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New X-Com incoming

Tails

Arbiter
Joined
Nov 25, 2007
Messages
1,674
Silellak said:
It doesn't matter if it's a good game, the question is, why are they using the name of the X-Com franchise? Do they really have so little faith in their own game that they can't simply start a new franchise that's "inspired by" the lore of X-Com? Fucking cowards. At least Interceptor and Enforcer, as shitty as they were, were billed as spin-offs rather than "sequels" or "re-imaginings" or "shameless cash-ins on brand names that hold nostalgic value."
It's easier to use the old, owned franchise and take part of it and include in game and rest cut-out or modify for current next-gen! needs. You can even get older fans of the franchise interested in game, and it did work. I can bet that if the game was named otherwise, none X-Com fan site would be interested.
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
Tails said:
Silellak said:
It doesn't matter if it's a good game, the question is, why are they using the name of the X-Com franchise? Do they really have so little faith in their own game that they can't simply start a new franchise that's "inspired by" the lore of X-Com? Fucking cowards. At least Interceptor and Enforcer, as shitty as they were, were billed as spin-offs rather than "sequels" or "re-imaginings" or "shameless cash-ins on brand names that hold nostalgic value."
It's easier to use the old, owned franchise and take part of it and include in game and rest cut-out or modify for current next-gen! needs. You can even get older fans of the franchise interested in game, and it did work. I can bet that if the game was named otherwise, none X-Com fan site would be interested.
I dunno, they probably could've heavily-pimped it as a "influenced by" or even "spiritual successor to" X-Com and gotten almost as much attention, without enduring the general outcry from much of the gaming community.

Hell, just making it a spin-off prequel probably would've avoided much of the Hate Parade.
 

Tails

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Joined
Nov 25, 2007
Messages
1,674
Silellak said:
I dunno, they probably could've heavily-pimped it as a "influenced by" or even "spiritual successor to" X-Com and gotten almost as much attention, without enduring the general outcry from much of the gaming community.

Hell, just making it a spin-off prequel probably would've avoided much of the Hate Parade.
Seriously, I think they don't give a flying fuck about hate parade, since their target would be happy with any X-Com games, all those haters like us are smaller group. Like annoying flies.
 
Joined
Sep 4, 2009
Messages
3,520
Tails said:
Seriously, I think they don't give a flying fuck about hate parade, since their target would be happy with any X-Com games, all those haters like us are smaller group. Like annoying flies.

No, I think they really underestimated the hate parade. Kotaku is pretty much the most mainstream site I read and even they seem to have at least a 5:1 ratio of people who just know this game is going to be a shitty rip off.

Granted, it will still probably sell just fine to the strictly consolefags who buy anything that is advertised enough. But I think it will be interesting to see what a large backlash of negative feedback from the PC side will do to console sales. This is far more then Fallout 3 every got.
 

Tails

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Messages
1,674
Overweight Manatee said:
Granted, it will still probably sell just fine to the strictly consolefags who buy anything that is advertised enough. But I think it will be interesting to see what a large backlash of negative feedback from the PC side will do to console sales. This is far more then Fallout 3 every got.
Hm, maybe it will be the same situation like with new AvP game (from wiki):
Reception said:
Aliens vs. Predator has received mixed reviews from critics, and currently holds a 64.25% at GameRankings.[13] Metacritic rates the game at a similar 64%,[14] 66%,[15] and 68%[16] for the Xbox 360, PS3, and PC versions respectively. GamingShogun asked how Rebellion could have made such a lackluster title after creating the incredible, first AvP title.[23] Official Xbox Magazine praised the game for its 'Superb atmosphere' and 'Unique multiplayer', but criticized the odd melee system and how the marines could knock back an alien, relieving some of the atmosphere.(...)
Sales said:
Despite its mixed critical reception, Aliens vs. Predator debuted at number one on the UK all formats chart. [24] It is currently the fastest-selling game of 2010 in the UK, a record previously held by BioShock 2.[25] It was also the best-selling game on Steam, as well as on the retail PC charts.[26][27]
No comments needed to this part.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,701
Silellak said:
Hell, just making it a spin-off prequel probably would've avoided much of the Hate Parade.

Words prequel, or franchise, suggest story which that game didn't have.



Actually FPS doesn't need to be bad as long as they will add a proper AI, which however needs psychomodeling, as a common aimbot will look horribly in that game. Panicking and other stuff was common, and it was one of its charms.
 
Joined
Sep 4, 2009
Messages
3,520
Tails said:
Hm, maybe it will be the same situation like with new AvP game (from wiki):
Reception said:
Aliens vs. Predator has received mixed reviews from critics, and currently holds a 64.25% at GameRankings.[13] Metacritic rates the game at a similar 64%,[14] 66%,[15] and 68%[16] for the Xbox 360, PS3, and PC versions respectively. GamingShogun asked how Rebellion could have made such a lackluster title after creating the incredible, first AvP title.[23] Official Xbox Magazine praised the game for its 'Superb atmosphere' and 'Unique multiplayer', but criticized the odd melee system and how the marines could knock back an alien, relieving some of the atmosphere.(...)
Sales said:
Despite its mixed critical reception, Aliens vs. Predator debuted at number one on the UK all formats chart. [24] It is currently the fastest-selling game of 2010 in the UK, a record previously held by BioShock 2.[25] It was also the best-selling game on Steam, as well as on the retail PC charts.[26][27]
No comments needed to this part.

Wow, so even the xbawkz sites hated it. Why do developers even bother bribing reviewers any more when spending 1 million on advertising on any junk guarantees you will make 5 million in profit?
 

Zeus

Cipher
Joined
Apr 25, 2008
Messages
1,523
Martin Niemöller said:
They came first for Shadowrun
and I didn't speak up because I wasn't a Shadowrun fan

They came first for Fallout
and I didn't speak up because I wasn't a Fallout fan

Then they came for Syndicate,
and I didn't speak up because I wasn't a Syndicate fan

Then they came for X-Com
and by that time no one was left to speak up.
 

CrimHead

Scholar
Joined
Jan 16, 2010
Messages
3,084
I am very butthurt about the new christmas story, robin hood, and sherlock holmes movies
 

Multi-headed Cow

Guest
Hey, you cut that out. The Sherlock Holmes movie was great.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Tails said:
Silellak said:
I dunno, they probably could've heavily-pimped it as a "influenced by" or even "spiritual successor to" X-Com and gotten almost as much attention, without enduring the general outcry from much of the gaming community.

Hell, just making it a spin-off prequel probably would've avoided much of the Hate Parade.
Seriously, I think they don't give a flying fuck about hate parade, since their target would be happy with any X-Com games, all those haters like us are smaller group. Like annoying flies.
They have really fucked it up this time.

It isn't Fallout or a similar game that has a compelling setting. This game is/was played mostly for its mechanics and atmosphere. The setting really got developed only in X-Com3.
 

Tails

Arbiter
Joined
Nov 25, 2007
Messages
1,674
Awor Szurkrarz said:
It isn't Fallout or a similar game that has a compelling setting. This game is/was played mostly for its mechanics and atmosphere. The setting really got developed only in X-Com3.
Apocalypse could be really awesome tactical game but sadly, it was released in unfinished state, since Mythos bite more then they could chew.

btw. some user on StrategyCore, named hot22shot posted this:
OK guys I have some intel to share with you.

Yesterday CanardPC (a french newspaper, http://www.canardpc.com) published a first look about this news Xcom game.

I'm reading the article right now so this will be short :

- No world map : There's a USA map (with a 50s' style) for selecting the missions.
- Research & production : yes.
- Base management : yes.
- Team management : yes.
- Choice of the next missions : yes.
- No control of your teammate during the mission (in the demo, this may change)

It seems like you can goof around in your base between the mission (in first person view).

EDIT :

- The demo was running on an XBox360.
- You play as the chief of operation of the base between the mission.
- The choice of the played mission will impact the game.
- In the demo, lots of area of the base were off limits.
- During the missions you can take photos (research ?).
- The game is due for release in a little more than a year.
Can any French Codexer confirm this?
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Tails said:
Awor Szurkrarz said:
It isn't Fallout or a similar game that has a compelling setting. This game is/was played mostly for its mechanics and atmosphere. The setting really got developed only in X-Com3.
Apocalypse could be really awesome tactical game but sadly, it was released in unfinished state, since Mythos bite more then they could chew.
Well, they have left it in the unfinished state and decreased the brutality of combat, both when it comes to sound and to mechanics.
Not to mention weird stuff like powered armour being weaker than a normal armour O_o .
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Silellak said:
It doesn't matter if it's a good game, the question is, why are they using the name of the X-Com franchise? Do they really have so little faith in their own game that they can't simply start a new franchise that's "inspired by" the lore of X-Com? Fucking cowards. At least Interceptor and Enforcer, as shitty as they were, were billed as spin-offs rather than "sequels" or "re-imaginings" or "shameless cash-ins on brand names that hold nostalgic value."

You perfectly know how it works. When was the last time you've seen a new setting in a game? 10 years ago?
But X-Com... Kids don't know what X-Com is but they've heard big men fapping to it and it has aliens. So let's just make another crappy "marines vs. aliens" shooter and call it something that is "legendary"
 

Wirdschowerdn

Ph.D. in World Saving
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Clogging the Multiverse with a Crowbar
Someone over the 2K forums got the OXM June issue and has written down some details:

XCOM OXM Cover Story June 2010 48-55:

-It all starts in a secret underground base beneath an air force hangar somewhere in the US.

-This hangar is your home, and it’s the center of your team’s operations. We’re not quite sure how Carter ended up in the FBI trailing unexplained phenomomena-2K AU guys would only say that the agent has a “checkered past”.

-It’s clear from a quick lap around the facility (run by brilliant Dr Goldberg) that something at the Bureau buzzing.

-A team of people in one glass-walled corner are busy listening to radio transmissions, searching for intel that might be useful in your mission.

-In another area tech expert Malcolm Quinn-the Q to your James Bond-is busy assembling your next gadgets in his search lab, aided by a team of engineers.

-In the planning room, meanwhile, it’s time to take the intelligence you’ve acquired and decide your next move. Which lead your should pursue? Something strange is a foot-something not of this earth. Carter is seeking evidence of extraterrestrial activity, be it biological or elemental-the latter referring to Elerium, a potent energy source that powers the entire underground facility and is sought by the US govt for the use of weapons apps.

-Examining the large US map on the wall, we have the option of heading to Wichita, Kansas; Bangor, Maine; or Flagstaff, Arizona. 2K promises that each mission will offer a range of choices of where to go and because the game unfolds in quasi-real time, picking one mission might cause you to miss out on others. In gaming terms that means the leads in towns you pass up might go cold by the time you return from the location you do visit.

-This setup should diversify the campaign experience, giving you and your friends completely different stories to share about your play-troughs. In our demo, we made our way to the Grand Canyon State to check out reports of “swarming insects’-a hint that our precious Elerium was nearby.

-You will be joined in all missions by fellow FBI agents. In Flagstaff for example Agents Jonas and Frank tag along. Though 2K claims that the agents presence is part of a tactical-management angle meant to hearken back to the original X-COM strategy games, we didn’t see the ability to issue any sort of squad orders-like basic “go there” commands, for example-in our demo. But the game is still very early in development.

-Nor did 2k Au provide any further details about your pals, like the possibility of leveling them up or whether they will simply be replaced by two more generic grunts in the next mission if they happen to be killed.

-For now though it’s FBI cohorts Frank and Jonas providing the extra eyes and ears as we park our boat like cruiser at the end of the residential zone’s cul de sac. Working our way back up the street on foot, we make our first strange observation; the streets are completely empty. Where is everyone? It’s sunset sure, -Northern Arizona’s gorgeous early twilight sky is rendered beautifully by the same Unreal Engine 3 tech that powered Bioshock-but hardly late enough for any sort of curfew to have kicked into effect.

-Pulling out the in-game map and notepad to see our mission goals and decide our next move, the 2K AU crew take advantage of this quiet time to tell us you ‘ll be able to leave a mission anytime you want.

-The level zones are huge, but if you want to poke your head into just one house, find a bit of intel, and go home unscathed, you can do that. The tradeoff, though, is that you lose out on other potential intelligence hidden around the area, and crucially, you’ll miss any opportunities to gather precious Elerium. Eventually clarifies lead designer Ed Orman ominously, “You do have to leave no matter what. “

-In the quaint Flagstaff neighborhood, Carter and Co come across a rather impressive two-story house halfway down the street. According to the mailbox in front the Sweeter family live inside. But, clearly, something’s gone sour. A dark grayish black trail of….something leads from the front yard into the back through the gate.

-All is quite in the backyard except for some odd sounds-foreign noises made even more eerie silence permeating the entire neighborhood-and the continued trail of residue running up the side of the white house. A red lawnmower lies on its side. Still running, its exposed blades remain spinning, ready to slice and dice anyone-or anything-that gets too close. Here, we receive our first look at XCOM’s unique array of gadgets.

-Dr Goldeberg really outdid himself; in Carter’s left hand is a Petrie dish containing what appears to be a living, nebulous sample of the black, inky residue that led us to the Sweeter’s backyard. It’s as if someone captured Spider Man’s Venom in a glass sphere. Plugged into the dish are electrical leads connected to a battery-fed compass in Carter’s other hand.

-As we move closer to the trail of goo the electronically stimulated contents of the dish vibrate wildly. Because the substance wants to combine with itself whenever possible, the gadget ends up guiding you closer and closer to the source of the gooey material.

-We move through the backyard toward the opposite side. The black stuff begins to react even more violently, leading us straight over and through a doghouse to a grassy patch behind some bushes in the back of the property. On a different day we’d stop to admire the scenic view of the valley below, just as a man standing there was doing, camera in had. But this isn’t that day; the man with the camera lies dead next to his tripod, coated in black nastiness. Ironically it is now our job to photograph him to document the incident for Goldberg, Quinn, and crew to study for precious intel.

-With the goo compass spastic and the trail of horror getting worse it’s obvious we’re close to something. Heading towards the home’s side entrance we finally glimpse it; a big black glob of goo. You quickly put away your compass for a loaded shotgun. You and your two pals unload pellet blasts into the extraterrestrial substance. It shrieks and breaks into smaller-but-still-very-much alive pieces and immediately starts to reform. A good ol-fashioned lead diet, it seems, is only going to slow down this alien invader, not stop it.

-Your man carter plunges his hand into his pocket to pull out another Goldberg contraption.: the Blobatov (aka a goo grenade rigged to catch fire when shattered), The dichotomy of its visual appearance is almost laughable: a clear glass sphere containing a radically advanced alien substance, rigged up as a grenade with primitive analog 50s’ era switches and misc hardware. Still, it proves satisfyingly effective when you throw it into the goo. The orb shatters, the goo ignites, and the entire tar like mass evaporates in a flash of fire and ear piercing, terrorizing shriek o what must be pure pain.

-One blob is down, but we still have to fine Elerium before we flee Flagstaff. Our sense of dread intensifies as we move through the house. In these close quarters and tight hallways, we’d have a difficult time dodging the goo if any of it leaps out at us here. We follow a slime trail upstairs and discover the nursery, complete with mutilated mom and no baby. There is no Elerium either.

-With Frank and Jones at our back we move back downstairs and toward the front door. Remember how we’d come in through the side? A wise decision as three blobs ambush us in the living room! One gloms onto Frank. He tries to pull it off, but at the end of the battle we find his body lifeless beneath an end table with a knocked over lamp on his head. Carter and Jones manage to fight off the springy alien tar with shotguns and Blobatovs, but not before being dragged to the brink of death in the process. Still in search of Eleriu, we move outside and head up the street; that’s when the vortex appears in the sky and the Titan monolith shows up.

--Jones by our side, we streak in the opposite direction, our health’s low, ammo scarce, and a giant stone alien death ray is on our tails…but we still have options. We could leave now with our lives intact, but returning to the base empty-handed after everything would be a waste. We turn into one more backyard.—if only to shake the Titan from our trail—and we see it on a random back porch: Elerium.

-Looking like Mayan relic designed by Frank Loyd Wright, the element’s nearly within our grasp, save for the swirling goo shield protecting it. We blast the goo with our shotguns, reluctant to risk bombing the Elerium with a Blobatav. Three blobs vacate the Elerium block and attack, and after another fierce battle and a few more Blobatav-induced immolations we finally collect what we came for. But where’s Jones? Is he dead or alive? Not out of the woods yet the Titan is cresting over the roof of the house like the morning sun, resuming its quest to vaporize us. We’ve come so close to death we can feel the hairs on the backs of our necks singe, but as described earlier, we make it to the care and escape.



But where’ll XCOm take us next? Some weird animal killings were recorded in Bangor, Maine, and we didin’t get to check them our before heading to Arizona. If the case is still active we have some investigating to do.


-As intense as it is, the Flagstaff incident is merely one of XCOM’s grab-bag missions. Orman suggests that every mission you go on will play differently.

Judge for yourself, you cranky little whiners.
 

Multi-headed Cow

Guest
Sounds like a tense and unique first person shooter with a suspense-filled narrative.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,493
Location
Djibouti
Heading towards the home’s side entrance we finally glimpse it; a big black glob of goo.

WOWOWOWOWOWOWOWOWOW

Also, I wonder if all levels will be loaded with dozens of breakable barrels full of ELERIUM!1
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,508
Location
Swedish Empire
Morgoth said:
Someone over the 2K forums got the OXM June issue and has written down some details:

XCOM OXM Cover Story June 2010 48-55:

-It all starts in a secret underground base beneath an air force hangar somewhere in the US.

-This hangar is your home, and it’s the center of your team’s operations. We’re not quite sure how Carter ended up in the FBI trailing unexplained phenomomena-2K AU guys would only say that the agent has a “checkered past”.

-It’s clear from a quick lap around the facility (run by brilliant Dr Goldberg) that something at the Bureau buzzing.

-A team of people in one glass-walled corner are busy listening to radio transmissions, searching for intel that might be useful in your mission.

-In another area tech expert Malcolm Quinn-the Q to your James Bond-is busy assembling your next gadgets in his search lab, aided by a team of engineers.

-In the planning room, meanwhile, it’s time to take the intelligence you’ve acquired and decide your next move. Which lead your should pursue? Something strange is a foot-something not of this earth. Carter is seeking evidence of extraterrestrial activity, be it biological or elemental-the latter referring to Elerium, a potent energy source that powers the entire underground facility and is sought by the US govt for the use of weapons apps.

-Examining the large US map on the wall, we have the option of heading to Wichita, Kansas; Bangor, Maine; or Flagstaff, Arizona. 2K promises that each mission will offer a range of choices of where to go and because the game unfolds in quasi-real time, picking one mission might cause you to miss out on others. In gaming terms that means the leads in towns you pass up might go cold by the time you return from the location you do visit.

-This setup should diversify the campaign experience, giving you and your friends completely different stories to share about your play-troughs. In our demo, we made our way to the Grand Canyon State to check out reports of “swarming insects’-a hint that our precious Elerium was nearby.

-You will be joined in all missions by fellow FBI agents. In Flagstaff for example Agents Jonas and Frank tag along. Though 2K claims that the agents presence is part of a tactical-management angle meant to hearken back to the original X-COM strategy games, we didn’t see the ability to issue any sort of squad orders-like basic “go there” commands, for example-in our demo. But the game is still very early in development.

-Nor did 2k Au provide any further details about your pals, like the possibility of leveling them up or whether they will simply be replaced by two more generic grunts in the next mission if they happen to be killed.

-For now though it’s FBI cohorts Frank and Jonas providing the extra eyes and ears as we park our boat like cruiser at the end of the residential zone’s cul de sac. Working our way back up the street on foot, we make our first strange observation; the streets are completely empty. Where is everyone? It’s sunset sure, -Northern Arizona’s gorgeous early twilight sky is rendered beautifully by the same Unreal Engine 3 tech that powered Bioshock-but hardly late enough for any sort of curfew to have kicked into effect.

-Pulling out the in-game map and notepad to see our mission goals and decide our next move, the 2K AU crew take advantage of this quiet time to tell us you ‘ll be able to leave a mission anytime you want.

-The level zones are huge, but if you want to poke your head into just one house, find a bit of intel, and go home unscathed, you can do that. The tradeoff, though, is that you lose out on other potential intelligence hidden around the area, and crucially, you’ll miss any opportunities to gather precious Elerium. Eventually clarifies lead designer Ed Orman ominously, “You do have to leave no matter what. “

-In the quaint Flagstaff neighborhood, Carter and Co come across a rather impressive two-story house halfway down the street. According to the mailbox in front the Sweeter family live inside. But, clearly, something’s gone sour. A dark grayish black trail of….something leads from the front yard into the back through the gate.

-All is quite in the backyard except for some odd sounds-foreign noises made even more eerie silence permeating the entire neighborhood-and the continued trail of residue running up the side of the white house. A red lawnmower lies on its side. Still running, its exposed blades remain spinning, ready to slice and dice anyone-or anything-that gets too close. Here, we receive our first look at XCOM’s unique array of gadgets.

-Dr Goldeberg really outdid himself; in Carter’s left hand is a Petrie dish containing what appears to be a living, nebulous sample of the black, inky residue that led us to the Sweeter’s backyard. It’s as if someone captured Spider Man’s Venom in a glass sphere. Plugged into the dish are electrical leads connected to a battery-fed compass in Carter’s other hand.

-As we move closer to the trail of goo the electronically stimulated contents of the dish vibrate wildly. Because the substance wants to combine with itself whenever possible, the gadget ends up guiding you closer and closer to the source of the gooey material.

-We move through the backyard toward the opposite side. The black stuff begins to react even more violently, leading us straight over and through a doghouse to a grassy patch behind some bushes in the back of the property. On a different day we’d stop to admire the scenic view of the valley below, just as a man standing there was doing, camera in had. But this isn’t that day; the man with the camera lies dead next to his tripod, coated in black nastiness. Ironically it is now our job to photograph him to document the incident for Goldberg, Quinn, and crew to study for precious intel.

-With the goo compass spastic and the trail of horror getting worse it’s obvious we’re close to something. Heading towards the home’s side entrance we finally glimpse it; a big black glob of goo. You quickly put away your compass for a loaded shotgun. You and your two pals unload pellet blasts into the extraterrestrial substance. It shrieks and breaks into smaller-but-still-very-much alive pieces and immediately starts to reform. A good ol-fashioned lead diet, it seems, is only going to slow down this alien invader, not stop it.

-Your man carter plunges his hand into his pocket to pull out another Goldberg contraption.: the Blobatov (aka a goo grenade rigged to catch fire when shattered), The dichotomy of its visual appearance is almost laughable: a clear glass sphere containing a radically advanced alien substance, rigged up as a grenade with primitive analog 50s’ era switches and misc hardware. Still, it proves satisfyingly effective when you throw it into the goo. The orb shatters, the goo ignites, and the entire tar like mass evaporates in a flash of fire and ear piercing, terrorizing shriek o what must be pure pain.

-One blob is down, but we still have to fine Elerium before we flee Flagstaff. Our sense of dread intensifies as we move through the house. In these close quarters and tight hallways, we’d have a difficult time dodging the goo if any of it leaps out at us here. We follow a slime trail upstairs and discover the nursery, complete with mutilated mom and no baby. There is no Elerium either.

-With Frank and Jones at our back we move back downstairs and toward the front door. Remember how we’d come in through the side? A wise decision as three blobs ambush us in the living room! One gloms onto Frank. He tries to pull it off, but at the end of the battle we find his body lifeless beneath an end table with a knocked over lamp on his head. Carter and Jones manage to fight off the springy alien tar with shotguns and Blobatovs, but not before being dragged to the brink of death in the process. Still in search of Eleriu, we move outside and head up the street; that’s when the vortex appears in the sky and the Titan monolith shows up.

--Jones by our side, we streak in the opposite direction, our health’s low, ammo scarce, and a giant stone alien death ray is on our tails…but we still have options. We could leave now with our lives intact, but returning to the base empty-handed after everything would be a waste. We turn into one more backyard.—if only to shake the Titan from our trail—and we see it on a random back porch: Elerium.

-Looking like Mayan relic designed by Frank Loyd Wright, the element’s nearly within our grasp, save for the swirling goo shield protecting it. We blast the goo with our shotguns, reluctant to risk bombing the Elerium with a Blobatav. Three blobs vacate the Elerium block and attack, and after another fierce battle and a few more Blobatav-induced immolations we finally collect what we came for. But where’s Jones? Is he dead or alive? Not out of the woods yet the Titan is cresting over the roof of the house like the morning sun, resuming its quest to vaporize us. We’ve come so close to death we can feel the hairs on the backs of our necks singe, but as described earlier, we make it to the care and escape.



But where’ll XCOm take us next? Some weird animal killings were recorded in Bangor, Maine, and we didin’t get to check them our before heading to Arizona. If the case is still active we have some investigating to do.


-As intense as it is, the Flagstaff incident is merely one of XCOM’s grab-bag missions. Orman suggests that every mission you go on will play differently.

Judge for yourself, you cranky little whiners.

200 bucks that there will be a token big-chested love interest in the game too.
 

Tails

Arbiter
Joined
Nov 25, 2007
Messages
1,674
Similar thing like the did with Interceptor - taking part of stuff from previous ones, adding new silly sounding stuff. In situation of this new game they don't even stick to canon.
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
Morgoth said:
Judge for yourself, you cranky little whiners.
I'm just trying to figure out what the fuck any of that had to do with X-COM, besides the word "Elerium".

Honestly, some of the gameplay ideas sound interesting enough - dependent largely on how much they stick to their guns about the "pseudo-realtime mission system", and just how much room the player is given to fail - but it still has absolutely nothing to do with X-COM.
 

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