I so want to listen to the podcast with the game director, but at some point, I just need to turn the media stuff off and just wait for the game. I've already watched the walk throughs they have up.
Right back at ya "Can we quit acting like there isn't anything that couldn't be improved upon this version of XCOM?"Can we quit acting like there isn't anything that couldn't be improved upon in the original XCOM?
I appreciate the concerns over consolitis, but bitching about a cover system which is essentially the same as the first one, but with more information readily available is just silly.
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.
Right back at ya "Can we quit acting like there isn't anything that couldn't be improved upon this version of XCOM?"
I mean really guys, some of you are acting like this game won't have faults or didn't make poor design decisions.
Apologies if it has been answered before but does the SHIV, or whatever the replacement heavy weapons platform is called, take up one of the 4-6 soldier slots per mission or is it 4-6 soldiers+1 HWP?
Bumping this question cause Im curious too. Does the tank take up squaddie slots?
Edit: sorry, trying to fix the image. This is why I wouldn't post from an iPad.
Here is my understanding of what the issue is:
The red dots are potential player locations. I haven't played the original XCOM, but I think thisis aplicable to most cover games. Basically, if large amounts if space are viable to be effective in a 2D space, you have many options.
In a cover game, you essentially can simplify the map to a graph like the one shown, where each node is a potential cover location And nodes have edges between them if you can move between them for one action point. Since you only ever want to be in cover, the other locations 99% of the game just function as the distance measure between two real locations in the gameplay graph.
Some people are considering this simplification to be a reduction of player agency and an oversimplification of tactics. I have no strong opinion, but I can see where they are coming from.
This way they get a new strategy game and they get to complain about the minutia. It's a win-win.I havent played the originals but from what ive read this is Fireaxis take on the series not a 1:1 remake.
Sucks for the hardcore fans though, but what do you want: No new XCOM at all or Fireaxis XCOM?
I mean really guys, some of you are acting like this game won't have faults or didn't make poor design decisions.
Edit: sorry, trying to fix the image. This is why I wouldn't post from an iPad.
Here is my understanding of what the issue is:
The red dots are potential player locations. I haven't played the original XCOM, but I think thisis aplicable to most cover games. Basically, if large amounts if space are viable to be effective in a 2D space, you have many options.
In a cover game, you essentially can simplify the map to a graph like the one shown, where each node is a potential cover location And nodes have edges between them if you can move between them for one action point. Since you only ever want to be in cover, the other locations 99% of the game just function as the distance measure between two real locations in the gameplay graph.
Some people are considering this simplification to be a reduction of player agency and an oversimplification of tactics. I have no strong opinion, but I can see where they are coming from.
I suppose one can be more objectively quantified and the other is more subjective.What is the difference between a poor design decision and a design compromise you don't agree with?
The best thing about checking out that Three Move Ahead podcast was finding out that Tom vs. Bruce is back.
Oh is the latest TMA about this? Does it have Bruce on it? He is the best video game critic by a large margin, so I'd love to hear his opinion on this game. I recall he was a huge fan of the original.
Flawless.Here is my understanding of what the issue is:
The red dots are potential player locations. I haven't played the original XCOM, but I think thisis aplicable to most cover games. Basically, if large amounts if space are viable to be effective in a 2D space, you have many options.
In a cover game, you essentially can simplify the map to a graph like the one shown, where each node is a potential cover location And nodes have edges between them if you can move between them for one action point. Since you only ever want to be in cover, the other locations 99% of the game just function as the distance measure between two real locations in the gameplay graph.
Some people are considering this simplification to be a reduction of player agency and an oversimplification of tactics. I have no strong opinion, but I can see where they are coming from.
Thing is, we're getting both!I havent played the originals but from what ive read this is Fireaxis take on the series not a 1:1 remake.
Sucks for the hardcore fans though, but what do you want: No new XCOM at all or Fireaxis XCOM?
The problem is the people see improved tactical positioning as restricting your movements. You WANT to be behind cover but you don't have to be. You can stand out in the open in the first game AND the 2012 version. Go for it. You're losing a big advantage though. I'm not sure where the supporters of the original are coming from as I don't remember the specifics of the cover system (if there even was one) but the only difference I see here is the cover spots are clearly labelled and the maps are designed that you can maneuver from cover spot to cover spot (as a real life tactical team would) to sweep an area.
There should be also UFO2:Extraterrestrials.. provided it ever comes out.Thing is, we're getting both!
A fantastic revision from knowledgeable fans. This game.
A faithful re-creation from knowledgeable fans. Xenonauts.
Yeah, I'm not saying I don't agree that the game will probably be good with this cover-based mechanic. I do think it's true though that *if* there is never a situation in which leaving cover is cost-effective, it's functionally a simpler map painted over with something that looks more open, and that fans have a reasonable critical angle. That is a big if, as I have only played and enjoyed the demo and have no idea as to the cost effectiveness will work out.
I think this is a really good example of how balance of risk can affect gameplay. We've all played games where it's too easy to reduce to an optimal strategy that ends up simplifying the gameplay to a repetitive bore, while leaving out parts of the larger interactive space that the developers included. It's important for game mechanics to escape this. For example, games like Gears of War make leaving cover cost effective by letting you use melee items, thus making the cover one of many moving parts in a larger interactive space.
To the people critiquing my image, fair points all. I was just trying to really quickly put something together to show the idea.
Perhaps some good questions to ask: if the game was actually node-based (you could only stop your character behind cover locations) would that bother you? If you play the game jumping from cover to cover, but with the option to stand in the open, and never exercise it, does that make it better? Does unexercised freedom compensate when the optimal strategy is restrictive?
Perhaps some good questions to ask: if the game was actually node-based (you could only stop your character behind cover locations) would that bother you? If you play the game jumping from cover to cover, but with the option to stand in the open, and never exercise it, does that make it better?
Then everyone is happy! YAY! <3Thing is, we're getting both!
A fantastic revision from knowledgeable fans. This game.
A faithful re-creation from knowledgeable fans. Xenonauts.
Will this game allow free fire? That is, are you allowed to just fire randomly? I think the demo only allowed you to shoot when a actual target was sighted.
Only with rockets/grenades it looks like.
The argument you and others are making is as if the non-cover positions don't even exist. That's where you are wrong. It's tactically more sound to stand in cover most of the time but I can see situations where I would have someone like a sniper, move out of cover to take a higher percentage shot. The risk is if he misses he is vulnerable out of cover but it's not instant death in every scenario.
How much depth is there to the stratgety? Like can I plot ambush tactics, or have a guy draw enemy fire whilst I send the rest into the rear.
I can't imagine this game supplanting the original in my heart, which will always be a classic of Western gaming and a personal favorite of mine. That said I'm extremely excited about a more modern take on it, especially coming from a developer of Firaxis's reputation. So far most of the changes sound smart to me. I'm a little salty about levels not being randomly generated but I can understand why they did it.My prediction: Enemy Unknown is going to be a deeper, more tactical, generally better game than the original XCOM. Gradually, design decisions like the removal of time units, a lower squad limit, and cover are going to be recognized as superior and the original game is going to become painful to go back to.
Hope I'm right!
Though I've been playing a lot of FTL, maybe I've had enough choice and consequence.
I've been on partial media blackout for this game so I haven't listened to this podcast for fear of spoilers (not necessarily story spoilers but enemies and specific situations that I would prefer to discover and experience on my own). Do they keep it pretty general?The latest Three Moves Ahead podcast discusses the cover system a lot. Bruce doesn't hold back, calling the game X-Cover. The lead designer (Jake?) explains exactly why they ended up with the cover system and many other things, including the squad size. Everyone arguing about the changes in this game should give it a listen.
I've been on partial media blackout for this game so I haven't listened to this podcast for fear of spoilers (not necessarily story spoilers but enemies and specific situations that I would prefer to discover and experience on my own). Do they keep it pretty general?
thefil said:There is no such thing as too much systemic (like FTL combat and upgrade decisions) choice and consequence. Only too much contrived, pre-mapped choice and consequence (FTL planet choices).
I've been on partial media blackout for this game so I haven't listened to this podcast for fear of spoilers (not necessarily story spoilers but enemies and specific situations that I would prefer to discover and experience on my own). Do they keep it pretty general?
I think this is a really good example of how balance of risk can affect gameplay. We've all played games where it's too easy to reduce to an optimal strategy that ends up simplifying the gameplay to a repetitive bore, while leaving out parts of the larger interactive space that the developers included. It's important for game mechanics to escape this. For example, games like Gears of War make leaving cover cost effective by letting you use melee items, thus making the cover one of many moving parts in a larger interactive space.
I have to assume promoting aggressive exploration of the level/terrain was a big concern for them. There's no way this game ends up playing like Uncharted 2, finding good cover and staying there until 85% of the bad guys are wiped out. Too many gameplay videos suggest otherwise.
I have to assume promoting aggressive exploration of the level/terrain was a big concern for them. There's no way this game ends up playing like Uncharted 2, finding good cover and staying there until 85% of the bad guys are wiped out. Too many gameplay videos suggest otherwise.
Yeah I've seen the aliens rush the shit out of you and ruining your day.