Would be great if they had just based the combat on Frozen Synapse
Also insane. I love Frozen Synapse, but it's a different kind of TBS, yo.
Would be great if they had just based the combat on Frozen Synapse
Also insane. I love Frozen Synapse, but it's a different kind of TBS, yo.
Yep. Watching the video interview with the devs I got the strong impression that big critics were present in the dev/design team from the start, at all levels. If there's a criticism that GAF can come up with then it's probably already been heard internally.
Having said that I do know that lead designers are known to ignore criticism sometimes. We'll see....
I dunno, Frozen Synapse loses something as a single-player game. The way you can never truly lock down a kill makes it more of a mind game than XCOM and it's far more interesting in multiplayer.They would have to slow it down of course, just the basics of choosing where to look and time management.
"Other notable gameplay changes mentioned: no more Aimed/Snap/Auto shots, but there are two special abilities you can choose between at each level up that add more actions (the example is a choice the sniper gets: 'Squad Sight which lets him fire at any enemy a squadmate can see, or Snap Shot which lets him take a quick shot after moving, an ability normally restricted from sniper rifles)."
Not even a gameplay video, and you've decided it's dumbed down. That must be a new record.OK, those two things have confirmed my worst fears, it's pretty much 'My First X-com'. The more I read the more it is clear that this game has been dumbed down. Perhaps not for console gamers specifically, but certainly to cater for what they perceive as modern gamers who can't handle depth. Not saying they're wrong BTW, they'll probably make more money this way, but it's certainly not the game I was hoping it would be.
They seem to have approached the game design from a "Shooting aliens is cool! Let's make a squad shooter!" angle, rather than a "X-com was an AWESOME game, what made it so?" point of view. I imagine they would argue that there is no appetite anymore for hard games where setbacks were actually damaging, but I would point them in the direction of Demon's/Dark Souls.
As for the four guys only at first thing, ignoring that that makes no sense from a storyline point of view, for me it pretty much confirms that your soldiers will be death machines straight from the off (at least compared to the original), if they'd kept the original balance you'd lose every mission you started.
Just so, so disappointed, and thank f*ck for Xenonauts.
Not even a gameplay video, and you've decided it's dumbed down. That must be a new record.
Not even a gameplay video, and you've decided it's dumbed down. That must be a new record.
STUFF
Fixed!fuck
I don't see where it is stated such a perk is required to do that. It's possible, but you have some reading comprehension and jump to conclusion issues.If you remember the original EVERY squad member had that 'perk' as you could tell anyone to fire anywhere. If they need a perk to do it does that mean you can only fire directly at aliens you can see? So no more shooting down walls to get access to a LOS?
As for the four guys only at first thing, ignoring that that makes no sense from a storyline point of view, for me it pretty much confirms that your soldiers will be death machines straight from the off (at least compared to the original), if they'd kept the original balance you'd lose every mission you started.
I don't see where it is stated such a perk is required to do that. It's possible, but you have some reading comprehension and jump to conclusion issues.
It'll probably be much harder for an Xcom agent to get gunned down - and incidentally, they'll be far more effective against the aliens, since you're handling a much smaller team.
This doesn't mean it'll be a worse off game - just that the flow of the game will be a radical departure from the originals. I imagine they're doing this not to scare off new players to the franchise.
No, more like it indicates weapons have limited range and the perk likely improves the range when you've someone spotting. It's a sniper only perk anyway.OK, now you're just trolling me. In the original anyone could do what the perk now allows the sniper to do. The implication being that without the perk the sniper is unable to do it.
No, more like it indicates weapons have limited range and the perk likely improves the range when you've someone spotting. Alternatively, it improves accuracy. It's a sniper only perk anyway.
Yes I bought the original and the sequel at release, yawnWhy would it improve the effective range of a gun, that makes no sense?
Out of interest, have you actually played the original?
Anyway, even if what you are saying is true, that is *another* huge change to the formula.
Why would it improve the effective range of a gun, that makes no sense?
Out of interest, have you actually played the original?
Anyway, even if what you are saying is true, that is *another* huge change to the formula.
In the very text you quoted before complaining. It's implied that this particular choice is for snipers only. Other classes presumably have different upgrade decisions to make.EDIT: Also, where does it say it is a 'sniper only' perk?
In the very text you quoted before complaining. It's implied that this particular choice is for snipers only. Other classes presumably have different upgrade decisions to make.
I somehow can understand why they changed the system though.If you remember the original EVERY squad member had that 'perk' as you could tell anyone to fire anywhere. If they need a perk to do it does that mean you can only fire directly at aliens you can see? So no more shooting down walls to get access to a LOS?
Also, I never said they'd 'raped and mutilated' the Xcom formula (that's the only hyperbole I see here), I'm making conclusions based on the facts available that they have changed the formula enough that it is not what I would want from a 'remake'. It could still be a great, fun game and that's fine, but it won't be great and fun for the same reasons as the original.
No they have not. Nowhere has it been said you can't target fire walls without a perk for instance.Or they could share certain perks between classes, we don't know, as you say it's merely an implication. The things I 'complained' about have been stated as facts.
So my idea of going into blackout mode has already failed. Going to pre-order xenonauts this evening to get my xcom fix.
If you remember the original EVERY squad member had that 'perk' as you could tell anyone to fire anywhere. If they need a perk to do it does that mean you can only fire directly at aliens you can see? So no more shooting down walls to get access to a LOS?
Also, I never said they'd 'raped and mutilated' the Xcom formula (that's the only hyperbole I see here), I'm making conclusions based on the facts available that they have changed the formula enough that it is not what I would want from a 'remake'. It could still be a great, fun game and that's fine, but it won't be great and fun for the same reasons as the original.
No they have not. Nowhere has it been said you can't target fire walls without a perk for instance.
Can you explain why the perk system is bad? Does it not add depth to the game? Now I'm not under any illusion that the game will be any deeper in this area (or likely any other), but you have to explain why changes are bad and not just saying it's bad because it's different.
Can you explain why the perk system is bad? Does it not add depth to the game? Now I'm not under any illusion that the game will be any deeper in this area (or likely any other), but you have to explain why changes are bad and not just saying it's bad because it's different.
Looks like perk system is just drip feeding you abilities that your soldiers should have just from using the equipment they have. Fake feeling of progression rather than emergent complexity and player mastery.
But in the original game, your soldiers' stats improved over time. This is just as logical if you ask me.Looks like perk system is just drip feeding you abilities that your soldiers should have just from using the equipment they have. Fake feeling of progression rather than emergent complexity and player mastery.
But in the original game, your soldiers' stats improved over time. This is just as logical if you ask me.
This isn't about the logical consistency of the the game world. It's like, in X-COM soldiers with bad stats can do everything that soldiers with good stats can do. Watch Gattaca. You can still beat the final mission with rookies with no armour and laser rifles, you just have to try harder and be luckier.
This is a nonsensical statement. You could just as well say Xcom rookies should be able to shoot relatively straight and have better accuracy. We also do not know enough about the character progression system to make any conclusions about the progression and "emergent complexity".Looks like perk system is just drip feeding you abilities that your soldiers should have just from using the equipment they have. Fake feeling of progression rather than emergent complexity and player mastery.
Certainly, I believe it is bad because it removes (or at least limits) choice, if not directly then certainly there is a risk it will do so indirectly. Two examples:
1 - Once you have a soldier limited to a class it makes it harder to reassign them to another role, a big part of Xcom for me was utilising the weapons of those who had fallen and trying out different people in different tactical roles.
2 - The temptation is there to spam the perk and so you're less likely to explore different tactics.
The genius of the original was that it gave you the freedom to approach things exactly how you wished as every decision was yours.
People are acting as if modern game design should not in any way influence a remake/re-imagining of a 19 year old game. It's just not realistic.If it is being dumbed down (and I assume it is not) it's not for consoles or because of console players. It's dumbed down to reach broader audience on PC/ consoles. Think Call of Duty players.
Well see you said you liked trying stuff in the original, whether it was a good idea or not (some characters are always better than others at certain things), but won't like to do that in the sequel because some characters will be better at certain things than othersHahaha, I was playing it wrong! Who knew?
Can't be arsed defending my right to have an opinion any more so I'll just say I wish this game all the success in the world, and fingers crossed its success might spawn a sequel that fulfills my personal wishes.
Hahaha, I was playing it wrong! Who knew?
Can't be arsed defending my right to have an opinion any more so I'll just say I wish this game all the success in the world, and fingers crossed its success might spawn a sequel that fulfills my personal wishes.
People are acting as if modern game design should not in any way influence a remake/re-imagining of a 19 year old game. It's just not realistic.
Forgot to mention, the new screens are excellent, the new geoscape in particular.
Well see you said you liked trying stuff in the original, whether it was a good idea or not (some characters are always better than others at certain things), but won't like to do that in the sequel because some characters will be better at certain things than others
It's not only not realistic but also not something a lot people would want. There is stuff that needs changing, but there are always absolute hardliners that want absolute everything to be the same.
But even if that is the case, that doesn't change with the perk systemUFO often isn't about finding who is the best at something and having them do it. It's about who has the opportunity to do something and what sort of last ditch plan you can put together with what is left.