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.