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

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
That's it. That is quite literally the game's only rule. Everything else is governed by the RNG. This is why I referred to the game as a "rogue like."

But the better roguelike players (At least in DCSS) wouldn't streak 10+ games if it were all up to luck.

Once you get some experience under your belt in DCSS, you'll almost always come to an understanding that any particular death was *your* fault, not the RNG's.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,892
Location
Copenhagen
The day when TotalBiscuit will have any impact on my position on the fence is the day that... well... the day when... when TotalBiscuit makes a good video, I guess?
 

Morgoth

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
36,461
Location
Clogging the Multiverse with a Crowbar
Patch notes:

      • Various visibility/hiding optimizations
      • Multiplayer text chat support (press J to activate)
      • Mouse button 4/5 will switch soldiers in the Barracks
      • ESC hides the movement grid, if you do not want to commit to a move while it is activated
      • Squad Sight ability optimization
      • Fixed issue when equipping two grenades with Deep Pockets.
      • Fixed Rapid Fire sometimes consuming too much ammo.
      • SHIVs that are damaged will no longer become unusable.
      • Fixed some hangs/soft crashes in tactical combat.
      • Replaced software cursor with the operating system cursor to reduce lag and framerate dependence.
      • Fixed rendering bug which causes some soldier’s hair to appear as if it is rendering on top of environment fog.
      • 1080p movies are now used at all times on the PC.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Another point against this popamole turd: so long as you haven't spotted the enemies you can gleefully rush ahead as much as you like. There are no patrols at all. The sound waves you see indicating alien movement just point at the nearest untriggered spawn. You'll never walk into a sudden overwatch out of nowhere. Even the terror missions have X civilians die to unspawned aliens every Y turns.

:decline:
 
Joined
Mar 3, 2010
Messages
9,622
Location
Italy
lately i've been busy warning people to lower expectations on this game, but still in my heart i hid the hope to discover a new masterpiece. well, i'd have settled for a decent... for an average game.
i never expected such a disaster. well, sort of i did, in a world where demos are showcases containing the best of the best, its demo/tutorial was pure shit, but... damn.
it manages to be worse than silent storm under almost every aspect, which is quite a feat.
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
That Total Biscuit video is awesome. Watch the ending - he really REALLY has to hold his nose to recommend this turd of a video game, every single word of praise sounds forced as fuck.

Do faggots reviewing games on YouTube also get paid Cash Money for positive reviews if they're as popular as Total Biscuit? Because I could swear I could hear a Firaxis PR guy waving wads of dollar bills in the background here.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
"Streamlining is something I think XCOM needed to some degree, because honestly it was a tad silly." Total Biscuit
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
They patched it today, seems slightly less janky with the weird overwatch slo-mo and shit. There is a little targeting reticle icon to show squad sight on the red alien heads I noticed.

After the base mission every single UFO has like 2-3 sectoid commanders in a single cooperating squad that 100% mind control anyone they see - haven't seen anyone resist yet, I figure if I captured one there is probably some anti-commander research item but it hasn't been possible. The smallest scout ship with the wide open floor layout is horrific when you are expecting one commander you can easily capture and instead you get 3.

Assaults and Snipers are da bess
 

Fart Master

Savant
Joined
Oct 10, 2012
Messages
241
Another point against this popamole turd: so long as you haven't spotted the enemies you can gleefully rush ahead as much as you like. There are no patrols at all. The sound waves you see indicating alien movement just point at the nearest untriggered spawn. You'll never walk into a sudden overwatch out of nowhere. Even the terror missions have X civilians die to unspawned aliens every Y turns.

:decline:
Try throwing that sniper sonar nade into the fog of war, seeing nothing, walking fowards and 3 thin men spawning where the grenade was.:thumbsup:
 

Multi-headed Cow

Guest
Another point against this popamole turd: so long as you haven't spotted the enemies you can gleefully rush ahead as much as you like. There are no patrols at all. The sound waves you see indicating alien movement just point at the nearest untriggered spawn. You'll never walk into a sudden overwatch out of nowhere. Even the terror missions have X civilians die to unspawned aliens every Y turns.
But this isn't true at all. Hell, my post a page (Or two?) back about stacking up on the UFO and having aliens burst out of it proves it, and I've had multiple times where aliens would wander out of the fog of war and into my line of sight.

WHY DO YOU LIE FFS R00FLES
 

Behelit

Augur
Joined
Sep 26, 2012
Messages
103
"Streamlining is something I think XCOM needed to some degree, because honestly it was a tad silly." Total Biscuit

Classic X-COM was micromanagement hell. Manufacturing and transferring ammo for your dozen interceptors stationed worldwide was a pain in the dick. You needed a fucking checklist to see if your storehouses had sufficient smoke grenades, flares, rockets, etc. Even Xenonauts acknowledged this, you have an infinite number of basic human weaponry and equipment. So yes, old X-COM needed some streamlining.

http://www.pcgamer.com/2012/10/10/h...el=ref&ns_source=steam&ns_linkname=0&ns_fee=0

Using certain soldier names in XCOM: Enemy Unknown will activate XCOM Heroes – pre-designed super soldiers such as Sid Meier and Ken Levine. Before activating a Hero, a pop-up will warn you that they’re too damn amazing to allow you to continue the game with achievements turned on, and you cannot modify a Hero character after summoning it. If you decide to use one, do avoid killing him with some bull-headed tactical screw-up — we’d kind of like BioShock Infinite to be finished.

:what:

Why is that bad? It's just a cheat. A pretty creative one at that.

Too few games have in-game cheats these days.


This is the RPG Codex, bitching about legitimate features in a triple A title is true to hipster neckbeard form.
 

Behelit

Augur
Joined
Sep 26, 2012
Messages
103
That Total Biscuit video is awesome. Watch the ending - he really REALLY has to hold his nose to recommend this turd of a video game, every single word of praise sounds forced as fuck.

Do faggots reviewing games on YouTube also get paid Cash Money for positive reviews if they're as popular as Total Biscuit? Because I could swear I could hear a Firaxis PR guy waving wads of dollar bills in the background here.

This is funny. He's often criticized for being biased against triple A games. R00FLES!

As far as critics go, he's one of the few that has any journalistic integrity. Its one of the perks for being your own boss.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
I can believe that enemy groups are abstract before you actually see them, like they only exist as one entity, so the game doesn't have to calculate paths and LOS for a flock of dudes. In fact that sounds right because I'd probably have seen the flocking algorithm fuck up a million times otherwise and some other shit like aliens seeming to pass through closed doors. But there are at least "patrols" as in stuff that moves around the map and turns into dudes when they see you. I had a group of mutons I sighted with a battle scanner (which doesn't trigger the "we see you" free move and awareness AI) that wandered a huge circuitous path, and I've seen moving floater groups many times (edit: also they like to use crysalids as patrollers a lot). Nothing just waits around in overwatch until they see you though - although some shit like mutons will wait ages in overwatch behind a blind spot if you withdraw away from them after they sight you.

If you want some dumbbaby bullshit to mention: aliens never open their own doors, meaning you can pack all 6 dudes in front of a door and reload and pick your asses as long as you want.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
I don't like the streamlining vs. no-streamlining dichotomy, as in I don't think one is necessarily better and UFOD/TFTD needed to be streamlined. I just think a lot of the pleasure of UFOD is in emergent interactions and shit like that, e.g. picking up the sectoid leader's unconscious body and running back to the skyranger with your last couple of dudes. That is more of a Dwarf Fortress kind of design where interesting pieces interact in interesting ways all the time and it's fun to explore the interaction space. The mechanics of UFOD are also completely suited to horror, like turning a corner and getting instantly fried, and HIDDEN MOVEMENT with flashes of visibile shit; horror is absolutely not even there in this one. There is other shit that has other goals, like the RPG mechanics, but it isn't cosmically more correct in some way.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Wow, I'd have bought this based on the reviews (super high, described as extremely difficult, "dying is in fashion again") but thanks to the Codex I know better.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,795
"Streamlining is something I think XCOM needed to some degree, because honestly it was a tad silly." Total Biscuit

Classic X-COM was micromanagement hell. Manufacturing and transferring ammo for your dozen interceptors stationed worldwide was a pain in the dick. You needed a fucking checklist to see if your storehouses had sufficient smoke grenades, flares, rockets, etc. Even Xenonauts acknowledged this, you have an infinite number of basic human weaponry and equipment. So yes, old X-COM needed some streamlining.

I just downloaded UFO:ET gold to get some of that micromanagement. A wise allocation of funds was one of more important action in games like that, when they were correctly designed.
 

Multi-headed Cow

Guest
Wow, I'd have bought this based on the reviews (super high, described as extremely difficult, "dying is in fashion again") but thanks to the Codex I know better.
But it is extremely difficult and dying is in fashion again. Beating the first mission isn't beating the game. You can win every tactical battle and still lose the game. Help. HELP.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Well, how do you like it? Maybe a mini-review, or a link to one you wrote in one of these 68 pages?
 

Multi-headed Cow

Guest
Well, how do you like it? Maybe a mini-review, or a link to one you wrote in one of these 68 pages?
Didn't write any mini-review in here 'cause I've mostly just been posting stories from my campaigns and then r00fling when people call it banal shit boring. Guess a quick summary from my perspective would be (Only going from classic ironman as that's all I've played for difficulty):

- More boardgamey tactical than the original which may or may not be your cup of tea (I'm loving the shit out of it). Dice rolls can fuck you or bless you, but they'll typically fuck you. Unlike Fallout 3/NV VATS, a 95% chance to hit still has a chance to miss, it CAN go to 100% but it's relatively uncommon. As I've mentioned a bit, it feels somewhat like Blood Bowl in that there's a lot of chance involved, and a fair portion of your strategy involves finding ways to not leave yourself fucked if the dice turn against you since losing a leveled up soldier/player hurts bad.

- No horror and less tension than the original. Extremely rare to have shots fired out of the fog of war at you. Things can and will be tense, but lack of HIDDEN MOVEMENT and the extremely dark fog of war lessens it. Plus aliens don't get reaction shots unless that group of aliens has already seen you and has retreated and activated overwatch.

- Tactical AI for the aliens seems good. They don't panic like your soldiers, but their equivalent is falling back and playing more defensively. The alien will typically do a little hissing animation and your soldiers will say they're falling back if you trigger it. Apart from that the AI's fairly smart about using grenades in good situations, moving to heavy cover when possible, and generally being an asshole.

- Strategic layer I actually prefer to the original X-com. Less logistical micromanagement and your resources are tight so you have to make rough decisions about what to use them on. When I said you could win every tactical battle and lose the game, this is where that happens. Have to manage global panic as best you can while trying to keep your soldiers well equipped/replaced and manage satellites and interceptors and your base. It's just as important as the tactical layer.

If you're a pirate then it's definitely worth looking at. If you'd be buying it then I would recommend it if not for the fact that this is the Codex and you could be like the weirdos in this thread saying banal shit boring. I think possibly the biggest point of contention is the tactical layer and people not liking the fact you can be shot while in "High cover" (Which would be, say, peeking around the corner of a wall) and people like me who don't give a shit since it's a game and will either take that 20% chance to hit or won't. I probably wouldn't, though I've succeeded rolls like that. Better option would either be use explosives to destroy the cover, use a heavy with holo-targeting to increase accuracy on the target (And/or suppress it), use an assault with run and gun to sprint up and shoot where the target isn't in cover, or advance on the target to a piece of low cover and then use hunker down to make yourself immune to crits and get double cover bonus and hope to have a better option next turn.
I'm wandering here, but still.
 

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