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

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Just played through the game. REALLY enjoyed it, but what the fuck was that ending. o_O
It was totally epic and emotionally engaging. Also it made perfect sense and wasn't just half an hour of nonsense expositing with absolutely no challenge.
 

Infinitron

I post news
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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
Some popamole apologism here http://www.nbcnews.com/technology/ingame/xcom-gambles-hardcore-gaming-1C6412867


Looking out is more important than looking back

"Enemy Unknown" is the right kind of franchise reboot, and comparing the original game to this updated version is telling. There was much time spent on the game’s tutorial, as modern gamers don’t like feeling adrift in their games. There is only one base that you control, although the decisions you make while expanding that base and researching new weapons and armor are very important. The small, vocal set of "XCOM" fans should be happy, but in many ways they’re not the most important group to placate.

“I think the hardcore fans know ['XCOM'] and love it and remember playing it, but there is a huge player base that consider themselves hardcore that have never played 'XCOM' before,” Garth DeAngelis, the game’s lead producer, told the Penny Arcade Report in a previous interview. “I think there’s an inherent appeal to this IP: aliens invading Earth. We wanted to embrace the original and not lose sight of what made it special. We think it will fit into the modern landscape nicely… Our wrinkle is that we’re not a shooter, we do things differently. We think we can scratch an itch that players have never heard of 'XCOM' and may not even know that they have.”

That’s what’s at stake here. This isn’t a smaller game trying to make a niche audience happy; "Enemy Unknown" is a mainstream, $60 title on consoles and the PC that’s pushing turn-based strategy gaming in a very real way. The punishing, uncompromising nature of the original wouldn’t fly in today’s market, and perhaps that’s a good thing.

"I’m trying to think back to 1994, when 'XCOM' was first released. Gaming was still a subculture, and especially when it came to hard-hitting strategy games like 'XCOM,'” game journalist Patrick Stafford wrote. “Players were extremely dedicated to the game, obsessing over every detail. It was a common point of interest for many people, banding them together. For many it no doubt defined a lot of their teenage years.”

That sense of being protective of the past has to go, at least in some ways. “…When it comes to gaming remakes, sometimes it’s better to let go of the past and cling on to what fresh opportunities a reimagining can bring,” Stafford said, and he’s right. Being precious about the changes made to a classic franchise in this case is missing the forest for the trees, as I don’t think 2K Games is trying to resurrect a franchise as much as they’re trying to expand the viability of a genre that has been stagnant for some time.
 

Infinitron

I post news
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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
Ugh, the article it links to is even worse: http://problemwithstory.com/2012/10/xcom-has-changed-and-so-should-you/


Next week is a big week for nostalgia.

XCOM Enemy Unknown, the reimagining of a game first released in 1994, will hit on Thursday. The same day that Bethesda’s Dishonored, in many ways an homage to stealth and immersive sims of old, will be released.

It may be a coincidence these games are being released on the same day, but it’s certainly thematically appropriate. Both games have very concerned fans and very involved gamers looking in on the progress of both of these titles and watching how they progress. Even though Dishonored is a completely new intellectual property, gamers already have claimed ownership over this title because it represents abilities and features they haven’t seen in games for a long time. That’s a good thing.

But there’s a dangerous sense of entitlement that can come across games like this. Its shown itself emerge as part of the XCOM community, and it showed itself emerge last year when Deus Ex: Human Revolution was on the brink of release.

In fact, the gamers’ ownership of that title was felt the most when the developers apologised for daring to upset the game’s theme and create boss battles the players couldn't avoid – an obvious misstep from the original game’s mantra of “do anything you please”.

Part of this sense of ownership can be seen in articles like this on Rock Paper Shotgun, where the demo of XCOM has been criticised for being too short, too linear, and too restrictive in what it can offer players. Never mind the fact most games don’t even get a demo in the first place – and never mind the fact that hours and hours of gameplay have already been revealed. No, the demo just wasn’t good enough.

As the industry grows and becomes more capable we’re going to see more of these stories, as the gamers of the 90s turn into competent developers and start reimagining licenses for a new generation. We’ll see it next year when Thief starts showing more of itself, and on and on it goes.

But the reaction from the gaming community has been so hostile I’m not sure what to think. If you read comments on forums like Reddit or Something Awful, the dedicated fans of this series are so protective of the genre they’ll dismiss any notion the game could be good because it misses a few key features.

It’s the same with Dishonored. The would-be players have been so wrapped up in the idea of a non-kill play through they’re obsessed with the idea and when it looks like something may even negate that just a tiny bit, they’ll cry foul.

I don’t have a problem with that, because Dishonored isn’t so much my main beef here. But the outcry in the XCOM Community has been over so many of these small niggles – things as small as types of enemies and the “consolisation” of the game. In true internet fashion, something is either the Best Thing Ever or the Spawn of Satan, and so it is here. Don’t have this particular enemy? Pre-order cancelled. Demo not open enough? Pre-order cancelled.

I don’t particularly mind people being protective over a game series, let alone an iconic one like XCOM. But isn’t this type of reaction getting a little exhausting?

And doesn’t it say more about the players than the game itself?

I’m trying to think back to 1994, when XCOM was first released. Gaming was still a subculture, and especially when it came to hard-hitting strategy games like XCOM. Players were extremely dedicated to the game, obsessing over every detail. It was a common point of interest for many people, banding them together. For many it no doubt defined a lot of their teenage years.

It’s nearly 20 years later. Those same people have full-time jobs. Maybe they’re married or in committed relationships. Several probably have children and are trying to make ends meet. So in one sense, I understand why XCOM fans are hugely attached to this and defensive of any little change. In a world where everything is focused on just staying alive, getting something as close as possible to emulating a childhood landmark would be a breath of fresh air.

But they also need to get over it.

Games change. Times change. The XCOM series – and eventually Thief - are going to become more mainstream because gaming has become more mainstream. They are not going to be able to cater to the dedicated fanbase that loved the original title.

And when it comes to comparing evolution, XCOM hasn’t really changed that much. Its fans have. And that’s where the fear comes in. It’s a subconscious thing, obviously. But the dedicated fans are clinging onto the make-up of the old game because it’s representative of their past – complete nostalgia.

And as Leigh Alexander wrote recently, maybe nostalgia isn’t such a great thing after all. Maybe it blocks us from seeing something new.

I’m not meaning to criticise anyone for making sure XCOM is as good as it could be. And people can be nostalgic and still defend features that were in the original game simply because they’re good mechanics.

But when it comes to gaming remakes, sometimes it’s better to let go of the past and cling on to what fresh opportunities a reimagining can bring. Players giving the game some negative marks should keep that in mind.

After all, you’ve changed in the past 20 years. Maybe it’s time you let games change as well.
 

Surf Solar

cannot into womynz
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8,838
Just played through the game. REALLY enjoyed it, but what the fuck was that ending. o_O
It was totally epic and emotionally engaging. Also it made perfect sense and wasn't just half an hour of nonsense expositing with absolutely no challenge.


:lol:

Well, it did become "emotional engaging" for me, because

the guy that had the biggest willpower for the psionics project happened to be my sniper, whom I named after myself since mission 1. Thought "eh, why not some additional powers" up until I saw that retarded "omfg sacrifice!11" ending where "I" sacrificed myself. Boy was that retarded. What's with those etherals anyway? Didn't understand the last "plot" elements. Also that "endboss" was insanely retarded. 2 headshots and he was gone. :retarded:

Or those dialogues.

"Sir, the enemy mothership is moving!!"
"IN WHAT DIRECTION?"
"Up."

:D
 

Black

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Messages
1,873,253
One thing I have to give them credit for is that they didn't dumb downchryssalids and sectopods. In fact, sectopods are even worse than they were in EU.
 

Surf Solar

cannot into womynz
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Jan 8, 2011
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Yes, they constantly raped my shit, especially the sectopods. On terror missions when you see two of them at once, you know you are fucked.
 

Lightknight

Liturgist
Joined
Nov 26, 2008
Messages
705
The dice rolls are rerolled every time a move is made and then they're locked in to position to prevent/reduce save scumming
I have no idea why something like this surprises people. Wasnt rnd seeding used in games for the last 20 years ??? ESPECIALLY in TBS and RPG ?

But when it comes to gaming remakes, sometimes it’s better to let go of the past
And sometimes it's better to make something fitting the actual definition of remake.

they didn't dumb downchryssalids
"Dumb down" ? Well, perhaps not, however zombies in the new game just die instead of birthing a new chryssalid, making it a much simpler affair.
 

Monocause

Arcane
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Aug 15, 2008
Messages
3,656
Zombies do spawn chryssalid hatchlings if left alone for long enough. Happened to me on a terror mission once, the thing burst out of one of my slaughtered rookies after I retreated to regroup outside the building the 'lids where preying in.

I shot down the overseer and decided to stop spoiling myself on normal and restart on classic, and stick to it. Assaulting the alien base had a lot of awesome creepy moments but it was spoiled by the low difficulty. BTW, the bug with shooting through the mountain in the alien base (the one someone posted screenshot with) happened to me to; I think it's just a map bug: badly flagged terrain.

Here's a commemorative helmshot of my squad about a month before I decided to start again:

XComGame2012-10-1321-37-27-70.jpg


Pinochet and Ghaffar were psionics. Andreiev had archangel armor and was the biggest dick of them all due to just floating in the back and shooting twice per turn through squadsight.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,838
Zombies do spawn chryssalid hatchlings if left alone for long enough. Happened to me on a terror mission once, the thing burst out of one of my slaughtered rookies after I retreated to regroup outside the building the 'lids where preying in.

I shot down the overseer and decided to stop spoiling myself on normal and restart on classic, and stick to it. Assaulting the alien base had a lot of awesome creepy moments but it was spoiled by the low difficulty. BTW, the bug with shooting through the mountain in the alien base (the one someone posted screenshot with) happened to me to; I think it's just a map bug: badly flagged terrain.

Here's a commemorative helmshot of my squad about a month before I decided to start again:

XComGame2012-10-1321-37-27-70.jpg


Pinochet and Ghaffar were psionics. Andreiev had archangel armor and was the biggest dick of them all due to just floating in the back and shooting twice per turn through squadsight.

I see your team of power rangers and raise it with my bro team of colonels of grimdark (I dont like the vivid colours in this games armour design ;D )

xcomgame2012-10-1401-nsuhu.png


I quite like that totally over the top style though. It doesn't take itself too serious - when I first saw the trailers etc. I thought it will be shitty, but most of the game is quite a parody to itself. :P
 

Monocause

Arcane
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Aug 15, 2008
Messages
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They were power rangers, once I've seen the vivid tints and helmets I was all for it :P Also color coded characters made it easier to differentiate who's who without constant tabbing, in some tight situations when all the team was bumped together it helped somewhat.
 

Multi-headed Cow

Guest
I am not usually this guy but the displayed hit % seems off after the patch.
Don't be that guy Gozma. Don't do it. I'm reading people bitching about the dice rolls all over the internet. DON'T DO IT.

With that out of the way you whole post was more reasonable instead of conspiratorially ranting about how rolling the dice before showing the percentage to the player isn't the same as rolling. I never noticed the percentages on the alien heads since when I fire I just press 1 and then use the thumb buttons on my mouse to flip targets.

Also color coded characters made it easier to differentiate who's who without constant tabbing
I've taken to doing that too. Black armor on snipers, red on assault, white on heavy, and light blue on support. Then if a soldier gets critically injured I color 'em bright pink to remind myself not to take that soldier if it can be avoided due to will loss. Unless the soldier was high enough level I wanna try to cope with it.
 

Shadenuat

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Dec 9, 2011
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Location
Russia
Weird game with weird priorities. It has hours of voiced dialogue for characters I don't care about, but my soldiers have generic voiceovers (wish my Ivan Dolvich was here with his accent). It has dozens of animated cutscenes and screens, but they are tied to a building/economy mechanics with a complexity of a game made in flash - everything is extemely abstract, but uses AAA of gaming resources. Reminds me of Civ5 with it's diplomacy screen with two options, but ten to twenty animated, motion-captured, lipsinced leaders talking their own languages.
 

Black

Arcane
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May 8, 2007
Messages
1,873,253
Apparently the game has only 2 difficulty settings:
1)whatever you choose
2) spam satellites from the beginning and receive mad money
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
GEE ITS SO HARD TO PAY ATEE

I think I missed the joke. :(

Black:

You can't spam satellites. Satellite uplinks have increasing engineer requirements - for the first one you build you need 10, for the third I think it's 20, for the fourth one it's 30. That, and you also need power supply, and you also need cash for building satellites. Focus on satellites too much and you'll be fucked as it'll turn out rather soon that you're sorely underequipped and chryssalids and mutons make mincemeat of you.
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Zombies do spawn chryssalid hatchlings if left alone for long enough.
But they dont if killed. In the X-Com they spawned chryssalids no matter what.
In x-com they also one-shot all your dudes.


Yeah, when I first came across chrysalids in the new game I was pretty scared of them because of how they worked in the first game but after one got bit and didn't die or turn into a zombie it was kind of anti-climactic. Still they do a lot of damage, but they're not *quite* as terrifying now. Sucks when they start eating civilians and you have a zombie mob come down on you though.
 

Misconnected

Savant
Joined
Jan 18, 2012
Messages
587
Damn... Last & only 2 missions I've met them so far, I've focus-fired them to hell because I assumed I knew how they worked. Cost me lots of civvy kills too.

Anyway, despite being, heh, almost alien to the old games, I'm really liking FiraXcom.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
Support Colonels in Ghost Armor are amazingly versatile. I have one of mine equipped with Ghost Armor, Plasma Rifle, Plasma Pistol, Medikit, and Chitin Plating; chosen Abilities are Sprinter, Field Medic, Rifle Suppression, Dense Smoke, and Savior. She can stealth several times to scout ahead or hide from enemies, throw a highly defensive smoke bomb, move 12-24 (!) tiles per movement phase, lay down suppressing fire, heal 10 HP three times per mission, use the grappling hook to ascend terrain, and is relatively survivable, what with +20 defense from Ghost Armor and Chitin Plating reducing melee damage by half. Swap out the Chitin Plating for something else to further increase versatility at the expense of survivability.

I need one (or preferably two) of these with Psi abilities ASAP.

I consider it a testament to how well the specialties in this game are balanced that at least one of each is practically mandatory, though. Six Psi Support Colonels would be tempting (if you could manage to keep going long enough to get them), but it's hard to skip the Sniper's long-range massive damage output, the Heavy's ability to explode everything, and the Assault ability to safely cover long distances and then deal humongous amounts of damage, while surviving more heat than any other class.
 

Gozma

Arcane
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Aug 1, 2012
Messages
2,951
Chrysalids are way worse in this than the original. In large part because their AI works; in UFOD about 90% of the time they dance all their 5000 TUs out running back and forth in front of your dudes. I guess UFOD chrysalids were worse when I didn't just have 14 soldiers level the first z-level of the terror mission with laser rifles so no one had to dig around in houses to find them

XCOMEU chrysalids are especially horrible when there is vertical shit in the map. There is a version of the alien base mission with a really vertical part and crysalids can jump like 10 Z-levels out of nowhere and 1-shot your carapace armor mans, and the next turn the zombie stands up and can one shot anyone within several tiles.
 

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