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Giant Bomb XX | Donut Create Push

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Myggen

Member
XCOM 2 is one of the few games where missions timers actually improve the experience.

Having played the game for some hours now, I'd argue that that's very subjective. I'd rather be without them.

Anyways, watching the Phantasmagoria 2 Playdate now and holy shit you guys weren't kidding about the end.
 
XCOM 2 is one of the few games where missions timers actually improve the experience.

Yes, exactly. The entire game has been structured around the missions having a sense of urgency and speed that Enemy Unknown was lacking. It's the best change they could have made.

I hated the mission timers in XCOM 2 until I noticed how they were impacting my play style and sort of came to appreciate them. I started building more heavily into stealth rangers for instance. If somebody just wanted to play it how they played XCOM and they were super deliberate, long range set up and slowly move in players I can see how it'd be frustrating.

I love how many options they give you now that don't involve just hunkering down and overwatching the fuck out of everything. Blowing up cover is way more useful, rangers can move in, strike, and retreat all in one turn, and specialists/psi ops can turn the enemies on themselves. So much more tactical depth now.
 

danm999

Member
I hated the mission timers in XCOM 2 until I noticed how they were impacting my play style and sort of came to appreciate them. I started building more heavily into stealth rangers for instance. If somebody just wanted to play it how they played XCOM and they were super deliberate, long range set up and slowly move in players I can see how it'd be frustrating.

I think it also fits narratively; you're the scrappy underdogs who need to move quickly, quietly and effectively. The longer you attempt to go toe to toe with the aliens the more screwed you get.
 
Yes, exactly. The entire game has been structured around the missions having a sense of urgency and speed that Enemy Unknown was lacking. It's the best change they could have made.

I hated the mission timers in XCOM 2 until I noticed how they were impacting my play style and sort of came to appreciate them. I started building more heavily into stealth rangers for instance. If somebody just wanted to play it how they played XCOM and they were super deliberate, long range set up and slowly move in players I can see how it'd be frustrating.

I think it also fits narratively; you're the scrappy underdogs who need to move quickly, quietly and effectively. The longer you attempt to go toe to toe with the aliens the more screwed you get.

This is basically my feeling on it, I wouldn't be enjoying the game as much as I am if it didn't have the timers, it's a simple addition but it completely throws a bunch of tactics from EU out the window and forces you to adapt. It's simple but incredibly effective at making the game incredibly challenging even if you're very familiar with EU/EW.
 

Myggen

Member
I get why the timers are there and that the game is designed around them, I just hate timers in games. This hasn't become an exception so far. Still really like the game, but I suck at it.
 

mintyice

Junior Member
The timers in XCOM 2 are brutal. I like being patient and turtling. Rushing towards an objective in 8 turns while fighting 10 guys at once is just too frustrating.
 

danm999

Member
Actually it's reminding me of the playstyle I liked in MGSV. Super stealthy, quick in, quick out.

Which given the sort of playstyle Dan has said he enjoyed in MGSV I can see why there might be a difference of opinion.
 
N

Noray

Unconfirmed Member
I played XCOM 1 exactly how XCOM 2 was designed. I never even notice the turn timer, honestly. Never have run up against it. The only difference is I'd have 2 snipers on XCOM EU, and snipers this time aren't quite as OP, and grenadiers are the fucking shit, so I only had 1. 2 Grenadiers, 2 Rangers, 1 specialist, 1 sniper, that's my style.
 
I don't think the timers are a particularly elegant way to prevent over-reliance on old tactics. To me, it's more likely to serve as a double-punishment for particular random elements during a mission.

I didn't grind out missions in EU through attrition, but I did enjoy taking my time and methodically dealing with situations. I feel that that particular kind of enjoyment is taken away from me when there's a particularly tight hard timer in effect.
 
The guest articles are cool but they all seem like topics Austin is personally interested in, not general guest contributions

That's the site, alright.

I hated the mission timers in XCOM 2 until I noticed how they were impacting my play style and sort of came to appreciate them. I started building more heavily into stealth rangers for instance. If somebody just wanted to play it how they played XCOM and they were super deliberate, long range set up and slowly move in players I can see how it'd be frustrating.

I think it also fits narratively; you're the scrappy underdogs who need to move quickly, quietly and effectively. The longer you attempt to go toe to toe with the aliens the more screwed you get.

"From restriction, comes the strength to thrive under even more dire foes!"
 

Archaix

Drunky McMurder
I love what the timers did to the game. Without timers I wouldn't have thought "You know, that wall between me and the evac zone really has no reason to be there..." so often.
 
N

Noray

Unconfirmed Member
Dan sucks at XCOM. Putting dudes out in the open, like no cover at all? That's not even a rookie move, that's just plain ol' stupid.
 
I just did a blacksite mission where the game spawned me into 6 alerted enemies, it was fucked up. when procedural generation goes bad...

although my Vinny is a psychic and just kicked the shit out of people
 
I played XCOM 1 exactly how XCOM 2 was designed. I never even notice the turn timer, honestly. Never have run up against it. The only difference is I'd have 2 snipers on XCOM EU, and snipers this time aren't quite as OP, and grenadiers are the fucking shit, so I only had 1. 2 Grenadiers, 2 Rangers, 1 specialist, 1 sniper, that's my style.

I've only just realised how great Grenadiers are, their ability to tear cover to pieces is super useful.
"From restriction, comes the strength to thrive under even more dire foes!"

I didn't notice the title of the post at first and I still read this in the Darkest Dungeon announcer voice.
 
There's a really interesting mod for XCom 2 that actually doesn't activate the timer until your team is no longer concealed. I think that is a perfect synergy of their 2 big new gameplay additions. I kind of wish they would have designed the game around that idea instead.
 
There's a really interesting mod for XCom 2 that actually doesn't activate the timer until your team is no longer concealed. I think that is a perfect synergy of their 2 big new gameplay additions. I kind of wish they would have designed the game around that idea instead.

That's the one thing I don't like about the timers, it doesn't make any sense for the timer to be active when the aliens are unaware of your presence. I'll probably use that mod on a second playthrough.
 

danm999

Member
Some of these puzzles near the end of phantasmagoria 2 are some cat hair and honey make a mustache bullshit.

They were talking about knowing the "language of video" games a few weeks ago on the Beastcast, or you play enough games and you understand what a game wants from you.

Having to use the therapists card on the phone to advance the game is Esperanto of video game language.
 

yami4ct

Member
XCOM 2 is one of the few games where missions timers actually improve the experience.

Turn-Based Strategy benefits heavily from gimmick missions in my opinion. If all the maps are 'kill all the enemies' that can get really boring. The return of gimmick and defense maps are something that's gotten me really excited for Fire Emblem Fates: Conquest.

Some of these puzzles near the end of phantasmagoria 2 are some cat hair and honey make a mustache bullshit.

A lot of the adventure 'combine this with another thing and then use on a third thing' was bullshit.

The straightup weird alien power puzzle wasn't as bad as I think the crew made it out to be. All the info you need was there if you looked closely. On a stream, you don't have the luxury to just really sit and think about something, but I could have easily solved that puzzle on my own once I started to see the pieces.
 
Well it also doesn't help that the low res of these backgrounds also doesn't make things stand out enough

As someone who has played adventure games since I made copies of my cousin's Sam and Max floppies, some of these puzzles seemed a bit much. I was getting some broken age part 2 flashbacks as far as obtuse and ridiculous puzzles were concerned.
 

Antiwhippy

the holder of the trombone
So listening to a past podcast where they're talking about Antichamber and all this the witness talk got me thinking, what's the guy who made antichamber up to now?

I really like antichamber.
 

FluxWaveZ

Member
So Curtis killed those people, huh? What a weird fucking game

Oh yeah, the madness of the ending totally made me forget that he actually killed them with his alien powers. I guess why him staying on Earth is the "bad" ending 'cause he'll just end up killing everyone around him.

Somehow, this ending disappointed me more than Phantasmagoria 1's, when I thought Phantasmagoria 2 had more potential because its setting and intrigue was more compelling than weird ass mansion in the middle of nowhere and magicians.
 
Wait, I thought that real Curtis was the one killing everyone?

So listening to a past podcast where they're talking about Antichamber and all this the witness talk got me thinking, what's the guy who made antichamber up to now?

I really like antichamber.
Nothing at the moment.
 

FluxWaveZ

Member
Wait, I thought that real Curtis was the one killing everyone?

Finally bothering to read the story synopsis, and you're right:
The real Curtis, acting through the Hecatomb, was responsible for the murders and hallucinations with the purpose of driving the duplicate Curtis insane so that he could take over his body. The duplicate Curtis escapes the Hecatomb through the Dimension X portal, kills the real Curtis and returns to Earth. Jocelyn suddenly appears revealing that (somehow) she knows the truth and that she loves him.
Alright, real Curtis was killing people in the real world, though I don't think I understood that the purpose was to drive fake Curtis mad to reclaim his body? I gotta rewatch that part; I was too focused on the puzzle of flesh.

And how the hell did Jocelyn know the truth?

Great game.
 
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