Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
I am just talking shit.
Turn-based real-time popamole.
Look at the video another time. Even though it's allegedly a turn based game the action never stops even for a second, and it might as well run in real time.
It rather looks like a real time game with turn based gimmicks in between.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,537
Enjoy the Revolution! Another revolution around the sun that is. 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
I am just talking shit.
Turn-based real-time popamole.
Look at the video another time. Even though it's allegedly a turn based game the action never stops even for a second, and it might as well run in real time.
It rather looks like a real time game with turn based gimmicks in between.

I think that's just because the guys playing aren't really taking time to think between turns...
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
They're obviously trying to make the game look cool and visceral for the console crowd, assuming that existing fans of turn-based games are going to buy any shit they put out, since we're starved for choice anyway.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Yep, this game is going to fail hard. I suspect nearly all their sales will be to fans of the original who forget to research what they're actually buying.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Shadowrun, Banner Saga, Wasteland 2, are all looking to be tons better than "xcom".
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
Hm I was actually looking forward to a SCIE-FIE-SHOOTER, but this looks rather like something tactical .. o_O
Korrekt, this is a remake of very first X-COM which came out on the Playstation 1 back then. And this is KLASSISCHE RUNDENTAKTIK! :obviously:

Also des ist natürlich jetzt nicht äh .. du hattest damals ZEIIIT-Einheiten, du musstest des männätschen .. hattest sehr viel Kleingefutzel (das hattest du in dem Genre damals öfter mal) ..

SCIE-FIE-SHOOTER
KLASSISCHE RUNDENTAKTIK
ZEIT-EINHEITEN

KLEIN-GEFUTZEL

:lol:
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
I don't know. The problem with sci-fi is that realistic weapons would have ridiculous ranges that can't really be modeled by a TBS. Even in JA2 it's kind of retarded where 1 tile = 10 meters for weapon range purposes, but visually it appears to be more like 1.5m.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
I don't know. The problem with sci-fi is that realistic weapons would have ridiculous ranges that can't really be modeled by a TBS. Even in JA2 it's kind of retarded where 1 tile = 10 meters for weapon range purposes, but visually it appears to be more like 1.5m.

Interestingly, this irritated me in JA2 the first time I played, but I completely forgot about it.

A tactical TBS is always completely unrealistic. The world does not stop and work in time units.

Gameplay is much more important. And it works in any setting, scifi included. Just think of X-COM
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Yeah, but XCOM has a very goofy setting whereas JA is more or less realistic.

I guess another reason I don't like sci-fi is because it's depressing. I like to think there won't be any shooting in the future.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
It would work, believe me. There would be thousands of nice things never been done before.
I also think it should be retro future, the new sf shit is mostly retarded.
 

Lunac

Arcane
Joined
Apr 11, 2011
Messages
1,373
Location
Looking at the geoscape...
It would work, believe me. There would be thousands of nice things never been done before.
I also think it should be retro future, the new sf shit is mostly retarded.

Alternate history/timeline would be workable too. One where Aliens were behind the NAZI rise where NAZI Germany prevailed and won. Now, years or decades later as facade is falling away and Alien influence is becoming visible it is time to reclaim humanity's independence. Or one set back in early-mid 21st century where Cold War never ended and where Aliens finally cause a WW3 between Earth's nations, now possessing advanced weaponry by current contemporary standards, and then attack in the aftermath/ensuing chaos. Or one set back in late 20th century, say 1980s-1990s where the flu pandemic of 1918 wiped out 90% percent of the world population instead of just 40-50 million and where humanity has finally repopulated to a certain degree and achieved a high-tech Utopian society that abhors violence but has the knowledge and untapped potential to create incredible weaponry to fight the alien menace. The rush is on to build a military force that can contain the Alien invaders.

Shit I could keep going, but it would never happen. It will always take in contemporary timeline with Aliens vs. Space Marines theme. :(

...
..
.
 

sgc_meltdown

Arcane
Joined
May 8, 2003
Messages
6,000
I've always wished that freedom force was turn based. And more serious and contemporary, wildstormish.

Come on superhero squad turn based, class types, powers every fucking where, crazy fuckass plot plus expansions let's do it I am sick the fuck of tactical fantasy
 

20 Eyes

Liturgist
Joined
Nov 23, 2010
Messages
1,395
I've always wished that freedom force was turn based. And more serious and contemporary, wildstormish.

Come on superhero squad turn based, class types, powers every fucking where, crazy fuckass plot plus expansions let's do it I am sick the fuck of tactical fantasy

I loved the Freedom Force games. Turn-based FF would be amazing if done right. X-Com + Freedom Force = GOAT unrealized videogame.

Yeah, but XCOM has a very goofy setting whereas JA is more or less realistic.
I always thought JA was pretty goofy itself with the 80's action movie vibe it had. The thing is, the vibe didn't translate to the gameplay so I would forget it was there at times. If the gameplay matched, Mercs HP would be x5, enemy HP /5, enemy accuracy /1000, and each building would have a goon squad of a dozen incompetent henchmen waiting for you. A few enemies would be left untouched to act as captains. And maybe add an enemy merc squad composed of godless Soviets that you'd occasionally encounter. Ok, I'm just rambling now...
 

sgc_meltdown

Arcane
Joined
May 8, 2003
Messages
6,000
X-Com + Freedom Force

hrrmn, maybe a non-capey less idealised setting where volunteer soldiers/civilians are given plot superpower serum that turns them into post-humans to combat the alien menace

ordering up recruits and having to deal with their personal stat combos plus the randomised powers they had, perhaps balanced by not having more than one strong power in each individual, but multiple utility ones possible

fighting crazy high tech aliens in a destructable environment with said powers, huge alien shock creatures, large mechs with multiple weapons, targetable sub-parts and shields, being backed up by normal troops and vehicles on the ground fuck off mass effect this is the real shit
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
New genre: popamole TBS. Those soldiers can move half a level in one turn :retarded:
 

Gondolin

Arcane
Joined
Oct 6, 2007
Messages
5,827
Location
Purveyor of fine art
Maybe modders will fix it. Remove the stupid cutscenes of growling aliens, remove the retarded voices of X-Com soldiers, cut the movement... oh, who am I kidding?
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
Just noticed that grappling hook from the sniper. What the fuck is this shit?
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,626
I love knee-jerk reactions and crying popamole at everything. Kindly, please fuck off and crawl back to GD with that shit.
So what's actually so bad about the movement range?
You can't normally shoot after moving this far. Which means losing a turn to reposition. A perfectly far trade, given that the mission they showed us consisted of what? Four turns total? One turn seems to be a lot.
Secondary, mobility seems to be limited by overwatching aliens. How much exactly... that's to be seen.
Also, if the soldiers can move that fast, I imagine so can the aliens. Fair deal.
Finally, with the current squad limit and reduced level size it doesn't matter that much.
(It would in the origninal UFO if you could get your other squads to the other side of the map like that)

It actually looks pretty decent on a proper gameplay vid like this. I still have a number of concerns, like the evident heavy scripting. If it's just for the tutorial mode... it's going to be slightly annoying. If it lasts, it will be sucky and subsequent playthroughs can be a chore.
Second concern is the enemy AI and challenge. Plasma fire isn't threatening, which is bad. the mutons were just standing there, twiddling their dicks until hey got into LoS. This gave xcom the unfair advantage because despite there were 6 aliens total in the mission, it was broken down into two separate 3v4 battles. Which isn't balanced pretty well since aliens feel less threatening than they should. Bringing down a muton with conventional weaponry would be suicide in UFO, now it doesn't look like a challenge.
Also, the aliens were really static and defensive, they never really attempted to seize the initiative (Although it seems like they have access to similar skills as xcom soldiers and do use them).
Since this is likely a demo/tutorial mission, I imagine it's heavily scripted. Will see if they handle this properly for "real" missions.

Also, mission size. Not as bad as I thought, but it still feels slightly claustrophobic. Hopefully x-brick can handle slightly bigger maps. The 4-5 elevation levels seem to be gone too, which is a shame. Hopefully there will be at least three.

Final concern is mission length. I can dig it if the missions don't take 4 hours to complete, but I'm hoping they strike some kind of balance here and not push it to the other extreme.

Now, I notice a few good things as well.
It still looks like it could be an enjoyable game, unless they royally screw the balance and make it too easy (can live with the slightly retarded -if standard fare- VOs and reduced scale so long theres proper tactical challenge out there).
The overall reduced scale seems to work together with all the other simplifications they made. If missions can be done in under ten turns, doing away with weapon magazines doesn't seem to be that much of a big deal.

BTW Loving that they have to point out that: zomg soldiers die if they are killed. For reals! You won't be able to use them later.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom