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

Multi-headed Cow

Guest
Yeah, this is pretty much the worst possible DLC for Xcom. Even the manhorse armor DLC you got as a preorder bonus is better. The scripted council missions were one of the biggest bummers in the game to me and I was a fairly big fan of this.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
The missions are completely terrible on top of everything - the maps are slight remixes of three existing maps (a graveyard, the passenger train station, and a shortened battleship map) and every single enemy on the maps is created by the "drop in, overwatch" method where you create aliens by stepping across invisible spawn triggers. This is one of those DLC where you can really feel the contempt for the audience.

As far as balance it would only really matter on impossible ironman, where a guaranteed heavy and a guarantee NOT to have to do a bomb disposal mission in the first month is nice (you would have to completely memorize the DLC mission to cheese it because it has a lot of bad enemies, but it's still better than any bomb mission). The later missions have early Mutons with full plasma rifles (which can be captured to knock off research time) but hardly anything in the game is difficult after the second month anyway so who cares and the missions will take even more memorization than the first one to beat with the starter guns. The early blaster launcher still takes like two months of research at that early point in the game and it's expensive as shit and not worth the bother. The ship gun (fusion lance I think?) is a long, pointless, expensive research also.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,643
Wow, this is really bad. Not that I planned on getting it, but it deserves all the flak it gets.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
Between this, the bugs, and the demo fuckups (leaving like 3 gigs of spoiler movies, including the ending, on a 4 gig demo? That people have to download?) I'm wondering if they went to a skeleton crew or mostly offshore employees near the ship date or something.

Edit - More evidence of something being uptarded: The DLC apparently breaks old savefiles
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,907
Location
Copenhagen
Even the casual friends I have who love this shit to death have zero interest in the DLC. Near as I can tell, the low prospects of more depth (more research, more buildings, more mission types, more enemies) are actively making them play less and less. I have many very casual friends who said "well, there simply wasn't anything left to do, so I quit. DLC only offers me a tacked-on mission or two, why would I be interested?"

My opinions rarely align with their's in most video game matters but I gotta say it's pretty much exactly how I view things. I'd like more randomization and more depth. Instead they're telling me I can get overpowered weapons earlier by doing some scripted mission that take away the dynamic gameplay that could have made this game good instead of OK? Fuck that, bitches.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Yeah, a minor-story-arc DLC is probably the most stupid possible DLC in a game like this.
This simply isn't a cinematic story Hollywood-wanabe type of game.
I might be interested would they offer a DLC that contains a large number of distinct new missions (maps), a few more different and new aliens and maybe weapons, together with a sort of randomization which aliens will show up during a playthrough.
Basically something that gives a bit more depth and increases replayability. Too bad this is something they aren't interested in at all.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,617
Codex 2013
This probably also cements the fact that we're not getting official modding tools. Why give the community the ability to make the things you're charging money for?
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
True, but I anyway never really believed in a release of modding tools.
There never was a clear statement, afaik, and this to me seems like business-speak for "no, but we don't want you to get upset before you spend your money on our product, so we don't tell you right away".
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Gamespy didn't like it either (2/5)

Firaxis, I'm not angry with you... but I am disappointed. When I concluded my glowing review of XCOM: Enemy Unknown, I mentioned that this is one of the few times I've actually looked forward to DLC -- and I meant it. I envisioned downloadable expansions that'd add in new weapons and technology to research, new aliens to encounter, new maps to fight on, and new objective types to achieve. Maybe even something completely new. Things that would make each playthrough feel different from the last, and would keep the very best parts of XCOM -- the dangerous unpredictability the unknown -- coming. This Tuesday's $7 Slingshot Pack, the first of just two planned DLC add-ons, adds virtually none of this, and counterproductively makes XCOM a more predictable and repetitive game. It is not what I had in mind at all.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,134
Gamespy didn't like it either (2/5)

Firaxis, I'm not angry with you... but I am disappointed. When I concluded my glowing review of XCOM: Enemy Unknown, I mentioned that this is one of the few times I've actually looked forward to DLC -- and I meant it. I envisioned downloadable expansions that'd add in new weapons and technology to research, new aliens to encounter, new maps to fight on, and new objective types to achieve. Maybe even something completely new. Things that would make each playthrough feel different from the last, and would keep the very best parts of XCOM -- the dangerous unpredictability the unknown -- coming. This Tuesday's $7 Slingshot Pack, the first of just two planned DLC add-ons, adds virtually none of this, and counterproductively makes XCOM a more predictable and repetitive game. It is not what I had in mind at all.

I'm sure they'll be much more positive just as soon as Firaxis remembers to cut them a check.
 

Kitako

Arcane
Joined
Mar 3, 2011
Messages
2,036
Location
UK
Gentlemen, I present you the ultimate faggotry.

XCOM Memorial Wall

Post on Facebook about your dead soldiers! Emotional engagement just got to the next level.

TTZl4.jpg
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Man, those fucking sectopods...
Are they just that bugged or did some designer decide that rules don't apply to them?
I used disabling shot with one of my snipers, nevertheless the Sectopod shoots at me in the next round.
I then move one of my soldiers - the sectopod gets a reaction shot - hitting both the moving soldier and my non-moving Hover-SHIV WITH THE SAME SHOT.
I want to finish the Sectopod off (still the same round), so I move the SHIV a little bit closer to get a better THC - the sectopod gets ANOTHER reaction shot, destroying my SHIV.

:rage:

As if the teleporting bug or the Sectopod not being hit by rockets is not enough allready.
 

Captain Shrek

Guest
Ok Guys. Slowpoke question:

Haven't finished this game yet, but can't afford to waste anymore time on it. What does it DROP from the original XCOM? Can someone *please* make a list or point me to a relevant webpage/post? Dying to know. Other than the inventory of course. Otherwise I felt it was a great implementation of XCOM into a new engine. The UI is no suited (consolized?) for multi level gameplay and requires an overhaul I guess.
 
Joined
Mar 3, 2010
Messages
9,624
Location
Italy
Haven't finished this game yet, but can't afford to waste anymore time on it. What does it DROP from the original XCOM? Can someone *please* make a list or point me to a relevant webpage/post? Dying to know. Other than the inventory of course.
everything.
there's less equipment.
there's no actually "skills development" of the soldiers because 90% of those skills are "mandatory" being much more powerful than the other one available.
maps are hand made so they repeat and you quickly notice the patterns, notice how they're supposed to be played because you can't just play like you want: you have to stay in cover and those covers, as already said, have been hand placed.
inventory is retarded.
you play only with 6 men, you repel the alien invasion with 6 men. makes you wonder why your squad is even needed.
base building is minimalistic and also on similar rails like the cover-game plays on.
you can have only one base.
aliens will never attack your base.
you'll attack only one alien base.
interface is rubbish, not thought out and often very imprecise, especially if you're not playing with a pad.

i suppose you already noticed most of this stuff, so why are you even trying to continue?
 
Joined
Mar 3, 2010
Messages
9,624
Location
Italy
1) Original XCOM was a terribly rich game. It was made in 1995 which is basically the second coming of the Christ. I doubt that such a depth can be laundered out today with the production costs we have. Hopefully the sequel to XCOM EU will fix it. If it does not I will agree that this effort was wasted
eador.
this argument is invalid.
yes, i know, that's the exception, but it's still something.
2) The cover shooter mechanics is just there to explain Dodge mechanics. It allows a strategic constraint on the player. But this I must admit only works if the map variety is good, which you pointed out is lacking. Also, I *hate* cover mechanics in FPS/TPS games. But in TB squad based Tactical games with RPG components it is OKAY. I would also like to know how would you replace it. I liked the fact that the mechanics for elevation was still in.
i'd fix it with jagged alliance 2 1.13 engine.
that's all i'm asking: x-com total conversion for ja2 1.13 with equipment unlocked via research.
 

Captain Shrek

Guest
Please explain in detail. I am a simple soul and am easily confused.
 

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