of-xcom-enemy-unknown.aspx

lol wut


Haha I knew it. I was just waiting to read this, sorry but this game sounds and looks utter shit. And yes I am particularly unfair and cynical because of previous crap. EVERY TIME I have read that comment on dumbing down the game, they say no and says streamline in stead. Absolute joke.

Go xeno
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dezztroy




Posts: 6590
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PostPosted: Tue, 10th Jan 2012 17:28    Post subject:
B1kudo wrote:
dezztroy wrote:
B1kudo wrote:
hex move Sad I want to guess if i can get to the corner not count hexes!!
That screen + Firaxis tag = makes me see a CIV5 mod
If that hexagon thing is any indication every unit must always dist apart 3 units length
arrrgh I hate hex grids (can barely live with it when they are use to simulate operational level)
at list i´m not hyped anymore


If hexagons are what ruins the whole game for you, I don't even know what to say.


Hex alone wont..read again.
Hex grid move is ok when you abstract everything, in this case they are rendering a realistic environment resulting in a, not so pretty, 3d world constrained by abstract grid move. Whats the point on drawing every leaf and rock and then put invisible cages - Hexes -
Make the hex unit sized and don't draw them on screen like the early Laser squad, UFOs did.
If I have 50 action points to spare I´ll have to guess if 30 are enough to reach the corner and take a pot shoot. If move is bound to gigantic hexes...i don't have to guess, like in.. checkers, i know i´m in cover because their is a rock in my hex i know i have LOS because i can see the hex even tho i could not see the unit because its standing in the middle of the hex, etc..
it hinders immersion and kills a big part of what made UFO a great tactical experience.


You have absolutely no idea what you're talking about, do you? All a system built with hexes does is allow for a wider range of unit movement. That is a great thing.

And yes, you did imply that hexes alone are what breaks the game for you.
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B1kudo




Posts: 770

PostPosted: Tue, 10th Jan 2012 21:03    Post subject:
dezztroy wrote:
All a system built with hexes does is allow for a wider range of unit movement.


I think we disagree on this,
the rest is my poor syntax or your inability to interpret it, probably a mix of it
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VonMisk




Posts: 9478
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PostPosted: Tue, 10th Jan 2012 21:33    Post subject:
B1kudo wrote:
dezztroy wrote:
All a system built with hexes does is allow for a wider range of unit movement.


I think we disagree on this,
the rest is my poor syntax or your inability to interpret it, probably a mix of it


Actually dezztroy you are wrong. Hexes does not allow for a wider range of unit movement. They allow movement in only 6 (one on every border) as the word implies directions when square allowes 8 directions - 4 lengthwise and 4 diagonally.
However hexes might be more logical choice when you are limited with low amount of moves but on the other hand gives you less options in terms of unit placement and what was mentioned earlier movement options.
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Tue, 10th Jan 2012 21:42    Post subject:
I actually kind of forgot that XCOM let you move diagonally. Silly me. My apologies then.

However, I still don't think it's worth writing the game off simply because of the hexes.
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VonMisk




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PostPosted: Tue, 10th Jan 2012 21:47    Post subject:
Hexes would be okay if they weren't so f..ing HUGE! If they were not wider than the player character shoulder length it would look so much better.


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Anticasper




Posts: 1128
Location: Paul's Boutique
PostPosted: Tue, 10th Jan 2012 21:50    Post subject:
I am happy there are 2 developers making an xcom game, if one sucks you can play the other =) If both are nice even better.

I do not see why you would want to criticize something where there are hardly any details released, and to be honest the picture of the underground base by Firaxis looked pretty sweet.


Per Ardua Ad Astra
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fawe4




Posts: 1803

PostPosted: Tue, 10th Jan 2012 23:06    Post subject:
VonMisk wrote:
B1kudo wrote:
dezztroy wrote:
All a system built with hexes does is allow for a wider range of unit movement.


I think we disagree on this,
the rest is my poor syntax or your inability to interpret it, probably a mix of it


Actually dezztroy you are wrong. Hexes does not allow for a wider range of unit movement. They allow movement in only 6 (one on every border) as the word implies directions when square allowes 8 directions - 4 lengthwise and 4 diagonally.
However hexes might be more logical choice when you are limited with low amount of moves but on the other hand gives you less options in terms of unit placement and what was mentioned earlier movement options.


Argument for hexes is that they are more 'realistic', because diagonal moves on squares offer advantage when moving.

I'm still squares guy, if they are good for chess, they are good for me. I'm also not crazy mad because hexes are used. That hangar screen looks great, for the rest we'll have to wait for the game itself. With these kind of games you really never know what you'll get till you play it.
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akwar




Posts: 341

PostPosted: Wed, 11th Jan 2012 07:18    Post subject:
Thank the gods.Now if we could just get a sequel to the silent storm series to! Very Happy
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consolitis
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PostPosted: Wed, 11th Jan 2012 10:46    Post subject:
Details from the mag: http://www.neogaf.com/forum/showpost.php?p=34125387&postcount=1

- There's apparently a 'Heavy Armed Mobile Cover Platform that serves as a powerful rock on which to anchor any tactical advantage' and you can directly customize the heavy troops armor and weapons individually.

- THE VAST MAJORITY OF XCOM'S CONTENT COMES IN THE FORM OF PROCEDURUALLY GENERATED MISSIONS AND ENCOUNTERS, MEANING THAT EVERY PLAYTHROUGH UNFOLDS DIFFERENTLY

Though they mention there's some story based missions that are not randomly generated and involve in-game cinematics of some kind

•randomly generated missions, terrain. Developer says you'll never play the exact same mission twice outside of a few story missions which feature in-game cinematics
•fog of war is confirmed. area starts off with darkness everywhere, and the average soldier can't see shit
•enemy spawns are randomized
•mobile platform called SHIV; customizable for new chasis
•Sectoids and Mutons confirmed
•The base's screenshot is accurate. It is now a side shot instead of top down. You can also upgrade your base, like the satellite, with alien technology
•There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.
•You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources
•The sniper units have a grappling hook ability to get on top of buildings
•Gunners have a suppressing fire
•you can equip your xcom guys with all kinds of different guns. customization looks like a big deal
•Apparently there's some sort of cinematic view when your guys get killed. They didn't cite VATS or anything, so I doubt it's too in depth
•Unexperienced agents can panic, freak out, etc if something bad happens
•Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration
•Destructible environments
•In the scenario they showed, one member died. Because of this the other squadmates didn't get an experience bonus
•Without the bonus, the sniper leveled up still. He was able to choose from two abilities. Either Squad Sight(which means he can shoot anything a squadmate can see) and Snap Shot(which lets him shoot after moving. Something snipers aren't normally allowed to do)
•You can't recruit specific classes. You can only recruit rookies and then level them up to become specific classes
•The guys in suits in the screenshots are 'Thin Man' aliens. They're able to leap long distances
•Challenge is stressed a lot
•same quick save/load system though they are considering an iron man type mode where you can't load previous saves
•Firaxis states that they're not rebooting it, they're re imagining it. Using the same core gameplay with modern technology, weapons, audiovisuals, etc.
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m3th0d2008




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PostPosted: Wed, 11th Jan 2012 10:57    Post subject:
Well, that sounds quite "okayish".


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dezztroy




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PostPosted: Wed, 11th Jan 2012 10:58    Post subject:
Sounds good to me.

Regions giving raw resources and not just money should be interesting.
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VonMisk




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PostPosted: Wed, 11th Jan 2012 11:10    Post subject:
Yeah, it doesn't sound bad albeit there is a hint how the turns may be played. I may speculate that it will be something like move and shoot no more actions or shoot and move no more actions (like in sniper description). But I hope I'm wrong.


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B1kudo




Posts: 770

PostPosted: Wed, 11th Jan 2012 12:53    Post subject:
yep, the sniper intel is the most "ishyer" part on the OK
"cant shoot after move"! confusing, so no opportunity shoots? - this was a good feature, the player as actions points, per unit, to spend, moving shooting ducking turning etc, in any order at the player discretion-
and the all seeing eye/ shooting ability Sad

still just the reporter view...
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dezztroy




Posts: 6590
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PostPosted: Wed, 11th Jan 2012 13:03    Post subject:
For all we know it simply means that snipers take 100% of a units action points to fire aimed shots, and then if you get them snap shots, they can fire for less APs.
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zmed




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PostPosted: Wed, 11th Jan 2012 13:08    Post subject:
dezztroy wrote:
For all we know it simply means that snipers take 100% of a units action points to fire aimed shots, and then if you get them snap shots, they can fire for less APs.
Quote:
No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don't want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.
So there are two phases for soldiers each turn. Move and shoot. Snipers can only either shoot or move, not both (until getting that special perk).
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dezztroy




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PostPosted: Wed, 11th Jan 2012 13:14    Post subject:
Silly me. Well, that's one change I don't like the sound of.
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m3th0d2008




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PostPosted: Wed, 11th Jan 2012 13:49    Post subject:
Still better than an FPS though Laughing


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consolitis
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PostPosted: Wed, 11th Jan 2012 14:21    Post subject:
From the updated neogaf OP:

Quote:
•No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don't want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.

•Soldiers can still panic, but not to the point of wiping the squad. Likewise, you'll never get plasma-bombed right out of the carrier. They want to make the game more fair, and those were specifically mentioned.

•The strategic layer is extremely robust. You still need to choose which countries to send missions to, which offers of aid (in exchange for more protection) you'll accept from which countries, which alien technologies you'll research, etc. The back-and-forth between tactical and strategic play remains at the heart of the game.

•Overwatch, duck-and-cover, etc. are all still very much present, tactically.

•You can research vehicles, which take the place of a squaddie. They don't gain XP and when they are destroyed they are lost for good, but they provide serious cover and firepower. One example given is a mobile heavy weapons platform that serves as a good overwatcher for a tactical advance.

•Sectoids and Mutons are in. Cyberdiscs and Thin Men are also mentioned. Evidently psionics are also in.

•Aliens have their own special perk-like abilities as well.
Overall it looks really ☺☺☺☺ing fantastic and I am now DAY ONE.



The article specifically cites a sniper spending their entire turn to take an aimed shot for Massive Damage. Perhaps it's more accurate to think of the game as having only two action points per turn, for Move-Shoot, or Move-Move, or Aim-Shoot, etc.

Gus, like I said, overwatch is in the game. In, in, in the game. You definitely can set up squaddies who haven't used all their actions in a turn, such that they can do overwatch and shoot the instant something comes into view.




Reloading costs an action, so it is a tactical consideration. Ducking into cover is the main positioning mechanic they mention. They also mention supppressive fire as another mechanic -- your heavy weapons guy can lay down a barrage that can paralyze pinned units (e.g. remove their actions). Grenades are in, wounding is in. Generally it doesn't sound like there are fewer tactical options, but rather that the bookkeeping is simplified.



(This part was by the author of the GI article)
Apologies if the article was unclear, but the deal is that sniper rifles are unusual in that they take a full turn to shoot. You can unlock a move-shoot perk for snipers at some experience level, but your basic sniper rifle takes a full turn to fire.

Ammo is abstracted. You're assumed to be carrying enough clips to reload as much as you want, but it takes a turn to do so. Suppressive fire is crazy awesome, for instance, but it burns through ammo like a mofo so you're borrowing turns down the road to kick ass now.

Body positions - AIUI you are assumed to be kneeling behind partial cover etc. They didn't go into a ton of detail here. Personally that's a level of control granularity that I'm not concerned about preserving, so long as I have other awesome ☺☺☺☺ that I can do and creative tactics to explore. Which from what I've seen will not be lacking.


So yeah, you only have one base. Building different bases has been removed, but you still buy satellite coverage (the new radar) and build hangars for interception in different countries. Your single base is like way more crazy awesome than any base from the original, though, and presents lots of opportunities for more decision-making in terms of digging deeper as well as what kind of expansion facilities you add on (see the screenshot of the "ant farm" that we put online Monday).


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kumkss




Posts: 4838
Location: Chile
PostPosted: Wed, 11th Jan 2012 15:55    Post subject:
So Much Win this has become my GOTY from now on Very Happy

release date?? Very Happy
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B1kudo




Posts: 770

PostPosted: Wed, 11th Jan 2012 15:55    Post subject:
so they seem to go for a board-game experience, were you have to chose the ability, play your cards, to use on a per turn base.

At list Morale is still in - but will miss the "private Sylvester S. as gone bezeeerk " shooting randomly! priceless
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consolitis
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PostPosted: Wed, 11th Jan 2012 21:19    Post subject:




















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