The programmers believed they were already pushing the limits of what could be done in their game. XCOM would have a "fog of war" effect, revealing portions of the map only when the player had a unit that could see them. They were also building destructible environments, so that when players shot at parts of buildings or vehicles, those things would break apart in realistic ways. These were elements many players would expect, but they added complexity to the design. And they took time. Time everyone but Solomon believed they didn't have.
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On the love side were hardcore fans of the original XCOM, who shared Solomon's affinity for the complexities of the game. On the hate side was everyone else, who couldn't understand what they were even looking at. The realization started to sink in that Solomon and his team had wasted more than a year designing a game that, outside of a small, core group of passionate fans, would be a complete failure.