Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

28. Re: XCOM Shooter Apr 24, 2013, 14:18 m00t
 
Prez wrote on Apr 24, 2013, 13:52:
... stuff ...
EDIT: Oh, to address the complaint about the aliens repositioning once found - they did something similar in the first game if they avoided moving and stored all their action points in reserve. There was admittedly an initiative check that allowed high level soldiers to be able to keep going without an alien interrupt that has been done away with but since the new game is all based around cover that was taken out to avoid it being too easy.

No, in the original (and best) game, they could not. The aliens could only do reaction fire on your turn. They could not actually move.
Also they did not "spawn" at random around your troops as happened on almost every mission in the re-make. All aliens that survived the crash / landing were present from the beginning of the mission. The only way you could get new ones was for a human to be taken over by a Chryssalid.

Additionally, in the original game, the Alien team had an actual agenda and missions it had to accomplish. It wasn't some silly linear script with a handful of pre-set landscapes. If you intercepted the alien craft attempting a mission or part of a mission, they could fail their mission and their score would go down. It was like playing against a real opponent. The new "X-Com" has none of this.

The new "X-Com" was a decent game, but it was not proper X-Com. It was simply missing too much of the deep gameplay and interesting choices.

One of the reasons the original X-Com was so good is that you frequently lost team-members which was painful (and taught you to be more careful), but it didn't cost you the game each time it happened (unless you lose your commander amongst a bunch of rookies, but I digress). The new game, the squad sizes are so small and you invest so much into each squadmember, losing one guy puts you on a downward spiral that is much more difficult to recover from. This teaches you that you have to play *perfect* and never make a mistake and hope that the random rolls don't fuck you over and that it doesn't spawn enemies on your units. It's too binary and frankly much less interesting or fun. Even 2 or 3 more guys in a squad would have made a much better game. More of a gradient of success/failure instead of a binary Perfect Success or Eventual/Immediate game ending failure.

And wtf was with the ant farm shit? Building bases and organizing them into defensible configurations was a big and fun part of the original. Totally lost on the silly side-view presentation.

 
 
Subject
  
Optional
Message
 
Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.
 




footer

.. .. ..

Blue's News logo