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X-COM XCOM 2 + War of the Chosen Expansion Thread

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
They're completely different environments. The alien cities are supposed to be sterilized. You can say you don't like their concept of the alien cities, but that's different from saying the art direction for the entire game is worse. They showed the "shantytown" areas in the video, they are basically the same as the areas from EU, only much more derelict/aged.
The cities are supposed to look cleaner and more perfect than freaking Candyland? OK then ... I will indeed say it. I don't like that concept. It's a stupid idea in the first place and it's not convincing in the second place. It looks like they forgot to add textures.

Is it me or are the old X-COM enemies much scarier than these new generations? I mean FFS...a purple fathead hiding on the second floor could kill half your squad before getting to the damn building.
It's not just you.

latest
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latest
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The old Sectoids aren't physically intimidating, but they're creepy. They have the huge heads, the weird glowing chests, the hunched, animalistic posture, the jerky movements. The new ones are ... taller. Scary! Also skinnier and they have mouths now. And their proportions are pretty much 1:1 human. They almost look like a half-human half-Sectoid crossbreed. Making them more human-looking is not the way to make them look like a new generation of weirder more frightening aliens. You could almost buy that new guy a beer and sit down and talk out your differences.

And the new Muton looks like a joke next to the old one. A giant head teetering atop a scrawny, long-legged body is not the way to convey gross physical power. If you want a dude to look tough, you give him a massive torso with a small head and legs. Every cartoonist understands this and the XCOM 2012 artists did too. Also that purple coloration makes the new guy look like weak, exposed flesh, like if you peeled off several layers of skin, that's the color you'd be. It looks really vulnerable. It looks ... tender.
 
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Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I always thought the new muton's head looks like a glans
Yeah, I didn't want to say it like that, but yeah.

The approving editors at Firaxis probably didn't want to say it either.

Hey, what do you think of my new Muton concept?

Oh, gee, it looks, it, doesn't it look kind of like a ... ?
What?
Great. It looks great. Please go now.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I like the sterile look, it has that cyberpunk corporate feeling. And killing and blowing shit up in a sterile environment has more of an effect, at least for me. I just hope stuff are more permanent now, I want bodies littering the street after a hard battle dammit!
 

Morgoth

Ph.D. in World Saving
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I could eat my dinner off of that street, or off of those gas pumps; off of any surface we've seen in fact.

I don't know, maybe the intent is to make everything look more synthetic or something, like the streets are self-cleaning plastic, or like alien parasites eat away all the grime, or the oppressors force the citizens to constantly clean everything. Whatever the intent behind this fakey look (if there is an intent), it's not working; it just looks bad compared to its predecessor.

The procedural maps require this blocky geometry though, and the textures need to artistically fit the geometry. No point in having pizza textures on a basic polyhedron building. Besides, so far, we've only seen the Advent city architecture, so it's probably intentional to create this cold and inhuman look, to have a more distinct contrast with the other environments.
 

CthuluIsSpy

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The cities are supposed to look cleaner and more perfect than freaking Candyland? OK then ... I will indeed say it. I don't like that concept. It's a stupid idea in the first place and it's not convincing in the second place. It looks like they forgot to add textures.


It's not just you.


The old Sectoids aren't physically intimidating, but they're creepy. They have the huge heads, the weird glowing chests, the hunched, animalistic posture, the jerky movements. The new ones are ... taller. Scary! Also skinnier and they have mouths now. And their proportions are pretty much 1:1 human. They almost look like a half-human half-Sectoid crossbreed. Making them more human-looking is not the way to make them look like a new generation of weirder more frightening aliens. You could almost buy that new guy a beer and sit down and talk out your differences.

And the new Muton looks like a joke next to the old one. A giant head teetering atop a scrawny, long-legged body is not the way to convey gross physical power. If you want a dude to look tough, you give him a massive torso with a small head and legs. Every cartoonist understands this and the XCOM 2012 artists did too. Also that purple coloration makes the new guy look like weak, exposed flesh, like if you peeled off several layers of skin, that's the color you'd be. It looks really vulnerable. It looks ... tender.

Yeah, I don't much like the new aliens either.
The goo monster is pretty cool, and the viper is alright, but everything else we've seen isn't great.
Especially the muton. What were they thinking?
 

Serus

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Who cares how the muton looks - it looked terrible in XCOM1 anyway. Sectoids were ok, somewhat original in fact but it obviuously was some kind of random mistake by Firaxis, i am sure they meant to make Sectoids look shitty as well already in part 1. They are obviously correcting that mistake in the sequel.
 
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Nothing wrong with turbo-fascist "litter and you are sent to the penal colonies" look. X-Com Apocalypse went for that in a lot of places and had amazing design. The thing is that they need to ramp it up to 11. At the moment it just looks like an average city advertisement, i.e. nice to live in. Get rid of most of the trees and plants, add more flat colors that immediately hit the eye as out of place because they are so clean and shiny. Mirror's Edge did this really well.

The aliens are again quite boring and cartoony, more so even. meh
 

ArchAngel

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It never stopped original X-Coms (from early 90s) from having tons of atmosphere. I would worry more about mechanics. Actually i don't worry - they will be as shit as in the first XCOM with some gimmicks added to hide the flaws so there isn't anything to worry about. <Goes back to Long War until someone mods XCOM2 to a playable state ~2 years from now - if we get lucky>.
You are lucky this time. Xcom 2 is coming with a full editor that will let people change a lot, even add TUs.
 

Raghar

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So would it be the standard: "you pay 50 bucks for a game, and modders would fix it year later"?
 

ArchAngel

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It's more around 80-90 bucks. Expect an expansion later on.
Or you are like me, you pay 0 at first and play whatever is released and when it is fixed and patched buy all parts for 75% off on Steam sale :)
 

LESS T_T

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Codex 2014
Interview on the new strategy layer: http://www.pcgamesn.com/xcom-2/xcom...-shot-theyre-taking-with-a-new-strategy-layer

As anybody who’s faced a Thin Man in the wild knows, appearances can be deceptive. When the first XCOM 2 screenshots emerged, it seemed as if Firaxis had forgotten to research graphics in the three years since Enemy Unknown. But if the textures were uninspiring, it fast became clear that the design underpinning them was incredibly brave.

Firaxis have thrown out the Earth defence metagame. It had, by the admission ofJulian Gollop, just barely come together for the original, and taken Firaxis years and multiple attempts to recreate. Yet here they were, taking down the communications array that had all of XCOM’s parts speaking to one another.

XCOM 2 would cast players as the commander of a ragtag resistance force on a future Earth run by an alien administration named ADVENT. And it would come to PC only, with procedurally generated maps.


XCOM%202%20customisation_0.jpg


“I agree with you, actually,” says XCOM 2 lead producer Garth DeAngelis. “I was talking about this earlier, that it was sort of a bold move to take for the team. But I am very excited about it, and feel it’s the right thing to do.

“Enemy Unknown was great, there were a lot of things that worked well with it, but now we want to pull the reins back a little bit. And that’s the risk we’re taking.”

From the beginning, the XCOM 2 team had a design goal to make the global strategy layer more open-ended. What they came up with was the Avenger: a repurposed alien transport ship and mobile base. Players could research, engineer and train, but they were no longer waiting for blips to appear on the geoscape - they were jetting off to new continents, establishing contact with pockets of resistance around the world.

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“The geoscape is just way more alive and dynamic,” DeAngelis enthuses. “You’re not just standing and waiting for a mission. You’re now moving the Avenger around proactively. You’re trying to liberate different regions, there’s a little bit of territory control there. And if you’re not liberating regions, you could be searching for resources, things like the black market, out in the wild.”

And all the while, you’ll be hunted. The aliens who run the world will send UFOs to zap you out of the sky. They’ll manufacture venom rounds to poison your troops. They’ll develop alloy armour to protect their heavily armed police force. In short, they’ll play the game alongside you, and while you can counter some of their efforts, formalised as Dark Events, “you can’t mitigate all of them”.

“You don’t know exactly what the aliens are going to be doing with respect to how they modify the strategy layer or the tactical layer,” explains DeAngelis. “If they complete that project, then that will then happen in your game and you’re stuck with it. You have to figure out how to work around that.”

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The aliens’ long-term goal, your fail state, will be the one constant between games. The rest will shift with each campaign: your opponents will be stronger in different ways, so there’ll be no tried-and-tested approach that works every time.

There’s a sense that Firaxis want to do better than Enemy Unknown’s geoscape, which punctuated its invasion calendar with regular alien abductions occurring in three places at once. Players in XCOM 2 will still be presented with distinct, difficult choices, but as part of a larger tapestry of unpredictable happenings.

DeAngelis says the team were aware of leaving the globe too “unwieldy and random”, however: “Making sure, if the aliens throw a wrench in your plans, you have some sort of depot, some sort of faucet to go get resources elsewhere that can counter that.”

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Firaxis have wrestled with that balance, between dynamicism and clarity of choice, on the ground too. Not only will the future equivalents of trees, tankers and tombs be dotted randomly about XCOM 2’s maps, but the placement of enemy patrols and VIPs will change too. Whether you’re blowing up a building, protecting a resistance device or hacking a workstation, you’re going to have your objectives jumbled by the procedural system.

“You don’t know where they’re going to show up, and it’s very exciting when you go into a map because of that,” says DeAngelis. “When you go back to the original UFO and X-Com, things were very procedural and that sense of replayability was very palpable. So we wanted to get more of that into XCOM 2.”

I note out loud that Firaxis seem to tackling the problems that bothered players who stuck with Enemy Unknown the longest: the sense of deja vu attached to the same smattering of bars, graveyards and petrol stations. The fact that the endgame often ended up a bit of a breeze - a lap of honour around alien alloy corridors. But DeAngelis points out that XCOM still doesn’t “embrace a traditional difficulty curve”.

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“We want there to be spikes of difficulty with this new system, and it depends on the state of the world and what the aliens are doing,” he says. “It’s not necessarily going to be the game with the hardest late game. It might be, depending where you are in the tech tree.

“But you also might hit a major spike midway through the game, because the aliens have unleashed their UFO on you at that point. We don’t know where those things will show up along the spectrum, but we’re pretty excited by that. We see these difficulty peaks and valleys as opposed to this linear curve.”

Firaxis see XCOM as a series defined by its difficulty. As one staffer points out to me, probably more games of Enemy Unknown were lost than won. Perhaps this is the truest future they could have imagined for it - a world where Earth’s hastily-assembled international response to an overwhelming menace crumbled long before the point of plasmas weapons and jet packs.

Ask any XCOM player for their most memorable moment with the game, and they’ll tell you about an MEC suit specialist slaughtered by a cyberdisc; a crack sniper cut down by chryssalids. Explicitly or not, they’ll tell you that XCOM is about loss. Why not build the sequel around that?
 

CthuluIsSpy

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Vault Dweller

Commissar, Red Star Studio
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archon_alt.gif


Like something straight out of a fantasy RTS Diablo 3

shieldbearer_alt.gif


barbarian_groundstomp.png


Smash the ground, stunning all enemies within 14 yards for 4 seconds.
 
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Luka-boy

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Those Archons look to me as if the aliens are making Human Floaters, only these first versions are supposed to look "beautiful" to not get the rest of the Human population too alarmed until they can turn all of Humanity into mutie slaves.

That's the best I can come up with and it's still pretty fucking stupid
 
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