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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Aug 31, 2009 11:05 
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Sleepyhead

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Before I start playing Apocalypse, do you need sound turned on for any part of the game? As my sound is knackered.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Aug 31, 2009 12:19 
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Honey Boo Boo

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Well, technically no. But as in all the games, it does play a pretty important role as you can hear the aliens gurgling before you see them, hear the doors opening and closing, hear death cries and such. In particular, you won't hear the distinctive sound of a brainsucker latching onto an agent's head.

You'll be at a definite disadvantage.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Aug 31, 2009 17:40 
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Peculiar, yet lovely

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You don't NEED the sound for apocalypse. However, the sound is excellent and not only gives important clues as to what's happening off screen, but adds a lot to the atmosphere. I still remember the first time I panned over a burning cult temple as the more mournful part of the music kicked in. Add a few screams in the distance and voila.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 01, 2009 7:09 
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Honey Boo Boo

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Yeah. that too. The action music is suitably exciting, the massive explosions (especially when a huge highway overpass or skyscraper collapses) are excellent too. And the calm of the city at night - when all the aliens have been rooted out and dealt with, nothing's happening, and you just have the city lights, peaceful music, watching the traffic driving around.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 13:24 
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Excellently Membered

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Couldn't be bothered to look much further to find a subtitle post.

Anyway XCOM:Enemy Unknown (the new release) DEMO is available to download via steam. So far it seems pretty good.

Anyone else played it yet?


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 14:59 

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I had a really, really quick go before work this morning and it did indeed seem pretty excellent. I'll try and get a proper go on it later. I'm pretty excited about it to be honest - I've recently been playing a lot of the original X-Com for some reason, so am definitely interested in giving this new one a bash.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 16:39 
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Excellently Membered

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Also might be more excited if I played it on my PC and not my work laptop. The jumping through windows and smashing doors might looks smoother and the aliens more scary! Very tempted by the full version... just not sure which platform,.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 18:01 
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Honey Boo Boo

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PC version I think, the squad size limit (six!) is bound to be modded out quickly.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 18:08 
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metalangel wrote:
PC version I think, the game balancing is bound to be ruinedmodded out quickly.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 18:58 
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Honey Boo Boo

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Don't forget this is a game where the time units of X-COMS past were removed because early testers found them too confusing.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 19:58 
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As much as I love the original X-COM, time unit management was a bit unnecessary. It was only really there because it had to be. In the new one, you can see how far you can move while doing other actions, so you don't need the arbitrary TU figure.

Downloading the demo now.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Sep 25, 2012 22:08 
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Honey Boo Boo

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GazChap wrote:
As much as I love the original X-COM, time unit management was a bit unnecessary. It was only really there because it had to be. In the new one, you can see how far you can move while doing other actions, so you don't need the arbitrary TU figure.


But is that calculated based on the individual stats of the soldier, the amount of weight they're carrying, etc etc etc? If so, they still have TUs but (again) we're too stupid to be told them. I take it you can also put aside part of your movement to be used for response fire, didn't they say something that you could perform two actions per turn so run far, run and shoot, etc.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Sep 26, 2012 0:49 
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I've played the demo now, and I don't really mind the lack of TUs at all.

It does look like you get a set number of actions per turn - two movements (or one, if you're going longer distance) or one movement + one shot. Some weapons use both slots so you can't move and shoot in the same turn.

I thought I'd hate that, but to be honest it gives a nice pace to the game. With the lower squad sizes it seems more tactical too, although admittedly the demo is a little bit too easy and small to really give a good idea.

Promising though.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 03, 2012 23:03 
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Honey Boo Boo

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Six soldiers max? Only one troop transport anyway? Fuck off, I think.

http://www.herebegeeks.com/games/5-big-changes-in-xcom/

Look at the squaaaawww at the bottom.

Image

Left to right:
-Jake "Buzzsaw" Jackson, Automatic Rifleman. Had a rough life in South Central until he joined the US Army and excelled at marksmanship and strength tests. Spotted by an XCOM operative after returning from a tour of THE MIDDLE EAST. Snappy repartee and street lingo.
-Arthur "Psycho" Klopacki, Experimental Weapons. Offered the stockade or XCOM after going crazy in THE MIDDLE EAST while on operations and sacrificing his entire squad to insurgents. Hides his tortured conscience over this breakdown. Constantly at odds with Moses.
-Moses "Knight" Miller, Squad Leader. Former US Army Major, secretly drafted to help establish XCOM infantry operations during the organization's creation. Almost a father figure to his soldiers, would give his life for theirs.
-Tebogo "Ghost" Muchoshakabaka, Designated Marksman. Former UN Peacekeeper, left his native Kenya hoping to become a doctor to help those elsewhere in Africa. Quiet and spiritual.
-Mariko "Firewall" Nakamura, Specialist. Communications Expert in the JSDF, drafted into XCOM as an alien technology field analyst. Skilled with SMGs and martial arts, obsessed with honour and 'face'.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 03, 2012 23:18 
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Quote:
In the old games, the endgame tended to escalate pretty drastically. You’d have two, three maybe even four UFOs circling the globe wreaking global terror and sending annoying alien diplomats to convince governments to pull out, and you’d have to be on your game in bringing them down. Even then, unless you had multiple away teams to tag and bag the grisly alien scum it usually meant that they would repair and fly out with nothing more than a ding against their UFO-insurance rating. Times that that it was imperative that you have at least two skyrangers running interference on the crashed UFOs.

Fast forward to now. Apparently to ramp up the OHGODOHGODWEREGONNADIE factor the multiple missions is something that starts right from the getgo. I get that if the aliens were to successfully land it makes more sense for them to attack on multiple fronts and force us to choose to react to only one thing. What better way to play us out than ensure that we cannot beat back the incursion on all fronts?

Unfortunately, unlike the classic we’re stuck with only one Skyranger throughout the game.
This criticism -- like almost everything else I've read -- only makes sense if this new game has made that change and not changed anything else. Which would be fucking stupid. So what on earth can we deduce about the goodness or otherwise of this game from the information that there's only six soldiers or only one transport jet? Absolutely fuck all, that's what.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 03, 2012 23:32 
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Honey Boo Boo

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Multiple missions from the beginning? Is it using this and the lone troop transport as some kind of device to 'force us to make hard decisions' and 'discover more about ourselves' and 'morality' and some other bullshit?

Honestly, the opening story for my Sylvari Elementalist in Guild Wars 2 has just done the same shit, do I help my friend try to uncorrupt his missus or do I believe my 'firstborn' mentor who tells me it's hopeless and we must instead aid the village that the corrupted missus is going to lead the attack on. It's the same fucking battle in the same village, with characters I've had no time to grow attached to hamming it up in cutscenes.

My random name-generated soldiers in the old XCOM mattered because they were a high rank and had been through a lot of missions under my command. That happened on its own, you can't force it to happen.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 03, 2012 23:40 
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Judging a game you haven't played based on scattered details you've read about it pretty much a perfect re-creation of the blind men and the elephant. You might be right, you might be wrong, it's all just groundless speculation until the reviews hit and/or one of us plays it.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 03, 2012 23:47 
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Honey Boo Boo

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Once again, I'm wrong for judging a game based on the numerous materials released by the makers to try and convince me (nay, make a judgement) to buy it?

I'm going to go try the demo now but based on what I've heard I suspect I'll find the full game claustrophobic in its limitations.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 0:31 
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It's a terrible demo, to be fair. It's been designed for those with no clue what the hell they're doing as opposed to seasoned X-COM veterans, so you'll find it far too linear and handholdy.

If you can put up with spoilers, get the demo editor that someone's made for it and have a play with it, you can try different aliens, higher difficulty settings etc. and it is (IMO, from what I've seen) worthy of the X-COM brand.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 0:51 
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metalangel wrote:
Once again, I'm wrong for judging a game based on the numerous materials released by the makers to try and convince me (nay, make a judgement) to buy it?

I'm going to go try the demo now but based on what I've heard I suspect I'll find the full game claustrophobic in its limitations.


They're not trying to sell it to you. They're trying to sell it to all the teens and tweens who weren't there the first time around. They figure they don't particularly need to see to the nostalgia market, and they're probably right.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 1:23 
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Honey Boo Boo

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Craster wrote:
They're not trying to sell it to you. They're trying to sell it to all the teens and tweens who weren't there the first time around. They figure they don't particularly need to see to the nostalgia market, and they're probably right.


But then why are they (and that guy) so concerned with making sure they really capture the feel of an XCOM game? They could have just churned out that FPS they're also doing and that would have been fine.

I'm also not sure if teens and tweens are genuinely stupider than we were 'the first time around' when the original game came out and were playing it, or if they are being made stupider by boneheaded streamlining and marketing interference to produce simplified games like this.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 2:36 
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Honey Boo Boo

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Having played the demo, I maintain all my reservations.

I had to turn the constant cutscenes for every little action off, so that just moving my soldiers up was bearable. They seem able to move huge distances per turn, you don't need to set a direction for them to watch. Because there's no time units, they move a set distance per turn (and the additional distance if they 'dash' and then can't fire) whereas you could set time units aside for different types of fire in the old games.

The interface is clunky, with the needing to hit Tab to change between soldiers (what? Even the original let us click to select) and then numeric keys to selection an action and then space to engage that action. Because you don't really do much during the demo, I'm not sure how important setting your guys up for Overwatch or Hunker Down is because it really didn't matter at all.

Six soldiers is only sufficient because the map seems so small. I don't know if they get bigger in the proper game, but I tended to use three or four squads of three each to fan out and search. Again, if the new game is so constrictive then there's no searching for hiding aliens so much as just charging up to the chest high walls and then following the linear level design through to the end. I will admit this is based on the two terrible demo levels.

The German scientist lady's accent seems to be all over the place... being from the French part of Germany, but educated in London?

Likewise, the cutscenes? Fuck off. Dropping cringeworthy quips and cliched lines, the more realistic graphics begin to work against the game when you wonder why they have advanced looking armour from the beginning but don't bother with helmets. The original's anime aspirations at least excused that (their coveralls providing no more protection to body than giant Guile hair did to the head, and all subsequent armour you developed had some kind of head protection) but when a weird green gas can grab you and mummify you, I'd be in there in full NBC gear.

"Go promote the sole survivor of the last mission." What, the one you gave the most terrible orders imaginable to so they all got killed? You're relieved as my adjutant with immediate effect, you glorified jarhead. I'll be eating my dinner off the latrine later so get scrubbing. This is all the more galling that they were 'our best squad' and you couldn't have killed them faster if they'd shot themselves.

They really do use the whole 'we only have one troop transporter' bullshit to the maximum, as I feared. Aliens attack China and the US simultaneously, but because we only have one Skyranger, that's all, sorry, one of you will have to die. We can't send my first squad on the Skyranger to the more distant China while we ask the US military to provide an aircraft (or hell, book our guys onto a private jet, private helicopter, even a fucking Delta flight) to travel the three pixels on the map between our SEKRIT BACE and Chicago? No, sorry, Molyneux game design is in full effect, Panic will increase in Asia because of your INACTION. The local authorities will do nothing against aliens that sustain fully three bullets before dying. You can just picture the Chinese Army and the local cops standing idly by saying it's outside their jurisdiction to help as their citizens are dragged off and brutally tentacle raped by the alien menace. Only XCOM deals with that, sorry, we won't even attempt it.

Zo! Herr Commandant, ich bin ein finding ze alien technology, ja? Be giving it to me unt I vill be making you ze strongest, most unbreakable alien glass/alloy coffee table for ze much shitting later, ja? Da ist gut. I vant more, if you are gettingk mein meaning.

*AWOOOGA* Commander to the Mission Control! *AWOOOGA*

Sir, we've discovered that all this fluff gets in the way of a game like this. Whether you're trying to quickly micromanage lots of research tasks or soldiers, cutscenes and other shit slow the game down and reduce the amount of time you spend actually in control. What's worse, sir, is that all these fripperies would be forgivable if the game wasn't tied down to such a simplified interpretation. With a severe limit on your soldiers and a ludicrous one on your ability to actually transport them, you have almost no space for personal expression. The Funding Council seems intent that you shall only experience the invasion as they determine you shall: key events will occur when they decide, and play out as they decide. You will fight the aliens within their outrageously tight regulations. I don't know about you, sir, but I don't feel like I'm actually accomplishing much myself. Yes. Yes, sir, you're absolutely right. I'll present myself for the firing squad first thing tomorrow morning.

In the original X-COM: UFO Defense (for I lived in Canada at the time and UFO: Enemy Unknown was for Europeans) I had two main bases covering North America and Europe, with two more under construction in Asia and South America. I had a separate research base in Antarctica and a factory base in the Philippines. Listening posts (long range radar and elevator only) were in place to cover the gaps in detection while I researched the alien psionic commuications. Each base had an elite squad and one or two routine squads... the elites dealt with the alien bases, terror sites and large UFOs/capture missions while the routine guys handled the everyday landings and crash sites. Less promising recruits would be given combat experience before being rotated to garrison duty at the smaller bases, each of which had a veteran in charge. Heavy Plasma was being made for profit, interceptors mounted plasma weapons. Squads of three would advance, each had a point man equipped with motion sensor, a rifleman and a marksman in a triangle formation. Runners would scoop downed aliens and return them to the transport where they would be guarded (with stun weapons) until the mission ended.

In other words, I was in charge of a huge, globe-spanning organization that I had built, nurtured and controlled. 18 years later, it's a barely-glorified boardgame of cutscenes, scripted events and other artificial limitations because they've decided that this generation's teenagers are too stupid to appreciate the same complex games that we did.

This game gets funding for AAA production values but none of the depth, personalization or freedom that makes the great games that have so many ways to play, things to discover, years of fun in them. Meanwhile, Xenonauts struggles along and until recently couldn't even afford to put sprites in to represent female soldiers.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 9:36 
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metalangel wrote:
I had to turn the constant cutscenes for every little action off, so that just moving my soldiers up was bearable.

This was annoying, but thankfully it is easily turned off and a lot of the cutscenes are just there for the tutorial.

Quote:
They seem able to move huge distances per turn, you don't need to set a direction for them to watch.

Which makes more sense, IMO. I never really thought about it, but in the original game you had to move out of cover, turn around, and then move back into cover. Doesn't it make far more sense that your soldiers are autonomous enough to, you know, keep looking around themselves in the middle of a battlefield?

Quote:
Because there's no time units, they move a set distance per turn (and the additional distance if they 'dash' and then can't fire) whereas you could set time units aside for different types of fire in the old games.

Yeah, you could, but nobody ever did. Auto-shot was always by far the best type of fire to use, so everyone just used that. They've reduced that down to just setting your soldier on Overwatch now, which works provided you have at least one action left (so, in effect, the same as reserving TUs)

It remains to be seen if soldiers can move further as they "level up" (for lack of a better phrase) as in the original, but I'd be surprised if they can't.

Quote:
The interface is clunky, with the needing to hit Tab to change between soldiers (what? Even the original let us click to select) and then numeric keys to selection an action and then space to engage that action.

Bad demo syndrome. You can click your soldiers to select them, and you can click aliens to shoot them too. You can use the mouse for everything, the numeric keys are just shortcuts - which IMO is a step up from the original, where you had to click everything.
Quote:
Because you don't really do much during the demo, I'm not sure how important setting your guys up for Overwatch or Hunker Down is because it really didn't matter at all.

Yup, bad demo. Overwatch is essentially reaction fire, so is very important. Hunker Down I've not really tried, for much the same reason. From what I gather, if you hunker down behind full cover, you become impossible to hit, whereas normally even full cover still gives the enemy a chance to hit.

Quote:
Six soldiers is only sufficient because the map seems so small.

See, I thought the second demo mission was comparable in size to normal UFO missions, it just feels more "cramped" because there's not endless fields of cabbages and stuff.

Quote:
The German scientist lady's accent seems to be all over the place... being from the French part of Germany, but educated in London?

Amusingly enough, in the German version of the demo, the dialogue is the same. So the guy at the start saying "Hilfe..." still prompts German voices to say "What's he saying?" "Help me" in German :P

Quote:
Likewise, the cutscenes? Fuck off. Dropping cringeworthy quips and cliched lines, the more realistic graphics begin to work against the game when you wonder why they have advanced looking armour from the beginning but don't bother with helmets.

Yeah, this does look odd but I guess having no armour at all would be weirder these days.

Quote:
This is all the more galling that they were 'our best squad' and you couldn't have killed them faster if they'd shot themselves.

Yeah, this really annoyed me. I'm pretty sure the original plan for the demo was that you'd take control of a squad of non X-COM units, from the German police or something, and watch them get slaughtered.

Quote:
Aliens attack China and the US simultaneously, but because we only have one Skyranger, that's all, sorry, one of you will have to die. We can't send my first squad on the Skyranger to the more distant China while we ask the US military to provide an aircraft (or hell, book our guys onto a private jet, private helicopter, even a fucking Delta flight) to travel the three pixels on the map between our SEKRIT BACE and Chicago?

I'm not 100% sure, but I think this is just part of the tutorial. You're right in that there's only one Skyranger (as far as I know) but I'm pretty sure you can leave other attack sites on the geoscape and go to them after you've been to another. You can have multiple interception craft, so I imagine you can tell an interceptor to patrol over an attack site to shoot it down if it takes off etc.

Quote:
I had two main bases covering North America and Europe, with two more under construction in Asia and South America.

As you know, you only get the one main base now but it gives you global reach for troop transporting so is less of an issue.

Quote:
Listening posts (long range radar and elevator only) were in place to cover the gaps in detection while I researched the alien psionic commuications.

You'll still be able to do this, but they're satellites now instead of bases.

Quote:
In other words, I was in charge of a huge, globe-spanning organization that I had built, nurtured and controlled. 18 years later, it's a barely-glorified boardgame of cutscenes, scripted events and other artificial limitations because they've decided that this generation's teenagers are too stupid to appreciate the same complex games that we did.

Bad demo syndrome. Have you seen any of the gameplay videos that look at it in depth?

Quote:
This game gets funding for AAA production values but none of the depth, personalization or freedom that makes the great games that have so many ways to play, things to discover, years of fun in them. Meanwhile, Xenonauts struggles along and until recently couldn't even afford to put sprites in to represent female soldiers.

I've backed Xenonauts on Kickstarter, but I'm still looking forward to OpenXcom more than that.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 9:47 
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If they didn't attach the XCOM name but released it as "WORLD SAVIORS" or something I'd think it was a pretty decent game in it's own right. By tagging it to that fantastic old game they do get an increase in 'marketing' but at the massive price of having to 'live up' to it. Was it worth it?

Fucked it I know, didn't stop me buying it though as I liked it. I could 'see past' the linear missions, though until that RPS article I fully expected crappy cutscenes every 3 seconds. (I despise cutscenes). Last time I tried to play XENONAUTS it was buggy as a munchkin. There was also another xcom clone I played that had multiplayer, but was also buggier than a bag of bugs. Anyone know what that was?

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 23:04 
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Personally I think this might be pretty good, despite the demo being ridiculously brief. I used the rocket launcher at the end of it. No way am I risking my men when I've got a boom-tube.

Anyway, I'll probably buy it in November sometime, depending on reviews. I've no beef with the smaller squad and not too much concern as to the one base thing. I merely guess that you're a defence initiative gamble hastily activated in the presence of a threat completely unforeseen. So while regular military do their thing what was once a little underground nuke bunker is converted in humanities last best hope. You go out and do the catching of aliens and the primary research, and the fruits of your weaponry trickle down to the regular army as you do your mismatched thing against the incursions. That explanation will serve in my noggin', anyway.

Somewhat amusing video of X-Com developer trying to persuade shopping gamers to buy his game, and failing:



The only thing I'll really miss from X-Com from what I hear is the lack of countryside missions, such as little remote farms and stuff. It looks pretty city and town based to me. Boo.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 04, 2012 23:08 
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Pretty sure countryside missions are still in, they probably just look a bit boring so they don't want to show them off.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 05, 2012 11:53 
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Personally I'm quite excited by endless fields of cabbage and wheat. It's not as if towns and cities have large contiguous areas of stuff that can be popped out of. (Windows in buildings are quite 'obvious'. How do you conver an entire field at once?)

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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 05, 2012 12:46 
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Right, you've convinced me.

/Goes off to buy the Xcom bundle on Steam

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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 05, 2012 14:57 
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Honey Boo Boo

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Pod wrote:
Personally I'm quite excited by endless fields of cabbage and wheat. It's not as if towns and cities have large contiguous areas of stuff that can be popped out of. (Windows in buildings are quite 'obvious'. How do you conver an entire field at once?)


Advancing across a field was always exciting and dangerous in the old games, especially at night.

Morte wrote:
Right, you've convinced me.

/Goes off to buy the Xcom bundle on Steam


It's been in my cart for weeks, Dimrill figures there's bound to be a sale near the launch of this new edition.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 05, 2012 20:09 
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Xenonauts is pretty good, even in this alpha stage, but I can't play it for long as i only has two maps (that change a very slight amount). :/

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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 05, 2012 20:18 
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Location: Shropshire, UK
Preload has started on Steam...


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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 05, 2012 22:28 
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MR EXCELLENT FACE

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Aha! X-Com pre-relese thingy has transformed into XCOM

I wish they'd be consistent with the capitals and hyphens.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 11:10 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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Quite liked the demo..

Question, if I get teh PC version, do I have to play connected to the internet?

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 11:41 
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No. You'll need to be online to activate it when you first install, but after that Steam will let you play offline.

Unless you want to play multiplayer, natch.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:04 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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I might get this, stop me being bored in hotels.... :)

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Kovacs: From 'unresponsive' to 'kebab' in 3.5 seconds


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:21 
SupaMod
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Est. 1978

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KovacsC wrote:
I might get this, stop me being bored in hotels.... :)

Try whores, too. That works.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:32 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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Location: shropshire, uk
xcom is cheaper :)

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Kovacs: From 'unresponsive' to 'kebab' in 3.5 seconds


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:42 
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Depends where your hotels are. Also, your standards.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:43 
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Gogmagog

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If only there were an online database searchable by postcode with user reviews.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:44 
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MaliA wrote:
If only there were an online database searchable by postcode with user reviews.

And if only said database was hilarious to read through.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:56 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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soooooooooooooo back to xcom.

I can buy disk and run it on laptop, or am I better getting off steam so I can play on home pc too?

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 12:59 
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I'd buy it from Steam, you still need to run it via Steam even if you get the physical edition.

If you pre-order you get a few bonuses too, including Civilization V. Main pre-order bonus is "Guile hair" though.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 13:38 
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Skillmeister

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4.5/5 Joystiq. Hedge 9/10.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 13:41 
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That can't be right. An Canadian Man told me it would suck.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 13:42 
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Skillmeister

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Everything will suck!

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 14:13 
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9/10 Eurogamer http://www.eurogamer.net/articles/2012- ... n-review_3


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 14:16 
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Skillmeister

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CuvVuhGuh 9.2/10 too. Evidence is mounting.... of AN EA CONSPIRACY!

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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 14:17 
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Heh, nice touches (text from EG):

Quote:
So much craft has gone into its atmosphere, into innumerable small details that together add enormous depth and flavour to the world: the occasional conversations overheard while fiddling around in the base; the mission loading screen, which gives you a view of the troops inside the carrier, fidgeting and tapping their feet in transit; the ridiculously cute touch of soldiers acquiring nicknames like 'Longshot' or 'Odin' after a few missions; the memorial room for fallen warriors, with a cork board of photos on the wall, which records their names - and the fact that visiting it triggers, after a few seconds, the sound of a bagpipe march.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 14:24 
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It'll unlock on Steam in the US tonight.

It'll unlock here on Friday.

If I use a VPN of some sort to try and unlock it early, are Steam likely to ban me?


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 08, 2012 14:30 
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Can see how that'd work. VPN or no, you have a UK Steam account.


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