Really the best any developer could hope for is to match X-Com, especially because the complexity of destructible environments increases exponentially with how complex the graphics are. If we made a game with primitive graphics like X-Com we could definitely match their destructibility, but the complexity of making a building collapse realistically in terms of both gameplay and modern graphics is far more than just drawing a dust cloud sprite and making the building disappear.
Thanks for replying.
First of all, I obviously was not only focusing on Xenonauts but the entire line of X-Com-alikes.
However, you took it a little far by arguing the best ANY developer could hope for was to match X-Com - I suggest you go check out the game I quoted - Silent Storm.
And no, this was by far not an AAA game. I'm still with you if you say in Goldhawk's league, matching Silent Storm would be a little much to ask for.
Let's see. Is there a game that offers a similar degree of destructible terrain? With impressive explosions that blow holes in the ground and terrain, forming craters and leveling buildings?
Maybe something low-tech and indie? Hmmm. How about Minecraft?
So I totally agree that destructible terrain isn't really an achievable goal if you're aiming for AAA graphics at the same time as a small indie studio, but if you pick and choose what you want to bring to the table, I strongly disagree that it's immediately out of reach like you claim it is.
What I've seen from Xenonauts 2 looks impressive, but I kinda fear that you will again be forced to limit yourself when it comes to variety and polish, just like you had to in the first game.
My personal opinion - and I may very well be wrong - is just that IF you find yourself unable to match that old game you want to ride on, you'd better bring something new and exciting to the table that I can't get when I'm playing the original.
NuXcom dropped or dumbed down many of X-Com's features, and I still have not purchased the sequel nor replayed the original because I didn't like a large part of the new approach, but the one time I played through it, I have to admit they made their calls and it was an interesting, enjoyable - and different - ride. It's not for me in the long run, but I can see why people like it.
Xenonauts changed relatively few things from X-Com, but most things that were changed ended up falling short of the original. This is why, if I want my X-Com experience these days, I'm much more inclined to fire up OpenXCom (which offers all the original had and more) than I am to fire up Xenonauts. Ain't that a little sad?
So, if you were to make a voxel based sequel where everything looks like in 8-bit Armies, but the terrain is fully destructible and with impressive physics, I'd be much more interested than I am if you say: We're making Xenonauts, but a little prettier.
Maybe I'm too harsh on you guys - and you don't deserve too much criticism, so much is for sure. You went out to make an X-Com remake and saw it through - many, MANY similar projects failed beforehand, and those that brought up a final product are all worse than Xenonauts, imo. Well, except for OpenXCom. (Most of which was made by a single guy and happens to be free - how did that happen?)
I really want you guys to succeed, I just hope you either went for a style/approach that allowed you to match the original X-Com feature for featue and then pile on some more OR deviated more from the original formula to make a game that can really stand on it's own feet.
Aww man, I wrote far too much. May I just close with wishing you guys best of luck?