Pavonis didn't, this is effort of some other modders.What the hell, I thought they would never make it for War of the chosen
https://www.youtube.com/playlist?list=PLkr09O8z61-oQlwmtjnczgQTccjbZP_9nAwesome to hear that this happening, but with how much complexity LW has and with how long it takes to complete I'll hold off for something that isn't a beta.
No. Firaxis usually stay silent until they announce it close to the release, generally 3 months before.
Only things we know is that it will be on Unreal Engine 4 and that they are working on it since 2017.
No. Firaxis usually stay silent until they announce it close to the release, generally 3 months before.
Only things we know is that it will be on Unreal Engine 4 and that they are working on it since 2017.
Hopefully they return to the comic book aesthetic of X-Com instead of this fucking toy aesthetic which makes the games looks they were made for Xbox Live they've been using for XCOM. What Arc System Works has been doing with Unreal really shows how possible it'd be to bring something that looks like the old intro to life.
No. Firaxis usually stay silent until they announce it close to the release, generally 3 months before.
Only things we know is that it will be on Unreal Engine 4 and that they are working on it since 2017.
Hopefully they return to the comic book aesthetic of X-Com instead of this fucking toy aesthetic which makes the games looks they were made for Xbox Live they've been using for XCOM. What Arc System Works has been doing with Unreal really shows how possible it'd be to bring something that looks like the old intro to life.
I don't know why you say original had comic style. Intro and in-game artworks were comic but the gameplay part had nothing to do with comic style. It was just that standard colorful 90's graphics that all isometric games had at the time.
I wonder if Firaxis is making a turn-based isometric RPG, looking at how Divinity is doing: https://www.linkedin.com/in/drewmcgee/
Firaxis Games: Unannounced Project (2018)
- Creating quests and dialogue for playable characters within the bounds of 2 major IPs
- Working with Lead Designers on restructuring flow of main game
- Writing scripts in Final Draft; writing barks in Unreal 4 Engine
https://www.linkedin.com/in/kittyhughes/
Level Designer
Company Name Firaxis Games
Dates Employed Feb 2018 – Mar 2018
Employment Duration 2 mos
Location Sparks Glencoe, Maryland
Created levels in the form of dungeons, gameplay mechanics, and iterated on existing assets to make new, fun, playable adventures for an unannounced title.
"dungeons"
Firaxis Games is looking for a talented and creative writer to join one of our AAA development teams. The ideal candidate is creative, highly articulate, and capable of collaborating with designers to generate original ideas for characters, content, and narrative that fuels the imagination. They must have a strong understanding of story and drama and be capable of contributing in multiple genres. A strong background in or knowledge of history and historical research are huge advantages.
What You Will Do:
What We Are Looking For:
- Collaborate with content creators and designers to create interesting personalities and characters that engage player’s emotions through written dialogue
- Write and edit dialogue, backstories, lore, story and expository text
- Research historical topics from public sources and distill the findings into brief explanatory pieces for a general audience in a light and engaging style
- Understand and advocate for culturally sensitive issues in historical topics, especially as these may reflect on present day political or cultural contexts and explain these to an audience of non-specialists
- 2+ years as a Writer, Narrative Designer, or other position with commensurate duties
- Exceptional communications and problem-solving skills
- The ability to adapt tone and style to different genres/game-environments
- An interest and love of history from a variety of perspectives
- Experience working within the restrictions of localization processes a plus
- Unreal 4 Engine experience a plus
- Knowledge of audio design techniques and technology a plus
Firaxis Games is looking for an exceptionally skilled World Builder to help take the team that brought you XCOM to the next level. As a World Builder, you will be working closely with the Lead Environment Artist and Project Art Director to create high quality assets that match the look and feel of the game world. This position has a strong focus on world building and level creation. The ideal candidate must have a solid grasp of modeling and texturing both organic and hard surfaced assets, as well as an excellent working knowledge of the tools and skills listed below.
Responsibilities:
Qualifications:
- Work with Level Designers and Environment Art team to build levels that both play well and look great
- Prototype level layouts quickly and efficiently and create grey box assets that will be finished by Environment Artists
- Own the creation of levels from layout through final set dressing and polish
- Help estimate and plan production times with production team
- Optimize levels for memory and performance
- Maintain playability of level including collision generation to ensure proper pathing and player experience
- Create tiling, trim and prop materials with thorough understanding of Physically Based Shading using Substance Designer and Painter
- A minimum of 3 years' experience in game development modeling and texturing environments using ZBrush, 3DS Max and Photoshop (or equivalent 3D and 2D programs)
- At least two shipped products as an environment artist
- A solid understanding of form, color and lighting
- Skilled at high and low poly modeling in 3d packages such as Maya or 3ds Max
- Strong foundation in design, color and composition and scale
- Good sensibility for both architecture and natural biome creation
- Solid texturing and painting skills (an understanding of physically based materials is a plus)
- Professional experience working in Unreal 4 or other game engine including modular level construction and terrain editing
- Self-motivated, good communicator and a great team-player
- Exceptional communications skills, both oral and written
- The ability to “kit bash” existing props to get maximum usage
- Must have current US work authorization
I suppose buX-Com3 will continue X-Com2 storyline as advertised in WotC ending and we'll have to deal with mopping up last remains of the ADVENT and fighting the new underwater menace.
But what about that cliffhanger in the end of XCOM2? Wasn't there a reference to Terror from the Deep?I am pretty sure Xcom 3 will be the new apocalypse for 3 reasons:
1- The Apocalypse plot and setting fits perfectly with the end of Xcom 2:
2- The game designer (Jake Solomon) said many times that Apocalypse was his favourite Xcom.
3- He also said that he wanna keep the franchise in fighting earth without going mad on other planets or things like that.
The only way to keep the earth setting fresh without being redundnant with a 3rd game is going apocalypse.
But they didn't have an army of superheroes like Xcom has :DI wonder how they will deal with the part of humanity being crippled at the end of X-Com2 and most major cities destroyed. And now had to resist some force Ethereals were unable to defeat with all their resources, knowledge and power.
But what about that cliffhanger in the end of XCOM2? Wasn't there a reference to Terror from the Deep?I am pretty sure Xcom 3 will be the new apocalypse for 3 reasons:
1- The Apocalypse plot and setting fits perfectly with the end of Xcom 2:
2- The game designer (Jake Solomon) said many times that Apocalypse was his favourite Xcom.
3- He also said that he wanna keep the franchise in fighting earth without going mad on other planets or things like that.
The only way to keep the earth setting fresh without being redundnant with a 3rd game is going apocalypse.
Also, how are they going to make something close to Apocalypse if they went full console/gamepad with the last 2 (3 if we remember bureau) games in the series? There is a lot of complexity in Apocalypse despite it being broken, and the main difference between Apocalypse and 1/2 was how it outgrew 1/2 in almost every way possible.
>implying making a dumbed down XCOM was not boringBut what about that cliffhanger in the end of XCOM2? Wasn't there a reference to Terror from the Deep?I am pretty sure Xcom 3 will be the new apocalypse for 3 reasons:
1- The Apocalypse plot and setting fits perfectly with the end of Xcom 2:
2- The game designer (Jake Solomon) said many times that Apocalypse was his favourite Xcom.
3- He also said that he wanna keep the franchise in fighting earth without going mad on other planets or things like that.
The only way to keep the earth setting fresh without being redundnant with a 3rd game is going apocalypse.
Also, how are they going to make something close to Apocalypse if they went full console/gamepad with the last 2 (3 if we remember bureau) games in the series? There is a lot of complexity in Apocalypse despite it being broken, and the main difference between Apocalypse and 1/2 was how it outgrew 1/2 in almost every way possible.
No way they make a Terror from the Deep, Jake Solomon said it would be boing to have most game underwater, and i agree. I think they will go apocalypse with just a "cameo" of Tftd with the new menace coming from underwater rather than the otherworld like apocalypse. Basically they merge both games lore.
As for the complexity i am talking about the game setting (big city where humanity gathered and a cityscape replacing the geoscape), not the gameplay. I have no idea about that.
Can't believe someone said shit like that unironically and THEN released the game which makes going blind look like a good option. So much lost potential, writing so bad it is funny, and to rub the salt in the wound it is a canonical prequel of xcom reboot. Damn."I use the example of music artists. Look at someone old school like Ray Charles. If he would make music today it would still be Ray Charles, but he would probably do it more in the style of Kanye West," he said. "Bringing Ray Charles back is all fine and good, but it just needs to move on, although the core essence will still be the same."
They are capable, the question is if they want to.
If you watched some of the early dev videos of nuXcom 1 you can see they originally went more old school but then decided against it because they were afraid it would appeal to less people.