Fine Ham Abounds
Member
I'm a total ignorant newb regarding this series, but I'm going to rent this solely because of your FAQ section. Nice work.
My point is not even that the complaints are necessarily invalid, I just think they are overly idealistic. Maybe it's just pessimism but I don't think any big budget game released today is going to be as mechanically complex (and at times archaic, although I admit there is a distinction to be made there) as something like the original Deus Ex or XCOM. However, I think Deus Ex: HR was still enjoyably complex in its own right, and I expect the same out of XCOM: Enemy Unknown.
Also, I haven't played the original Deus Ex or the original XCOM, which is why I added the "personally" to the last part of my comment. My point is that for me personally it doesn't matter if the new DE or XCOM isn't as complex as the original, I just want to look at the game for what it is outside of any preconceived notions about what it should be. If you are a huge fan of the original Deus Ex or XCOM then I can understand why you would feel differently, though.
Quite frankly I'm just incredibly excited that a game like this is being made with this kind of budget in the year 2012.
Goddamn that Instinct mode!
You don't think it's smart game design to have a trained soldier automatically duck behind a wall he's already standing near when under enemy fire? OK.This argument doesn't make ANY sense. Shadow Wars design is totally different from X-COM, as it is a "predictable" kind of combat and meant to be very agile because its a game for a mobile platform.
Haha4 - 6 soldier squads? Back in my day, we could fill an avenger with 20 soldiers! And then spend an extra 30 minutes at the end of each map to manually move each one just to find that last alien! AND WE LIKED IT.
I can't believe they actually show your soldier stats while you're equipping him! Back in my day, we had to REMEMBER our soldier stats while equipping them before a mission! AND WE LIKED IT.
And whats this about line of site? Back in my day, if we wanted to get a 360 fov around our soldier, we had to manually rotate him 3 times. AND WE LIKED IT.
Have fun with your Fisher Price XCOM set.
Where you say dumbed down I say streamlined.I hope this isn't dumbed down from the originals, they were so good
So, I just played the demo and while I liked what I saw, I'm a bit underwhelmed. Does it get more complex? Is there a bit a depth later on? I mean, from what I saw, even the upgrades are just stats boosts.
Maybe the demo is just giving me the wrong impression. :|
I'll wait for some reviews before buying.
Where you say dumbed down I say streamlined.
Mind merge and yeah, that's what is meant to happen. It's a powerful ability in MP but dangerous, as you can lose two units in one strike.Just tried the demo, is it seriously only 2 missions?! And the first is heavily scripted too! Real excited for the game though! Is there any way to guarantee you capture alien corpses? In the second mission the first pair of aliens you meet linked themselves psychically, so somehow when I killed one both died. The flying aliens I shot down individually, and I just used a grenade to blow up the thin men. The only corpses the I salvaged were of the first pair.
4 - 6 soldier squads? Back in my day, we could fill an avenger with 20 soldiers! And then spend an extra 30 minutes at the end of each map to manually move each one just to find that last alien! AND WE LIKED IT.
I can't believe they actually show your soldier stats while you're equipping him! Back in my day, we had to REMEMBER our soldier stats while equipping them before a mission! AND WE LIKED IT.
And whats this about line of site? Back in my day, if we wanted to get a 360 fov around our soldier, we had to manually rotate him 3 times. AND WE LIKED IT.
Have fun with your Fisher Price XCOM set.
The 3 moves ahead podcast explains well the problem.I don't know honestly. I was never a huge Xcom fan so I can't tell you what's vastly different between the two. I just know that "GODDAMN COVER ARRRGGHHHH" is a bad example.
A combat where the results are predictable, like Advance Wars (or Shadow Wars itself).Also not sure what you mean by 'predictable' combat.
Have you played Enemy Unknown?The 3 moves ahead podcast explains well the problem.
The new system makes the "under cover" position the only tactical valid position. With the terrain subdivided in a "binary" way, between valid tactical spaces (under cover) and invalid tactical spaces (in the open).
The original system allows both positions (under cover and in the open) to be tactically valid.
So the original system is more organic, offering more option to the player and not needing the map design to be tailored around it (which makes the map design contrived), since wide open spaces are still viable . So in conclusion, the original is a better system. NOT perfect buy undoubtedly better.
If I examine like this all the other major systems, the result is the same.
The 3 moves ahead podcast explains well the problem.
The new system makes the "under cover" position the only tactical valid position. With the terrain subdivided in a "binary" way, between valid tactical spaces (under cover) and invalid tactical spaces (in the open).
The original system allows both positions (under cover and in the open) to be tactically valid.
So the original system is more organic, offering more option to the player and not needing the map design to be tailored around it (which makes the map design contrived), since wide open spaces are still viable . So in conclusion, the original is a better system. NOT perfect buy undoubtedly better.
If I examine like this all the other major systems, the result is the same.
I just honestly don't understand what people have against cover. In pure game mechanics turn it's direction-orientated defence boosting, which allows for strategic worth of locations but only in certain directions, which means a great emphasis on moving to positions that allow for greater offence but hopefully from behind cover. It's fantastic for keeping battles active and engaged, especially when combined with overwatch, suppressing fire, grenades etc.
And it's not like it's 100% protection even.
It's like I listened to another podcast.I think you've missed the point of that discussion. The point is that the old games tactics system doesn't make the distinction among being in cover or out in the open, whereas the new game does. You can place a soldier out in the open, but there's a higher risk/reward factor for doing so and there are soldier abilities that can mitigate the risk of being in the open, such as run and gun - or even dashing (which gives you defensive bonus on reaction fire). The original is just pieces on a game board, your soldier behaves the same no matter if there's geometry next to him or 6 tiles away. The new one takes into account geometry next to you and applies defensive/offensive stat changes, which puts a greater emphasis on using the map and hence MORE tactical.
The 3 moves ahead podcast explains well the problem.
The new system makes the "under cover" position the only tactical valid position. With the terrain subdivided in a "binary" way, between valid tactical spaces (under cover) and invalid tactical spaces (in the open).
The original system allows both positions (under cover and in the open) to be tactically valid.
So the original system is more organic, offering more option to the player and not needing the map design to be tailored around it (which makes the map design contrived), since wide open spaces are still viable . So in conclusion, the original is a better system. NOT perfect buy undoubtedly better.
Bah. Back in my day we played Laser Squad:
And we liked it.
It's like I listened to another podcast.
They say stuff like "the open spaces are irrelevant" or "here if you force the soldier into an open field they'll get destroyed". The lead designer also says that the open space is a "dead area where the AI doesn't go there".
It's like I listened to another podcast.
They say stuff like "the open spaces are irrelevant" or "here if you force the soldier into an open field they'll get destroyed". The lead designer also says that the open space is a "dead area where the AI doesn't go there".
Yes it is different, and I explained why the mandatory cover mechanic, among the other things, is worse than what the original did. There's no need to get angry.This is a DIFFERENT tactical model with a different set of rules and balances - get over it. IF you just want the original, there it is - GO PLAY IT.
Yes it is different, and I explained why the mandatory cover mechanic, among the other things, is worse than what the original did. There's no need to get angry.
4 - 6 soldier squads? Back in my day, we could fill an avenger with 20 soldiers! And then spend an extra 30 minutes at the end of each map to manually move each one just to find that last alien! AND WE LIKED IT.
I can't believe they actually show your soldier stats while you're equipping him! Back in my day, we had to REMEMBER our soldier stats while equipping them before a mission! AND WE LIKED IT.
And whats this about line of site? Back in my day, if we wanted to get a 360 fov around our soldier, we had to manually rotate him 3 times. AND WE LIKED IT.
Have fun with your Fisher Price XCOM set.
again, you're completely missing the point. the whole point is that the games makes the distinction among open spaces and cover, and the AI is smart enough to acknowledge that. I don't get why you think cover that has tangible effects and smart AI is a bad thing. This is a DIFFERENT tactical model with a different set of rules and balances - get over it. IF you just want the original, there it is - GO PLAY IT.
It doesn't sound mandatory to me and it doesn't sound worse. But you're welcome to your (bad) opinion.Yes it is different, and I explained why the mandatory cover mechanic, among the other things, is worse than what the original did. There's no need to get angry.
The original system allows both positions (under cover and in the open) to be tactically valid.
man, i really wish they would get the live demo up. i'm dying to play this and it looks like i'll have the game before the demo comes out since i preordered. oh well. and before anyone suggests the pc demo, there's no way my computer or netbook will push it.
I know what you mean. I downloaded the demo on PC but as soon as I saw the base after the training mission I thought, "yep, I'm sold" and I quit out of it.I don't think I'd even play it to be honest, I'm ready to go in fresh.
A lot of maps contained open spaces, so you were in the open every time you needed to traverse them, because usually you couldn't do it in one turn. It was more dangerous of course, but the system didn't have the need to have all those open spaces filled with cover-granting objects as the new one does.By valid, you mean "eating plasma to the face", right? The only ones that were ever out in the open past the first few hours of play were either on the "Last Alien Stuck On a Pathing Loop Hunt" (which sucked) or the rookies you were using for cannon fodder since you had infinite disposable cannon fodder to act as spotters for your trained snipers. Your "complaint" is actually a XCOM case of a fallacy of false choice, anyone of value was always behind (usually multiple) paths of cover.
Heck, look at Diablo III for a good example of a petulant response from a narrow portion of its fanbase, and that was only one decade removed.
I find it hard to believe that there are no maps with open spaces in this game, and that you'll never have to make the tactical choice to leave cover.A lot of maps contained open spaces, so you were in the open every time you needed to traverse them, because usually you couldn't do it in one turn. It was more dangerous of course, but the system didn't have the need to have all those open spaces filled with cover-granting objects as the new one does.
I find it hard to believe that there are no maps with open spaces in this game, and that you'll never have to make the tactical choice to leave cover.
A lot of maps contained open spaces, so you were in the open every time you needed to traverse them, because usually you couldn't do it in one turn. It was more dangerous of course, but the system didn't have the need to have all those open spaces filled with cover-granting objects as the new one does.
The original XCOM didn't have destructible cover, therefore it was superior.Doesn't the fact that pretty much all cover is destructible factor in as well? When I cranked the demo up to classic using the demo editor, I had a heck of a time staying in any kind of cover because it was constantly being destroyed by one alien, then my soldier would get killed by the next.
I find it hard to believe that there are no maps with open spaces in this game, and that you'll never have to make the tactical choice to leave cover.
Diablo 3 is merely one illustration out of many -my point was one more of 'when you change popular old games in any way, no matter what there is a chunk of the community fanbase that is completely orthodox to the previous way of doing things'.
The original XCOM didn't have destructible cover, therefore it was superior.
The dev team dropped the ball with Diablo III, though, now that I've played it inside and out. XCOM appears to be more faithful to the original concepts which gave the first game such appeal, while simultaneously making it accessible to a modern audience.Sacred cows make the best steaks. You can't modernize a franchise that is 20-years mothballed without huge changes that a vocal minority of the fan base will hate you for. Heck, look at Diablo III for a good example of a petulant response from a narrow portion of its fanbase, and that was only one decade removed.
...
Who have I sided with here.
The original XCOM didn't have destructible cover, therefore it was superior.
The original XCOM didn't have destructible cover, therefore it was superior.
Yep.I think folks expecting a game nearly 100% close to the original from a major publisher in this development climate are chasing a pipe-dream.
Fine, but I'm sure it was done much better.Oh but it did.
Did they say there'd be one? I don't remember.
I don't think I'd even play it to be honest, I'm ready to go in fresh.
I loved that stuff in the original. It was search and destroy. It made it much more strategic. It was like the difference between a 1 front war and a 2 or 3 or 4 front one where you are surrounded. Its the corridorification effect. Not even stratagy games are safe. less suspense is terrible.
There are several difficulties, Classic will probably be about as hard as the original, if the previews are to be believed. Normal is slightly easier, some might say "fair". Easy is fairly easy. And finally Impossible which is relentless and cruel.how hard will this game be, and also from watching old playthroughs of the original. Will i be sending waves and waves of rookies at the aliens while my veterans sit in the plane until everything is cleared.
how hard will this game be, and also from watching old playthroughs of the original. Will i be sending waves and waves of rookies at the aliens while my veterans sit in the plane until everything is cleared.