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| [Nov 28, 2012, 10:50 am ET] - Share - Viewing Comments |
Eurogamer.net talks with XCOM: Enemy Unknown producer Jake Solomon and original X-COM designer Julian Gollop about how the new installment in the series lives up to its forebears. "I think Firaxis has done a great job," Julian Gollop told them. "The game is addictive and absorbing, not to mention quite challenging on the classic difficulty setting."
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| 21. |
Re: Gollop on X-COM Remake |
Nov 28, 2012, 14:28 |
jdreyer |
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Darks wrote on Nov 28, 2012, 11:43: It not just about the AI cheating in this game. my issues come from the lack of functionality in the game. Example being the lack of a proper belt to carry items. One open slot to carry a grenade, health or a scope that should be part of an upgrade to the weapon, frustrating can’t even begin to explain this.
Plus the lack of the AI attacking your base, the lack of building more than one base to assault aliens when attacks occur. Always being pounded by three attacks at the same time and having to make a choice each and every time an attack occurs. That to me was one of the more frustrating parts in the game. Who do I help and who do I piss off and lose support from. Lame!!
These are just some of the issues I have, I won’t even get into the combat and move and shoot limitations and how stupid that gets at times and lack off healing. Yeah, I miss the base invasions too. That was one of my favorite parts of the original: starting out in random locations, scrambling to form a coherent defense, protecting your scientists.
The lack of equipment carrying is a bit limiting. Definitely "gamey", like the three simultaneous abductions you have to choose from. On the other hand, you're able to throw grenades with perfect accuracy, so that kind of makes up for the lack of them, and also spamming grenades as a strategy.
Not sure what you mean by "lack of healing" though. A properly upgraded Support class unit and medkit work pretty well. |
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