Sundevil96
Educated
- Joined
- Feb 14, 2015
- Messages
- 55
Just play this: https://rpgcodex.net/forums/index.p...ildren-isometric-tactical-korean-srpg.130559/
You can thank me later....
You can thank me later....
There. Fixed.Just play this:https://rpgcodex.net/forums/index.p...ildren-isometric-tactical-korean-srpg.130559/
https://openxcom.org/forum/index.php?topic=3626.0
You can thank me later....
I felt like XCOM was a completely different thing from X-COM, like a reimagining. What makes you say they were slavishly devoted to replicating the magic of the original?... slavishly devoting themselves to trying to replicate the magic of the original game.
I felt like XCOM was a completely different thing from X-COM, like a reimagining. What makes you say they were slavishly devoted to replicating the magic of the original?... slavishly devoting themselves to trying to replicate the magic of the original game.
Black hawk down.Yeah, XCOM 2 feels like a different game. They went for more of big dumb hollywood approach, where you play as guerilla rebels and it strips out most of what made X-COM X-COM.
Apparently Americans are still living through the War of Independence, because the rebels are always the good guys.
I mean, can you name an American production where rebels are the antagonists? I can't think of one.
But, air interceptions are important, when it's not a dumbed down scripted event with where you are pressing button for dodge. And when you can use, and risk, more than one airplane. Located on strategically placed bases. Full of expensive equipment. Which can be destroyed by alien attack. Which can REALLY screw up the budget.I felt like XCOM was a completely different thing from X-COM, like a reimagining. What makes you say they were slavishly devoted to replicating the magic of the original?... slavishly devoting themselves to trying to replicate the magic of the original game.
I really don't want to spend my night digging up old articles, but Jake Solomon was a huge X-COM fan and tried his best to shove as much of the original in as he could. The first prototype was an autistic clone that everyone else at the studio hated and had to be streamlined to get a released game, but the list of things that are cargo-culted over into the new, dumbed-down system are pretty long in XCOM 1: the geoscape, air-game (nonexistent in 2) + interceptors, all the visual and map motifs, most of the enemies, etc.
Obviously it is a re-imagining, but it's a re-imagining that just slightly recontextualizes but includes most memorable things from X-COM that aren't purely systems based. i.e, you have autopsies that actually matter, you have capturing aliens for research (this got totally jettison'd in the sequel), you have the weapon progression, you have the blaster bomb launcher. Even the different alien ships I would argue is a hold-over from UFO Defense in terms of them not really matching the systems and gameplay, but being there because Solomon wanted to include as much as he could. The battleship is totally pointless in terms of gameplay and systems and you don't have to ever do the battleship mission to win the game, but it's there because that ship type was in UFO Defense too, complete with a research from it that is also totally unnecessary.
And I'm saying this as someone who loves all of this stuff. It's all these little details they copied over that make dumbed down XCOM 1 so much more "magical" than XCOM 2.
Black hawk down.Yeah, XCOM 2 feels like a different game. They went for more of big dumb hollywood approach, where you play as guerilla rebels and it strips out most of what made X-COM X-COM.
Apparently Americans are still living through the War of Independence, because the rebels are always the good guys.
I mean, can you name an American production where rebels are the antagonists? I can't think of one.
Not to diminish what you're saying, but I could easily replace everything you said with examples from the Star Wars prequels and it will sound exactly the same as an apologist's argument for those movies; just a funny thing. I had no idea any of that was going on in the background. Thanks for the info.I felt like XCOM was a completely different thing from X-COM, like a reimagining. What makes you say they were slavishly devoted to replicating the magic of the original?... slavishly devoting themselves to trying to replicate the magic of the original game.
I really don't want to spend my night digging up old articles, but Jake Solomon was a huge X-COM fan and tried his best to shove as much of the original in as he could. The first prototype was an autistic clone that everyone else at the studio hated and had to be streamlined to get a released game, but the list of things that are cargo-culted over into the new, dumbed-down system are pretty long in XCOM 1: the geoscape, air-game (nonexistent in 2) + interceptors, all the visual and map motifs, most of the enemies, etc.
Obviously it is a re-imagining, but it's a re-imagining that just slightly recontextualizes but includes most memorable things from X-COM that aren't purely systems based. i.e, you have autopsies that actually matter, you have capturing aliens for research (this got totally jettison'd in the sequel), you have the weapon progression, you have the blaster bomb launcher. Even the different alien ships I would argue is a hold-over from UFO Defense in terms of them not really matching the systems and gameplay, but being there because Solomon wanted to include as much as he could. The battleship is totally pointless in terms of gameplay and systems and you don't have to ever do the battleship mission to win the game, but it's there because that ship type was in UFO Defense too, complete with a research from it that is also totally unnecessary.
And I'm saying this as someone who loves all of this stuff. It's all these little details they copied over that make dumbed down XCOM 1 so much more "magical" than XCOM 2.
Yup, that was really bad. I didn't feel any freedom while I was playing it. I had the nagging feeling that I am playing through a linear scripted game. Have you tried Long War 2?but a whole lot of scripted events, even more so than the first game.
It changes the whole flow of the game. Makes it a lot more open. Alien missions have to be discovered by you because they are dynamic. Their agenda changes depending on your actions. But as the name says, it's "long" wat so expect a lot of repeatable missions.I have not. Does it add unnecessary pointless crap to the game? I find mods tend to do that. Like Misery for Stalker, or those Metro skins in Autumn Aurora.
You don't need anime enemies and power rangers in your squad if you are going for that OG feeling anyway.It's not compatible with War of the Chosen, fyi.
I am actually more excited about this than new XCOM.
I dunno, this is getting a bit too fantastical.Features:
- Choose a sponsor country that will influence the rest of the game.
- Ordinary people can not resist the new threat, so develop your operatives, turning them into powerful mages.
- storm multi-leveled dungeons.
- Strong soldiers may become necessary for the base development.
- learn different magic schools with their skills.
- Make the UN work for you.
- ...
It's not compatible with War of the Chosen, fyi.