Prime Junta
Guest
Interesting interview. Piqued my curiosity enough to finally read the figstarter. Pledged.
2AP didn't change this. The best way to play XCOM is still to take it slow, trigger one pod at a time, then destroy it before the baddies even have a chance to respond. That's why they added time constraints, so you would have move fast and take more risks.
Thoughts?
I didn't know about this game but I hope it gets made. I think Gollop is one of the best designers ever and I believe he can modernize the X-Com formula in a satisfying way.
Also, theoretical question --
I know one of the main criticisms of TUs is that it slows the game down, since the optimal strategy is to crawl across the map one step at a time. Gollop echoes this criticism in the interview.
But isn't this really a product of Fog of War? The reason you inch across the map is so you don't jump a bunch of aliens at the end of your turn. Not knowing where the bad guys are is why you creep and preserve actions.
2AP didn't change this. The best way to play XCOM is still to take it slow, trigger one pod at a time, then destroy it before the baddies even have a chance to respond. That's why they added time constraints, so you would have move fast and take more risks.
Thoughts?
Yeah I know, remember seeing some interviews with him and Solomon. I just found it very surprising that the man behind X-com haven't played JA2 that much.
You know the answer. Stop playing dumb. The game would bomb.Make a review submission area, have the person post into that area, then move the review into the news area once the review is final. Another 'impossible' problem solved thanks to my 150s IQ.
2 action system is shit, I really hope they don't do that. Why on earth can all these spiritual successors just not make the same exact game, except with graphics that aren't massively outdated?
You know the answer. Stop playing dumb. The game would bomb.
So why then would it bomb? I'm tempted to say because the audience for nuXCOM isn't mentally disordered. The actual answer is because game designers have spent the past 25 years figuring how why those games aren't popular anymore. You can disagree with their conclusions, but it's all backed up with some very solid game design theory.
The comment about needing to give players a clue about where a bullet might go if it misses is telling. He says "We haven't figured out a way to represent to the player the potential outcome of such attacks yet." That's very much part of the new school.