Also, we should wait the final game or at least the geoscape part before butthurting...
This idea is against everything Codex stands for.
Also, we should wait the final game or at least the geoscape part before butthurting...
Yeah, I get so mad every time I see how they're failing to live up to their promise that this will be "the real X-Com 2". Which they absolutely did promise. Uh-huh. Yep. We didn't make that up at all.
from official FAQ said:Phoenix Point is being created by Julian Gollop who was the original designer, programmer and artist of X-Com (X-Com: UFO Defense / UFO: Enemy Unknown) in 1994. Phoenix Point is a spiritual successor to the original X-Com games and hopes to invoke the same feeling and atmosphere of those classic games, retaining many of those much-loved gameplay mechanics while adding some new ones.
I don't have to wait the strategic layer to know that I don't like the current tactical one.Also, we should wait the final game or at least the geoscape part before butthurting...that tactical demo pre ALPHA with almost 1\3 of the features is not enough to make points. Take chamomile and wait.
Like a zombie, with just a glimpse of its former glory.You all guys should be thankful to Firaxis.
Until they did reboot the series, the genre was dead. Thanks to its success, the genre is raising up.
The NuGames-slogan "By Zombies for Zombies"Like a zombie, with just a glimpse of its former glory.
Exactly, that is my point the whole time. At least regarding to the tactical side, people that want a successor of the original game being butthurt because to much NuXCOM, NuXCOM-players laughing at PP for being a cheap ripoff. Worst case scenario, but not unlikely.I think Gollop knows it should be different enough from nuxcom, otherwise why playing PP? Same game with lower budget?
Honestly what is so hard to understand? PP is marketed as "from the creator of the original XCOM", why would people NOT expect it to be closer to the original game than to NuXCOM?
Phoenix Point is the new strategy game from the creator of the original X-COM series. It features turn based tactics and world based strategy in a fight against a terrifying, alien menace.
Each mission will require you to deploy a squad of four or more soldiers, sometimes accompanied by aerial or ground based drones. Battles are turn based, with overwatch and return fire providing a great level of interaction. Soldiers have a willpower stat as well as endurance. Will points are used to spend on special abilities and strenuous physical or mental exertion.
Your soldiers gain experience through battles and training in specialised facilities. There are extensive skill trees for each class of soldier. Skill knowledge is developed from research and interaction with other human factions through trading, alliances or conflict.
The scale of the creatures is reminiscent of the kaiju-like enemy called the Overspawn that harassed players in X-COM: Apocalypse, and Gollop tells us that they are a very conscious attempt to capture the intended feeling of that game.
“X-COM: Apocalypse is, from my point of view, like an unfinished project,” Gollop said. “Or, at least, a project only half done in the way that I really wanted it to be done. We wanted to bring back a sense of scale to our monsters.”
So one of the things I'm doing with Phoenix Point is taking something I did before, actually, with X-Com Apocalypse, where you had a city with different factions with different resources, and they had relationships with each other, and you could raid them, help them, or so on. So in the world of Phoenix Point, in its post-apocalyptic setting, humanity is basically fractured but there are three strong factions, and they're trying to expand and take control of things.
Do you see this as you picking up where you left off with this kind of game?
Yes, definitely. The modern XCOM has shown how amazing turn-based tactical games can be, and we are evolving on that with Phoenix Point, for sure. But on the strategic side of the game, we wanted to do something a bit different
To be fair I think that the quote "insane love child of X-com and Fallout" is from the journalist and not Gollop himself.But I kinda have the feeling that Gollop lost it anyways calling PP a lovechild of NuXCOM and Fallout, maybe he is just namedropping to get attention from as much NuGamers as possible, I don't know what he's thinking.
To be fair I think that the quote "insane love child of X-com and Fallout" is from the journalist and not Gollop himself.
Players will need to make the decision during combat about which of the queen’s systems it will attack, using an interface very similar to Fallout’s VATs system.
“When you're attacking a monster,” Gollop said, “you have to decide which body part you're aiming for. Are you trying to disable its legs? You trying to disable its head? Or you just trying to disable its mist generator? Or are you trying to disable the eggs inside which are hatching into these larvae? Or do you want to try and attack it under the belly?
But there is a substantial difference between "take inspiration" and "straight copy".
I like your reasoning and I understand your arguments but I wasn't looking for a "clone", I was looking for the UFO "spiritual successor" they promised and, to be such, PP should feature many of the mechanics of its predecessor. Instead It looks more like a total conversion of nuXCOM and, beyond the promises, the only tangible elements we have to judge spoke of "straight copy".If you'r elookng for a x-com clone, then I'd say look at Xenonauts 2. I don't think PP will be that, but FWIW I am looking forward to it.
But there is a substantial difference between "take inspiration" and "straight copy".
I've read a dozen articles about PP, and the main theme among them is that:
1.) PP will use nuXCOM2 as a base for its tactical layer. This means probably UI, AP system, classes. However, he been consistent in saying that they are evolving it. Herego bullet physics, hybrid AP system, will power, the way classes/weapon equipping/inventory works.
That being said, it's very clear, at least to me, that the strategic layer is his baby. It's something he's very heavily invested in, base don all his interviews.
2.) Strategic layer will have a geoscape. It will have multiple strategic locations to visit throughout the map. It will have several factions as well as an evolving enemy. Gollop also consistently mentions how PP is envisioned as a tactical game with some 4X strategic elements.
To me that is taking inspiration from a game, copying things that made that game work, and it expanding on it generously. PP is much more than a tweaked nuXCOM tactical layer. Is it x-com? Nope. Not even close. But the tweaks made to the nuXCOM system do seem more aligned with addind complexity to the game. And the visuals also are a bit more in line with the original x-com theme and feeling.
If you'r elookng for a x-com clone, then I'd say look at Xenonauts 2. I don't think PP will be that, but FWIW I am looking forward to it.
True, took a second look and I think you are right, thanks for correcting m eTo be fair I think that the quote "insane love child of X-com and Fallout" is from the journalist and not Gollop himself.
Keywords for me are here currently and hybrid.
- Will the game use time units or have a 2-action system?
Our tactical system is currently using something of a hybrid. Generally a character has potentially two actions per turn - movement and use of equipment. However, if an enemy is spotted while moving then the movement is halted and the player can react, either by moving or firing. This could happen multiple times per character movement. Additionally, Will Points are a very important factor. These can be used to extend movement, firing or add other actions to a soldier’s turn, depending on the abilities of the character or equipment in use.
That is a whole other story.from the current official FAQ said:Phoenix Point is being created by Julian Gollop who was the original designer, programmer and artist of X-Com (X-Com: UFO Defense / UFO: Enemy Unknown) in 1994. Phoenix Point is a spiritual successor to the original X-Com games and hopes to invoke the same feeling and atmosphere of those classic games,retaining many of those much-loved gameplay mechanics while adding some new ones.
Also you should have quoted this as well:
Phoenix Point is being created by Julian Gollop who was the original designer, programmer and artist of X-Com (X-Com: UFO Defense / UFO: Enemy Unknown) in 1994. Phoenix Point is a spiritual successor to the original X-Com games and hopes to invoke the same feeling and atmosphere of those classic games,retaining many of those much-loved gameplay mechanics while adding some new ones.
That is a whole other story.
Sure, but it's still Julian fucking Gollop, I mean I played the original X-COM day and night as a kid, I have drawn strategies in school, I was thinking about the game when I was with my parents in the woods to collect mushrooms, it's just hard to belief that this man, that have made such a visionary, great game, that still is after 24 years undoubtedly one of the best if not the best turned based tactics games of all times, makes this.I get what you're saying, but there is a lot more evidence in that same campaign that says otherwise. And I think that a lot of these spiritual successors have shown that much of the original mechanics are just too unwieldy to sell well enough in today's market (or at least that is their own opinion). But i'm with you. It's still in development, so hopefully some changes are made that align more with the original.
Phoenix Point's deep combat and massive crab monsters make it a worthy XCOM alternative
Meet alien crabs and make them bleed.
My heavy gunner has a jetpack? Cool. My first inclination is to direct him to the rooftop of a nearby tower to rain fiery death down on the crab-like invaders swarming the map, but Phoenix Point chief designer Julian Gollop hints that that might not be wise. A few turns later the tower is destroyed completely by a rampaging spider monster. The creature is the size of a house and barges through terrain like a drunk kicking their way through a flower bed. It’s clear that its massive claws will make short work of my soldiers should it get close.
I discover that I can target many different points on the creature, blowing off legs to slow it down, or shooting its claws to hopefully blunt its melee attack. Explosives are particularly useful against such a massive beast because the blast radius can damage multiple limbs. In the end, this is how I cripple it, with shoulder-mounted rocket shots from my heavy gunner, and some grenades from my assault soldiers. The queen dies just a few movement points away from my soldiers as they huddle in a defensive formation in the corner of the map.
The sheer size of the thing presents a daunting challenge, and this is the first of many ways that Phoenix Point differentiates itself from Firaxis’ XCOM reboots. Though Julian Gollop created X-Com, the modern Firaxis games are an inevitable comparison point given Phoenix Point’s surface-level similarities in format and UI. At a glance the sight of your troops’ taskbar of actions and the territory outlines showing how far your troops can move are very similar to XCOM and XCOM 2. However, the Firaxis games didn’t feature location-based damage. They didn’t model impact chance of individual bullets. They didn’t stop the action the moment your soldier spotted an enemy, giving you the chance to duck back behind cover. Their boss monsters weren’t this huge.
Cumulatively, these changes make Phoenix Point feel like more of a detailed combat simulation. The all-or-nothing percentage chance shots of Firaxis XCOM could be cruel, and flanking—the most effective way of tilting those dice rolls in your favour—was hugely important.
Phoenix Point is more nuanced. In typical XCOM fashion you command your team by moving them around the gridded battle map, seeking out cover and getting flanking lines on enemy combatants. In the combat demo I played at the PC Gamer Weekender my soldiers specialised in multiple classes including the aforementioned jetpacking heavy gunner, assault troops who get free reaction shots when attacked, and a slow sniper who shoots dudes really far away. The UI displays several layers of info about each potential shot. There’s a percentage chance to hit (which generally seems far higher than XCOM), a percentage chance of a kill, and percentage chances attached to enemy limbs so you know how tricky it will be to cripple a body part.
In addition to breaking limbs you have a chance of inflicting bleeding damage. You also need to consider the different types of damage your soldiers do when confronted by specialist crab men. Close combat shield-arm guys can choose to present the shield in any direction to protect their advance. Heavier weapons have a chance to penetrate armour, so your sniper and your heavy gunner can try to shoot through the crab’s shield in the hope of disabling the shield arm and inflicting some bleeding damage.
The dice rolls could yet change a lot during development, but in this demo the high hit frequency and wider range of attack outcomes created a more detailed, shifting battle state. One gun-arm crab was causing me trouble, but a reaction shot from one of my assault soldiers did a little damage and inflicted bleeding. I could choose to leave him to bleed to a low health state and chance a future reaction shot taking him out. Alternatively the reaction shot could have shattered the crab's gun arm, effectively taking it out of the fight without killing it. In XCOM enemies were as effective on one pip of health as on max health, in Phoenix Point battle damage creates a more authentic sense of evolving combat.
Soldiers have a new resource to manage called Willpower. You can use a Willpower points to perform stressful extra actions. You spend Willpower to put a character into Overwatch—a stance that grants your soldier reactive shots in the enemy’s movement phase. Assault characters can use Willpower to make an extra move after shooting. If they are faced with a shield crab they can move into a flank, fire, then use Willpower to skid back to cover. It gives you the opportunity to spend and commit to an extraordinary action that might get a soldier out of trouble, or eliminate a key enemy.
There's a lot more still to see of Phoenix Point. The world map will feature several human factions in addition to the crab aliens, and Gollop hints at Lovecraftian inspirations for the enemies in Phoenix Point. So far I like the gritty tone of the environmental design, and I like the granular approach to combat simulation, which gives you more factors to consider than Firaxis' XCOM. Based on my short time with it, Phoenix Point could end up being the deeper game, and a worthwhile alternative to Firaxis' reboots.
You're welcome. Feel free to do the same.True, took a second look and I think you are right, thanks for correcting me![]()
So right.it's just hard to belief that this man, that have made such a visionary, great game, that still is after 24 years undoubtedly one of the best if not the best turned based tactics games of all times, makes this.
It's not just movement working slightly different than nuXCOM, though. The implicit TU's in their hybrid system still mean that different weapons need more or less TU's to fire and therefore change how much you can move before doing so and, based on the latest demo, as I pointed out earlier, you can still continue moving after firing if you did not use all the TU's you had for movement before. The only similarity to nuXCOM here is that you're in most cases limited to shooting once per turn.Keywords for me are here currently and hybrid.
- Will the game use time units or have a 2-action system?
Our tactical system is currently using something of a hybrid. Generally a character has potentially two actions per turn - movement and use of equipment. However, if an enemy is spotted while moving then the movement is halted and the player can react, either by moving or firing. This could happen multiple times per character movement. Additionally, Will Points are a very important factor. These can be used to extend movement, firing or add other actions to a soldier’s turn, depending on the abilities of the character or equipment in use.
Currently meaning to me, that it might change, is in development.
Hybrid can be anything, I was not expecting that their implementation of TU's would be just be a slightly different movement system and the rest being all NuXCOM, in regards of the 2-action system.
They should just have stated that there are no TU's and moving works slightly different from NuXCOM, that would have been easy to understand.
It's not just movement working slightly different than nuXCOM, though. The implicit TU's in their hybrid system still mean that different weapons need more or less TU's to fire and therefore change how much you can move before doing so and, based on the latest demo, as I pointed out earlier, you can still continue moving after firing if you did not use all the TU's you had for movement before. The only similarity to nuXCOM here is that you're in most cases limited to shooting once per turn.
UnstableVoltage I didn't back this but few thoughts.
That all said, there is very interesting situation. I mean where Firaxis shipped (IMO) overpriced and (fact) buggy DLC during last fall. If you manage to get PP out, even better have enough success that there would be demand for sequel, I can't but wonder what would happen. It's your first game yet cool heads are most likely to deliver.