lozina
Lifer
- Sep 10, 2001
- 11,709
- 8
- 81
OG XCOM designer weighs in...
http://www.edge-online.com/features/julian-gollop-xcom
Wow, awesome stuff there. That guy's a legend in my book.
OG XCOM designer weighs in...
http://www.edge-online.com/features/julian-gollop-xcom
This is great news. We got sequels to Jagged Alliance and X-COM, 2 of my all time favorite TB strategy games! If reviews are favorable I'm willing to pay full price to support their efforts.
Is 2K games making two different X-COM games? Because when I searched for it I found a video of a console game that looked like a clone of mass effect (cover based shooter with squad powers, etc).
Wow, awesome stuff there. That guy's a legend in my book.
One thing I really didn't like very much was his comment about turn based combat and really big maps. Basically he was against them and felt that the original X-com had that as an issue. I want to go the opposite direction in saying that one of my all time favorite games (aside from X-com) is GalCiv. I can get totally lost in HUGE maps and the anticipation and escalation that comes from set up and position.
the problem that I have with RT squad games today is you can't control 10 guys in real time with the precision that would equal some of the turn based games that I have played (xcom, GalCiv, etc...). So you have to set things up and then trust to dodgy AI which doesn't represent even reasonably skilled troops in actual combat.
Provided that you can save at each turn (because life intrudes), I am all for huge maps and strategic approaches to search and destroy. Just my two cents.
See, that was what turned me off of TFTD; the enormous sea lane missions. Part of the charm to me was that they built X-COM as two games, the geoscape and the tactical missions. I liked the features and gameplay of the geoscape and an overly long map made me anxious to get back. But more importantly was the fact that you are limited in the number of men you have which makes searching a large map exceedingly tedious and time consuming. I preferred the scope of the UFO missions where I could expect to be able to get through the map in one sitting with the occasional daunting base invasion for an open afternoon.
I dont' like the small squad size. The way I used large squads was to pair up guys with one acting as a scout with a cattleprod, and the second as his backup to kill any alien he found and was unable to stun. The more pairs I had, the faster I could scout out an entire map. With only 4-5 guys, I will need to take longer to clear a map, since you can't break up the team into multiple groups anymore.
all this talk brought back memories of this GBA game called rebel star tactical command. if you guys like xcom, you might want to try to 'find' it online (the company went out of business a couple years back).
I dont' like the small squad size. The way I used large squads was to pair up guys with one acting as a scout with a cattleprod, and the second as his backup to kill any alien he found and was unable to stun. The more pairs I had, the faster I could scout out an entire map. With only 4-5 guys, I will need to take longer to clear a map, since you can't break up the team into multiple groups anymore.
Interesting, it appears that they now have classes and terrain perks. The terrain perks are certainly welcome addition.
Kind of worried about this. Makes it really feel like the soldiers are going to be nameless/faceless single function units rather than actual soldiers. I hope that the walk-through used terms like "Heavy" simply because it was an early build.
And is it just me or did the pics look more like an updated Freedom Force than Xcom?
What amazed me was the sheer incompetance of the raw recruits that you get. I'm trying to figure out what rent-a-cop organization they were rejected from before they finally settled with XCOM. I just love it when they throw a grenade and it somehow manages to go twenty feet in the wrong direction, gratuituously blowing up the local filling station.