Firaxis + XCOM, that is all. - by N'Al
Ulukai on 23/10/2012 at 08:14
My most experienced Dude just got fecking eviscerated by a sectopod at near point blank range :(
WELCOME TO THE PARTY PAL
Thelvyn on 25/10/2012 at 07:29
Sectopods make me cringe even with plasma weapons.
Oh btw is it just me or does the sectopod take NO damage whatsoever from the blaster ? Ive taken to bringing the old rocket launcher instead so I can hurt the damn thing at least!
Ulukai on 25/10/2012 at 15:41
I've noticed that sometimes Sectopods take no damage from Rockets.
I'm not sure if this is a bug or whether they have a chance to block a direct hit.
Chimpy Chompy on 26/10/2012 at 14:07
Maybe Lasers do extra damage to them, like in the original UFO?
Ulukai on 26/10/2012 at 19:26
So, I completed my first playthrough on Normal difficulty. Much lower score than the world, but much higher number of soldiers hired and lost, probably because I didn't keep saving and loading like a crazy man, and just kind of sucked up the squad losses (34!) and bad decisions in preparation for an Iron Man playthrough. (
http://steamcommunity.com/sharedfiles/filedetails/?id=104790913) Stats. Here's what I think.
The GoodIt's a turn based squad strategy game, and it's fun. And they made it, despite the rumblings of dissent, in 2012. Happy days. Although simpler than X-COM, XCOM still has enough depth to it so you have to think. To be honest, equipping all my soldiers with ammo was one of the more tedious things about X-COM, and this ommision I do not mind at all; with one caveat - I'll come onto this later.
The cover system works pleasingly well, with good indication of when your guys have been flanked which you can plan ahead to avoid as much as possible.
Base building is still satisfying, this also requires some forward thinking in order to reap the benefit from bonuses and to ensure you've balanced your excavations with the funds available.
The Satellite/Funding/Council system, although different to X-COM works well and I like it. And a big "Fuck You" to Argentina and Brazil who withdrew within mere days as a consequence of me failing
one (and only one) terror mission!
The progression system for your soldiers is great, much better than the "ramp up the core stats" approach of X-COM, with them gaining better abilities as your soldiers rack up the experience and often a choice between two. Once your soliders are able to be set a nickname, you
do get attached to them and it is with some regret that Duke 'The King' Nukem was Mind Controlled and died on the very last mission.
The BadOn the subject of Ammo, although I do not miss having to remember to equip my guys with rifle clips, I do wish I could specify to load up Heavy class soldiers with more than 2-3 rounds for the Rocket or Blaster Launcher.
Aliens - Where are the Snakemen? And (AFAIK) base invasion is not possible, which reduces the level of peril somewhat when originally not only could you be seriously on the backfoot but you'd then face having the fight brought home.
On the larger alien ships, the multiple levels do cause issues. I only moved one of my guys to the wrong spot twice, and you do get used to it - but something really needs fixing here.
Environments - there is a fair variety (I think I might have played one map thrice, at most), but they're not random, and you can't defend a map based on your own base. Disappointing. In a similar vein, although you can destroy the environment it's just not quite as satisfying as X-COM because you can't cause floors above to collapse down onto floors below.
Soldier Classes - Soldiers get assigned a class at random, which can be frustrating when you've got a team of Sniper Dudes but all you want is a Heavy. I'd like the ability to choose class for raw recruits who have been promoted to squaddie.
[spoiler]Endgame was something of an anticlimax, especially once I worked out you only have to shoot and kill the Chief Ethereal to win. And it just wasn't an alien enough atmosphere. X-COM used to creep the hell out of me when I was infiltrating the base.[/spoiler]
In ConclusionFiraxis have managed to pull off a turn based strategy game that will appeal to gamers of 2012, who wouldn't necessarily have been around for the original. I've spent 22 hours on one playthrough, and I'll be back for more.
Bring it on, Ironman.
smallfry on 26/10/2012 at 21:34
Do you think some of those issues will be addressed in DLC? I don't know what they have planned, or if they've mentioned DLC for that matter.
Ulukai on 26/10/2012 at 22:28
First DLC is just going to be some five mission story arc, or somesuch.
Ho hum.
faetal on 27/10/2012 at 15:35
I hope this sells enough to warrant a sequel, because it would be amazing if they could throw the impetus behind the new style into improving in some areas which are consistently mentioned as limitations, namely:
Repetitive locations
Locations not really localised (temperate forest in Nigeria?....oooooookay then)
No base defence
No god-damned snakefucks
Only US accents for your international crew
I get why this potentially risky reboot needed tight development and why those things probably needed leaving out, but this is why I hope for a sequel is the ROI is good.
thrawn_121 on 28/10/2012 at 01:50
I thought the Thin Men were the new snakemen? At least it appears that way to me when reading their autopsy report.
faetal on 28/10/2012 at 23:27
Just finished my first play-through on easy. Great game. Ending was a bit of a damp squib because I was too over-powered, but hopefully a play-through on normal might temper that.