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Ships Ahoy - XCOM: Enemy Unknown

2K Games announces that XCOM: Enemy Unknown is now available in North America via retail and Steam, and Firaxis' action/strategy will be available internationally on October 12th. Some screenshots and a launch trailer support the release, and a playable demo of the Windows edition was released a couple of weeks ago on Steam (an Xbox 360 demo is likewise available, while a PS3 demo is still in the works). Here's word:

2K Games and Firaxis Games announced today that XCOM®: Enemy Unknown is now available in North America and will be available internationally on October 12, 2012 for Windows PC, the Xbox 360® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system. The game already has critics raving, with Game Informer stating that XCOM: Enemy Unknown is “a singular achievement that every gamer deserves to experience” and rating the game 9.5 out of 10, earning “Game of the Month” honors in the November 2012 issue.

“XCOM: Enemy Unknown revives the XCOM franchise, staying true to what fans loved in the original game while evolving and growing the experience to appeal to all gamers,” said Sarah Anderson, senior vice president of marketing for 2K. “Combining intense action and strategy, XCOM: Enemy Unknown is an experience unlike any other on the market, and one that no gamer will want to miss.”

Gamers who pre-ordered XCOM: Enemy Unknown and those who purchase the game for a limited time at launch will receive the launch bonus which includes the Elite Soldier Pack. The Elite Soldier Pack will provide the ultimate tools for soldier customization in XCOM: Enemy Unknown, including:

  • Classic X-COM soldier: Players will instantly receive a new recruit in their barracks inspired by the original X-COM: UFO Defense. The iconic soldier with the blonde, flattop hairstyle will return fully modernized.
  • Soldier Deco packs: Players can customize their soldier with several aesthetic upgrades to armor suits, including the new Hyperion and Reaper soldier armor kits.
  • Complete color customization: A variety of colors and tints for all armor sets in the game allow players complete control to customize their squad’s look.

A special edition of XCOM: Enemy Unknown for Windows PC (MSRP $59.99) will be available at participating retail locations. This special edition will contain a copy of the game for Windows PC and a number of unique XCOM items, including an art book; fold-out poster of the XCOM headquarters; XCOM insignia patch; and a collection of digital bonus assets such as desktop wallpaper, soundtrack and more. A digital version of XCOM: Enemy Unknown can be purchased from participating digital retailers for MSRP $49.99.

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155 Replies. 8 pages. Viewing page 3.
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115. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 15:26 Slashman
 
Prez wrote on Oct 10, 2012, 14:40:
IMO they need to dial down Classic just a bit, because as it is now calling it 'classic' is retarded. The old game wasn't near that hard.

Basically yeah. In truth your soldiers dropped like flies in the original too; the difference being you could field a squad of 14 so the mission wasn't FUBAR if 4 squaddies eat a plasma bolt. In XCOM, it's a fail. On Classic mode I finished several missions with only one remaining soldier, having lost 3 highly trained soldiers in the process. 2 or 3 missions like that will easily put you into a death spiral as enemies get tougher and your fielding nothing but rookies. I lost my first 3 classic difficulty games like that - no fun. It feels as though there ought to be a difficulty level in between Normal and Classic.

People are scaring me into playing normal around here...

I really need tomorrow to get here already!!! Wreck
 
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114. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 14:40 Prez
 
IMO they need to dial down Classic just a bit, because as it is now calling it 'classic' is retarded. The old game wasn't near that hard.

Basically yeah. In truth your soldiers dropped like flies in the original too; the difference being you could field a squad of 14 so the mission wasn't FUBAR if 4 squaddies eat a plasma bolt. In XCOM, it's a fail. On Classic mode I finished several missions with only one remaining soldier, having lost 3 highly trained soldiers in the process. 2 or 3 missions like that will easily put you into a death spiral as enemies get tougher and your fielding nothing but rookies. I lost my first 3 classic difficulty games like that - no fun. It feels as though there ought to be a difficulty level in between Normal and Classic.
 
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“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
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113. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 14:10 Verno
 
DarkCntry wrote on Oct 10, 2012, 14:01:
I don't consider this any different than the Floaters' "take-off" ability, which they can do anywhere.

I disagree but seeing as it can't be disabled I guess I will just have to live with it. Still a really lazy/shitty design in an otherwise solid experience.
 
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Playing: Dragon Age Inquisition, Far Cry 4, This War of Mine
Watching: The Walking Dead, The Fall, As Above So Below
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112. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 14:01 DarkCntry
 
Verno wrote on Oct 10, 2012, 13:42:
I think most people would happily trade off the odd melee RNG miss for having stuff appear out of thin air on top of your squad. That is just a really poor design crutch in general, there are far more effective ways of building tension and unleashing surprise on the player.

I don't consider this any different than the Floaters' "take-off" ability, which they can do anywhere. At least with the reinforcements on escort missions you can almost always predict where they'll show up and set-up accordingly, prior to their arrival. I know I haven't lost anyone on the escorts from the reinforcements, and that's on Classic.
 
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111. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:56 RailWizard
 
The difficulty differences just seems whacked.

Classic is just nuts. I can't even imagine what the one beyond that is like...

..and Normal is almost a complete cakewalk. Which probably means Easy could be played with your eyes closed and the odd faceroll on the keys.

IMO they need to dial down Classic just a bit, because as it is now calling it 'classic' is retarded. The old game wasn't near that hard.
 
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110. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:42 Verno
 
DarkCntry wrote on Oct 10, 2012, 13:30:
The thing about the randomness is that it works both ways, and like anything with an RNG you're going to have your "on" and "off" moments.

I think most people would happily trade off the odd melee RNG miss for having stuff appear out of thin air on top of your squad. That is just a really poor design crutch in general, there are far more effective ways of building tension and unleashing surprise on the player.
 
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Playing: Dragon Age Inquisition, Far Cry 4, This War of Mine
Watching: The Walking Dead, The Fall, As Above So Below
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109. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:30 DarkCntry
 
The thing about the randomness is that it works both ways, and like anything with an RNG you're going to have your "on" and "off" moments.

For example, during one Terror mission I was backed into a building with 6 (yes, 6) Chrysalids bearing down on my squad and a trio of Muton Elites hanging around outside. The Chrysalids did their thing and came charging in, 2 of my squad got their reaction shots off and the other 4 missed. The hilarious part, ALL of the Chrysalids missed their attacks...this is melee now, which is supposed to be 100%, but somehow they all missed (the Mutons didn't though, and half my squad got fried).

Also, Plasma are the top-tier weapons for damage, lasers are top-tier for accuracy. Nothing beats a Hover-SHIV with their heavy plasma.
 
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108. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:18 Creston
 
Prez wrote on Oct 10, 2012, 13:04:
Creston wrote on Oct 10, 2012, 11:42:
SpectralMeat wrote on Oct 10, 2012, 11:16:
any game saves before that mission Creston?

No, plus I'm basically playing Iron Man mode without actually turning it on. If someone dies, they die. (I just got a little worried when reading about the one mission that broke for someone and on Iron Man you'd be fucking screwed if that happened.)

But it's bullshit, ESPECIALLY in a game that's all about how careful you are and where you position your troops. The game's basically saying "Well, nobody's died in 2 missions, so here, let me rape your best squaddy in a way that you can't do fucking shit about it."

Bah.

Creston

That was my reaction on 'Classic' mode too. I actually like the mechanic now that I've been playing on Normal mode and know to put all of my soldiers on Overwatch prior to diffusing the bomb - it adds a bit of a random dynamic to keep you from feeling too comfy. If I am not terrified about what may happen at any moment then it's not X-COM.

A random dynamic is fine. Spawning enemies so that one of your troops is basically guaranteed dead is cheap-ass horseshit. So after 22 missions you finally get a colonel, and the game just ganks him at the next mission, without you being able to do shit about it? In a strategy game?

I'd expect this kind of bullshit in Call of Duty, where everything is scripted. "Oh, your buddy died. Sorry!"

Creston
 
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107. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:17 Paranoid Jack
 
Creston wrote on Oct 10, 2012, 11:42:
SpectralMeat wrote on Oct 10, 2012, 11:16:
any game saves before that mission Creston?

No, plus I'm basically playing Iron Man mode without actually turning it on. If someone dies, they die. (I just got a little worried when reading about the one mission that broke for someone and on Iron Man you'd be fucking screwed if that happened.)

But it's bullshit, ESPECIALLY in a game that's all about how careful you are and where you position your troops. The game's basically saying "Well, nobody's died in 2 missions, so here, let me rape your best squaddy in a way that you can't do fucking shit about it."

Bah.

Creston

I wonder if you nailed it there? I have been playing on Normal the entire time (not ready for Ironman) and trying to learn from my mistakes but it seems shit is very random. Its both good and bad, I guess. But when it comes down to the basic cover and line of site mechanics its not cool.

Having a Thinman drop out of no where when your escorting a VIP is acceptable because you should be planning on resistance during the extraction.

The randomness I don't like is the Sectoid's plasma pistol shooting through the length of a bread van which is full cover, then passing through a car which is half cover, and hitting my trooper with a critical... all the while she is in smoke which is a defensive bonus. Talk about hardcore, wtf!

Some of the first purchases I've made while restarting were building a Generator straight away. Since not having enough power was the first roadblock on my first game. Then purchasing Squad I and Wet Work as soon as possible. Having the extra squaddie adds flexibility to my tactics early on. And the 25% increase in XP per kill makes a huge difference with leveling troops.

One thing I can't find anywhere or figure out is which weapon is the better the plasma or the laser?

 
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106. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:08 J
 
I'm not sure if Prez has been converted or if a Sectoid is having its way with him  
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105. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:04 Prez
 
Creston wrote on Oct 10, 2012, 11:42:
SpectralMeat wrote on Oct 10, 2012, 11:16:
any game saves before that mission Creston?

No, plus I'm basically playing Iron Man mode without actually turning it on. If someone dies, they die. (I just got a little worried when reading about the one mission that broke for someone and on Iron Man you'd be fucking screwed if that happened.)

But it's bullshit, ESPECIALLY in a game that's all about how careful you are and where you position your troops. The game's basically saying "Well, nobody's died in 2 missions, so here, let me rape your best squaddy in a way that you can't do fucking shit about it."

Bah.

Creston

That was my reaction on 'Classic' mode too. I actually like the mechanic now that I've been playing on Normal mode and know to put all of my soldiers on Overwatch prior to diffusing the bomb - it adds a bit of a random dynamic to keep you from feeling too comfy. If I am not terrified about what may happen at any moment then it's not X-COM.
 
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“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
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104. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 11:42 Creston
 
SpectralMeat wrote on Oct 10, 2012, 11:16:
any game saves before that mission Creston?

No, plus I'm basically playing Iron Man mode without actually turning it on. If someone dies, they die. (I just got a little worried when reading about the one mission that broke for someone and on Iron Man you'd be fucking screwed if that happened.)

But it's bullshit, ESPECIALLY in a game that's all about how careful you are and where you position your troops. The game's basically saying "Well, nobody's died in 2 missions, so here, let me rape your best squaddy in a way that you can't do fucking shit about it."

Bah.

Creston
 
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103. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 11:34 Verno
 
Creston wrote on Oct 10, 2012:
Look, everyone pissed all over Dragon Age 2 for doing the bullshit "a new enemy wave just falls down on top of youZ! LULZ!" routine, so Xcom shouldn't get a pass for that, even if in Xcom it makes more sense for them to be able to do that.

A strategy game that just chunks enemies right on top of you no matter how carefully you've been positioning your troops is fucking bullshit. :|

It is a really stupid mechanic and this game shouldn't be pulling that shit. It can work in certain scripted scenarios where the story calls for it but just at random in missions is total bullshit. I could have stomached it once in awhile in DA2 as well but they were doing that shit every single fight, multiple times per fight.
 
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102. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 11:16 SpectralMeat
 
any game saves before that mission Creston?  
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101. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 11:11 Creston
 
UUUAAAAGGGHHHHRRRRRSSMMMMMFFPPFPFPFPSHAUIHEIRHE#(&%RY#(%&T#Y%(&#T%

I have a bomb defusal mission, it's going well, I'm keeping the bomb at 3 turns, my 5 squaddies are terminating the enemy nicely (a heavy with the bullet storm ability is the shit), and finally I get to the bomb and defuse it.

"Great job, guys. Now clear out the remaining enemies!"

Okay, since there's half a level left to the north, and my squadies are covering the entire level from east to west, I slowly start advancing north, since that's where the enemies have to be, right?

Suddenly, meooowwrrrrr, and 3 thin men beam in like RIGHT ON FUCKING TOP OF ME aaaaannnnddd my overwatched squad takes out two of them, and the third murders my sniper.

.......

Look, everyone pissed all over Dragon Age 2 for doing the bullshit "a new enemy wave just falls down on top of youZ! LULZ!" routine, so Xcom shouldn't get a pass for that, even if in Xcom it makes more sense for them to be able to do that.

A strategy game that just chunks enemies right on top of you no matter how carefully you've been positioning your troops is fucking bullshit.

Creston
 
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100. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:49 RailWizard
 
One last tip. Goto Situation room> Gray market and sell any 'Damaged' components as they can't be researched...so it's just money sitting there waiting to be claimed.  
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99. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:39 Slashman
 
OK...now I'm thinking I'm going to go normal/Ironman.

One...more...stinking...day...
 
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98. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:39 SpectralMeat
 
RailWizard wrote on Oct 10, 2012, 10:27:
You can switch difficulty on the fly btw. No need to restart. Normal is much saner tho I agree.
Well by mission 5 I was getting my ass handed to me in a paper bag even on normal difficulty, so I am not really interested in any higher difficulty settings at the moment.
I did make a few cathastrophic fails so it was just better off restarting the game while I am still early on.

Loving it so far.
 
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97. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:27 RailWizard
 
Prez wrote on Oct 10, 2012, 08:56:
Most of my problems went away once I restarted on 'normal' difficulty. I figured being a fan of the seminal classic the 'classic' mode would be right up my alley. WRONG! For sheer frustration, Classic mode in XCOM is about on par with "Superhuman" in classic X-COM. At least that's the way it feels to me, though I may have just lost a step in my old age. At any rate I am enjoying the game 10 times more on Normal difficulty, which ironically is making it feel like the classic X-COM magic is here in spades. This truly is a landmark achievement for Firaxis - I played for 12 hours straight last night and I only quit because my fatigue was starting to hurt my decision-making and negatively affecting my campaign. I know was vocal about my doubts but consider me converted -- X-COM is back!!! Thank you Firaxis!

You can switch difficulty on the fly btw. No need to restart. Normal is much saner tho I agree.
 
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96. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:24 RailWizard
 
J wrote on Oct 10, 2012, 08:08:
Also: How to force XCOM to use 1080p cinematics.

The d/l link in that article is dead so here they are on pastebin..

xcom_720p.bat http://pastebin.com/R83qBfF9

xcom_1080p.bat http://pastebin.com/ybYeSSpg

edit: PROTIP: if you get the bat files from pastebin, make sure you delete the "xcom_1080p.bat
---------------" at the top of the file...otherwise it just sits there doing nothing.

This comment was edited on Oct 10, 2012, 10:39.
 
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155 Replies. 8 pages. Viewing page 3.
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