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X-COM Firaxis - XCOM: Enemy Unknown + Enemy Within Expansion

Gondolin

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Purveyor of fine art
Gollop said:
Yeah, of course. Mainly in the realm of accessibility, which some people might call 'dumbing down' In the early 90s of course you didn't have in-game tutorials or help, because it was all in the big thick manual. Today people do not read manuals, they expect the game to teach them how to play it. Which is fair enough.

I don't remember reading any X-Com manual back then.
 

Cassidy

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Vault City
Gollop said:
Yeah, of course. Mainly in the realm of accessibility, which some people might call 'dumbing down' In the early 90s of course you didn't have in-game tutorials or help, because it was all in the big thick manual. Today people do not read manuals, they expect the game to teach them how to play it. Which is fair enough.

I don't remember reading any X-Com manual back then.

Idiots didn't know even how turn on a PC back then. Nowadays we have constant demonstrations of the worst forms of human cretinism in Twitter, Bioware Social Forums and many other online places.
 

Achilles

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Sep 5, 2009
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Julian Gollop said:
I don't see there's been enough development on the AI side, and in the actual interactive environment side, which is a shame.

Ain't that the fucking truth.
 

Black

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Gollop said:
Yeah, of course. Mainly in the realm of accessibility, which some people might call 'dumbing down' In the early 90s of course you didn't have in-game tutorials or help, because it was all in the big thick manual. Today people do not read manuals, they expect the game to teach them how to play it. Which is fair enough.

I don't remember reading any X-Com manual back then.

Feh, pressing buttons and seeing what awesome stuff happens is the best way to learn.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
He's a hologram, like "Father" from Equilibrium. The real Sid Meier died years ago.
 

Drakron

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May 19, 2005
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6,326
He's a hologram, like "Father" from Equilibrium. The real Sid Meier died years ago.

No,we dont have the technology for that yet, its actually CG ... look at how far away he is from the interviewer so you dont notice.
 

Norfleet

Moderator
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Jun 3, 2005
Messages
12,250
I predict that this will turn out to be very much like a jet engine: It'll suck and blow.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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Sid Meier: "In our dreams we pull in strategy game players, we pull in action players, we pull in RPG players."

This is going to end well.
 

spectre

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Oct 26, 2008
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The good stuff I see:
(o) Gameplay based on flanking and supression - too early to judge that, but if it's true, this changes the gameplay significantly, for the better, imo, unless they fuck it up with cover being much too resilent etc. etc.
(o) LoS and fog of war rules seems to be implemented. Hey, after the recent JA, it's not a given anymore.
(o) Perk based char development - ideally, I'd like to keep the learning by doing system in place as well, but at least it should take away the grind exploits.
(o) Most soldiers on screenies have max HP<20, which is promising when it comes to lethality. A lot depends on the efficiency of cover and actual weapon damage, though.
(o) Thin men actually look like a good adition to the unit mix IMO.
(o) Environments look destructible, question is, are they destructive enough?

Shit I'm indifferent about:
(o) Discarding ammo mags - they will be missed, yeah, fuck you firaxis, supply and logistics actually IS a biggie in the strategy game genre.
Although, I have to concede that should mostly matter for grenades and explosives.
(o) No more TUs. to be fair, not a lot was lost, gameplay wise. Firing costs in the original were % values, so the TU's mostly mattered for movement range and kneeling.
I suspect they'll recover most of the tactical depth through perks, though kneeling seems to be gone for good, as soldiers will hug cover automatically, from what I gather.
(o) Only one Xcom base - ok, what the fuck had just happened here?
(o) Mutons Where do I start, first of all, they seem like a cross-breeed between wargoths from Aftershock and protos. Also, I grow tired with the "warlike, tribal footsoldiers trope". Seriously, if they also happen to be highly spiritual to boot, I'm going to puke on somebody's face.
Still, nothing fundamentally bad here, they just rub me the wrong way.

The alarming shit:
Yeah, looking at the available screenies and info I only have one big gripe about this new Xcom: the number of units. I know the ADD kids today cannot into controlling more than 12 unitsat a time, but if it only has, like, 6 soldiers per mission, it'll be a dissapointment.
First of all, if there's only a handful of soldiers per mission, I think it's safe to assume that we cannot expect the casualty rate of the originals.

The part where I do wishful thinking:
No screenies from air combat, from what I saw. Hopefully it didn't got axed entirely.
Civ 4 was very moddable. Civ 5 may have been moddable if it wasn't shit and nobody was interested.
Here's hoping Firaxis learnt from the mistake that was Civ 5 and Xcom will be more like the former. Still, it most likely just runs on a heavily modified Civ engine, so the possibility is there.
Also, the obligatory: mods'll fix it, rite??!


But, I should know better, Civ 5 also looked good on the previews but turned out shite.
 

spectre

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I stand corrected. Still, UE3 should be quite accessible to modders. Here's hoping they don't forget to support the community this time.
 
Joined
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Messages
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Discarding ammo mags - they will be missed, yeah, fuck you firaxis, supply and logistics actually IS a biggie in the strategy game genre.
Although, I have to concede that should mostly matter for grenades and explosives.

Explosives are unlimited? Well, time to give everyone rocket launchers and activate easy mode.

I stand corrected. Still, UE3 should be quite accessible to modders. Here's hoping they don't forget to support the community this time.

There's hundred of games based on the UE3 engine and the only one I know of that actually has a supported modding community (meaning players don't have to reverse engineer everything on their own) is UE3 itself. I've heard that Epic has some kind of contractual restrictions on modding in licensed games that prevent modding tools from being supplied or something.
 

Forgotten Friend

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Jan 20, 2012
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Slain by a mudcrab
In most engines you don't get to redistribute modding tools. Also some companies are just assholes and hate modders, for no reason that makes any sense. Fuck you for making us look bad! Or something.
 

Lonely Vazdru

Pimp my Title
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Agen
In the world of XCOM Enemy Unknown, players will need much more than brute strength and Rambo tactics.
You don't seem to want to accept the fact you're dealing with an expert in guerrilla warfare, with a man who's the best, with guns, with knives, with his bare hands. A man who's been trained to ignore pain, ignore weather, to live off the land, to eat things that would make a billy goat puke. In Vietnam his job was to dispose of enemy personnel. To kill! Period! Win by attrition. Well Rambo was the best.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
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Damn, I'm fucking retarded on the topic of engines today.

Well, time to give everyone rocket launchers and activate easy mode.
That was my first thought, but then I thought: what about grenades? Wouldn't make a shred of sense for them to be unlimited. Which has lead me to a conclusion that they'll probably limit th use of HE somehow.
Unless they don't. Which is retarded. Or they ditch grenades altogether, which is sad news AND retarded.
 

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