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

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.

View
155 Replies. 8 pages. Viewing page 4.
< Newer [ 1 2 3 4 5 6 7 8 ] Older >

95. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:16 J
 
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!
I was worried that there would be a game that you didn't get! *ducks*

Seriously though, as of Friday, I now have XCOM and Dishonored to wade through. Goodbye, life!!
 
Avatar 45926
 
Reply Quote Edit Delete Report
 
94. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 10:12 dj LiTh
 
InBlack wrote on Oct 10, 2012, 09:51:
How is Firaxis at supporting their games? I mean will they patch out the consolitis and the bugs or are we doomed to wait for an expansion/sequel?

Firaxis is pretty good about post game patches and support. Quality game company.
 
Avatar 46370
 
Reply Quote Edit Delete Report
 
93. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 09:51 InBlack
 
How is Firaxis at supporting their games? I mean will they patch out the consolitis and the bugs or are we doomed to wait for an expansion/sequel?  
Avatar 46994
 
I have a nifty blue line!
Reply Quote Edit Delete Report
 
92. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 09:35 nin
 
J wrote on Oct 10, 2012, 08:08:
Also: How to force XCOM to use 1080p cinematics.

Thank you!
 
http://www.nin.com/pub/tension/
Reply Quote Edit Delete Report
 
91. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 09:33 RailWizard
 
J wrote on Oct 10, 2012, 08:08:
Also: How to force XCOM to use 1080p cinematics.

The batch file seems to be deleted. Though I'm not sure if I even need it.

3. You're given aural directional cues to unrevealed aliens in Normal. No luck in Classic.

4. In normal, sectoids at least will eventually come at you in many missions. In Classic, the goddamn enemies hunker down and wait for you.

These 2 points are wrong. Both of those do happen in Classic.

I also found the FOUR SLOT inventory a huge letdown. I mean look at this shit:The old inventory. How they go from that to four slots I don't know...I guess because the levels are so small, but still.

One other thing, I plugged in my xbox360 controller, and WOW it's like the game was made for it. lol imagine that.....all the flakiness in the controls becomes rock solid and many actions become ONE click instead of several. Try it out if you have one.
 
Reply Quote Edit Delete Report
 
90. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 08:56 Prez
 
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!  
Avatar 17185
 
Goodbye my Monte boy. May you rest in the peace you never knew in life.
Reply Quote Edit Delete Report
 
89. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 08:08 J
 
Also: How to force XCOM to use 1080p cinematics.  
Avatar 45926
 
Reply Quote Edit Delete Report
 
88. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 07:50 InBlack
 
dj LiTh wrote on Oct 10, 2012, 07:15:
Also if you put a Sat Uplink next to another one, it will give you a +3 bonus instead of +2 for satellites. Planning your base carefully is very important for those adjacent bonuses!

Well thats quite cool. Nice to know that the anthive base structure isnt completely just for the 'purty' graphics. Its a damn shame that base invasions are out, as are late game alien base invasions.

There are a lot of things that seem to be cut from the game for no good reason that I can think of other than time/cost saving. Hopefully an expansion is already in the works at Firaxis as the game seems to be selling quite well.
 
Avatar 46994
 
I have a nifty blue line!
Reply Quote Edit Delete Report
 
87. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 07:15 dj LiTh
 
Also if you put a Sat Uplink next to another one, it will give you a +3 bonus instead of +2 for satellites. Planning your base carefully is very important for those adjacent bonuses!  
Avatar 46370
 
Reply Quote Edit Delete Report
 
86. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 06:42 J
 
From what I hear you can skip the tutorial and then not lose those three soldiers; potentially have more than one promotion on your second mission.  
Avatar 45926
 
Reply Quote Edit Delete Report
 
85. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 06:40 SpectralMeat
 
InBlack wrote on Oct 10, 2012, 05:20:
Damnit, the loss of random missions is definitely not to my liking. So UFO sighting is scripted or is it merely a matter of satelite deployment? Argh...

So can I ditch the tutorial or do I have to go through it? Im thinking of starting on normal ironman and just skipping the tutorial, but dont I lose out on the squad experience from the tutorial missions??

Decisions, decisions....
No you are actually better off with the tutorials turned off.
I've posted this video earlier but it got skipped I guess, watch it for some tips, I found them really helpful: http://bit.ly/TrEW43

I've played about 2.5 hrs last night and I am really liking the game so far. After completely fuck up on one of the missions and loosing my peeps left and right I've just restarted the game and started over. The second game goes much better so far.
 
Avatar 14225
 
Steam: SpectralMeat
Reply Quote Edit Delete Report
 
84. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 06:15 Cutter
 
The key is getting buildings researched and built. The satellite nexus in particular as it allows for 4 sats instead of 2. Each country you get a sat over calms the fuck down and raises your monthly allowand by $100-$200. I have 4 sats up and 2 in production and I'm banking %600+ per month. Plenty of stuff you can sell on the gray market. And always do the cash missions, you really don't need the scientists, engineers, etc. as your building will provide them anyway.
 
Avatar 25394
 
James Woods: Oh that's fun. That sounds like you had a fun time. Where would I fit in with the fun time, huh? Where does James Woods fit into the fun?
Reply Quote Edit Delete Report
 
83. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 05:20 InBlack
 
Damnit, the loss of random missions is definitely not to my liking. So UFO sighting is scripted or is it merely a matter of satelite deployment? Argh...

So can I ditch the tutorial or do I have to go through it? Im thinking of starting on normal ironman and just skipping the tutorial, but dont I lose out on the squad experience from the tutorial missions??

Decisions, decisions....
 
Avatar 46994
 
I have a nifty blue line!
Reply Quote Edit Delete Report
 
82. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 04:55 Flatline
 
InBlack wrote on Oct 10, 2012, 04:05:
Prez wrote on Oct 10, 2012, 02:36:
Creston mentioned this but damn is money hard to come by in the early game. In the original once you had some missions under your belt and you could sell excess alien equipment money wasn't too much of a problem as long as you spent wisely and didn't let any big donor countries withdraw their funding. In XCOM, it seems you are perpetually poor. I'm thinking that China ought to start coughing up the chedda' if they want me to save their Commie butts! I have my scientists and engineers searching the couch cushions in their rec areas for the money I need to build a satellite and uplink station.

Another nitpick - why can't a futuristic badass soldier take a grenade AND a medkit? And a scope for their rifle? The prohibitive loadout limitations are weird, but I guess they are trying to promote you having to make tough choices.

These kinds of prohibitions kind of make sense if you have a squad of 8 or 12 soldiers, for balance reasons obviously. But 4??? Its almost like they forgot to patch it out once they decided to go with the more 'compact' squad sizes.

In any case I caved in and bought the game. Its downloading at home as we speak. Im too much of a fan of the original two games to NOT try this one even if I end up not liking it and Ive read enough reviews to be reasonably sure its a pretty good and fun game, even if they skimped on some things with regards to the original. One thing Ive read very nearly changed my mind though:
*SPOILER in secret text*
There is no Cydonia, no going to Mars in the final mission

All I want to know is, should I start on Classic Ironman, or Normal Ironman?? Opinions?

Four differences I've noticed between Classic and Normal mode:

1. Intervening terrain doesn't matter NEARLY as much in normal mode. I've shot through walls, planters, whatever, and killed stuff with no LOS in the action camera. Bullets flying through the terrain.

2. Most troopers will survive 2 hits in Normal. In Classic, basically it's 1-shot, 1-kill. Keeping your troops alive is fucking psychotic until they level up some.

3. You're given aural directional cues to unrevealed aliens in Normal. No luck in Classic.

4. In normal, sectoids at least will eventually come at you in many missions. In Classic, the goddamn enemies hunker down and wait for you.

Other notes:

* You start with Officer's school if you ditch the f*cking tutorial, which I hated. As soon as you get a troop up to Sargent, you can unlock a 5th squad member for 50 credits (which is highway robbery but whatever).

* I ditched the move & snipe for squad sight and when it works it's the f*cking shit. I set my sniper on overwatch, park her somewhere up on high, and someone on the other side of the map moves and gets shot to hell and back. Never can see them when it's her turn (A bug perhaps?) but overwatch does work.

* Fuck I'm poor. Did I mention fuck I'm poor? I'm given like 200 creds a month, which will make me 4 medkits.

* Individual countries hit full panic mode WAY WAY WAY faster than in the original x-com. By the end of the first month, purely by managing countries by terror level, I had 3 of them max'd out, usually in continents that I couldn't actually deploy a satellite to because it requires like 500 credits to build a satellite station and deploy it.

* I miss random missions. I really do. You only have like 5 missions to go until you hit your first panic mission as part of the script. It's not enough time. I'm starting to wonder if I should even deploy to the fucking event because my squad is so not-ready.

* No economy to speak of. Yeah, there's the grey market, but they don't pay fuck-all for stuff and the guns and shit you do manufacture you can't sell. So item economy is of unbelievable importance. Don't crank out 5 scopes- build one for each sniper. Don't build out a half dozen laser rifles- build one for each troop going into battle. Sometimes a country will let you try to sell stuff to them for a reward, and then if it's worth it you crank out more units. But I am realizing you should never have surplus weapons if you can avoid it.
 
Reply Quote Edit Delete Report
 
81. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 04:05 InBlack
 
Prez wrote on Oct 10, 2012, 02:36:
Creston mentioned this but damn is money hard to come by in the early game. In the original once you had some missions under your belt and you could sell excess alien equipment money wasn't too much of a problem as long as you spent wisely and didn't let any big donor countries withdraw their funding. In XCOM, it seems you are perpetually poor. I'm thinking that China ought to start coughing up the chedda' if they want me to save their Commie butts! I have my scientists and engineers searching the couch cushions in their rec areas for the money I need to build a satellite and uplink station.

Another nitpick - why can't a futuristic badass soldier take a grenade AND a medkit? And a scope for their rifle? The prohibitive loadout limitations are weird, but I guess they are trying to promote you having to make tough choices.

These kinds of prohibitions kind of make sense if you have a squad of 8 or 12 soldiers, for balance reasons obviously. But 4??? Its almost like they forgot to patch it out once they decided to go with the more 'compact' squad sizes.

In any case I caved in and bought the game. Its downloading at home as we speak. Im too much of a fan of the original two games to NOT try this one even if I end up not liking it and Ive read enough reviews to be reasonably sure its a pretty good and fun game, even if they skimped on some things with regards to the original. One thing Ive read very nearly changed my mind though:
*SPOILER in secret text*
There is no Cydonia, no going to Mars in the final mission

All I want to know is, should I start on Classic Ironman, or Normal Ironman?? Opinions?
 
Avatar 46994
 
I have a nifty blue line!
Reply Quote Edit Delete Report
 
80. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 02:36 Prez
 
Creston mentioned this but damn is money hard to come by in the early game. In the original once you had some missions under your belt and you could sell excess alien equipment money wasn't too much of a problem as long as you spent wisely and didn't let any big donor countries withdraw their funding. In XCOM, it seems you are perpetually poor. I'm thinking that China ought to start coughing up the chedda' if they want me to save their Commie butts! I have my scientists and engineers searching the couch cushions in their rec areas for the money I need to build a satellite and uplink station.

Another nitpick - why can't a futuristic badass soldier take a grenade AND a medkit? And a scope for their rifle? The prohibitive loadout limitations are weird, but I guess they are trying to promote you having to make tough choices.
 
Avatar 17185
 
Goodbye my Monte boy. May you rest in the peace you never knew in life.
Reply Quote Edit Delete Report
 
79. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 01:35 RollinThundr
 
Paranoid Jack wrote on Oct 10, 2012, 01:22:
Creston, line of site + distance = crazy targeting. So if your squad can see the tango and your sniper has line of site they can take the shot from far away. And if you can get your sniper up on higher ground you also get a bonus. Plus rank perks have a certain synergy when you pick the correct ones. Of course the entire reason they have the different perks are to adjust the character to your play style. Though I wish there were twice as many options available.

Not to mention line of site is not always right in the game. You get a feel for the animations and can start to choose better. If the tango is hidden behind something and it says you have a 56% chance to hit don't take the shot. It's almost certain a miss. Of course if you see an alien taking a shot at you hidden behind something it is almost a certain hit.

Take that with a grain of salt. Its coming from a guy who didn't research properly. When I got to the first panic mission I got my ass handed to me. Starting over and four or five missions in again.

Totally starting over as well. Lost a full squad of ranked up soldiers, was having money issues anyway, and in trying to ride it out, ended up losing like 2 more squads worth of soldiers and was getting my ass handed to me.

If nothing else even on normal difficulty Xcom isn't a walk in the park. Enemy AI is pretty brutal and they don't make mistakes.

Really love the game, I generally don't really dig turn based, but xcom has that certain magic to it.
 
Reply Quote Edit Delete Report
 
78. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 01:22 Paranoid Jack
 
Creston, line of site + distance = crazy targeting. So if your squad can see the tango and your sniper has line of site they can take the shot from far away. And if you can get your sniper up on higher ground you also get a bonus. Plus rank perks have a certain synergy when you pick the correct ones. Of course the entire reason they have the different perks are to adjust the character to your play style. Though I wish there were twice as many options available.

Not to mention line of site is not always right in the game. You get a feel for the animations and can start to choose better. If the tango is hidden behind something and it says you have a 56% chance to hit don't take the shot. It's almost certain a miss. Of course if you see an alien taking a shot at you hidden behind something it is almost a certain hit.

Take that with a grain of salt. Its coming from a guy who didn't research properly. When I got to the first panic mission I got my ass handed to me. Starting over and four or five missions in again.
 
Avatar 11537
 
Reply Quote Edit Delete Report
 
77. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 9, 2012, 23:51 Creston
 
Paranoid Jack wrote on Oct 9, 2012, 22:06:
RailWizard wrote on Oct 9, 2012, 20:54:
This AI is even more bullshit than the old one.

I did notice aliens do move behind the scenes though.

Movement is part of the BS tho, it's like they get 3 moves and they are all crack shots with guns that pretty much kill you if you get hit. My guys don't 'run for cover' when they get spotted....and of course, they shoot like they are all drunk especially the sniper.

That shit made me bust up because I know exactly what you mean. I've had guys behind full cover get shot through terrain while the aliens have no line of site. Yet my sniper has to be up close just to see any targets... unless they have Squadsight. I wish we were able to go into a close third person view or even a first person view to see what the trooper sees.

Okay, so what the fuck does Squadsight even DO? I took it because it seemed awesome. Keep your sniper behind, have her take shots every round while the assaults and heavies mix it up with the enemies. Yet she never gets to fucking shoot. What the hell constitutes your allies having "line of sight?"

Does the enemy need to be in the wild open in order to be able to count as line of sight? So behind cover doesn't work? I can't figure out how it works.

Quite enjoying the game so far. You figure out really early that "half cover" basically means "Well, it LOOKS like cover, but it really isn't..." and that aliens will happily rape your crew members who are in half cover. You also learn really quickly that the percentages the game gives you are bullshit. If it says 65% chance to hit, figure you'll hit about 1 in 3. It seems you can always safely cut the chance to hit by about 30%, unless it reaches above 80ish.

I hate the frakking tutorial though. Apparently I am STILL in the fucking thing, even though I've been playing for two hours. I still have an objective to "build a stungun and capture an alien!"

I HAVE NO MORE MONEY, GAME! So I'm just trying to let the month go by so I can actually get some cash so I can BUILD one of these things, AND hire a rookie to go run and get murdered.

Was the original game this fucking stingy with money? You literally can't buy a roll of fucking toilet paper in the beginning. "You need to research A! But before you can do that, you must build a B, for which you will need to first expand your base with module C, with can only be built on thing D, for which you'll need to first install object E. Also, please build more satellites and we need lots and lots more interceptors, oh, and more soldiers, and equipment,and..."

And you look at your bank account, and you barely have enough money to treat the staff to Taco Bell's fucking dollar menu.

URGH. Let me get on with the killing already. And damn this 14 hour tutorial. I feel like I'm playing FFX13...

Creston
 
Avatar 15604
 
Reply Quote Edit Delete Report
 
76. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 9, 2012, 23:30 Cutter
 
Flatline wrote on Oct 9, 2012, 20:22:
Fuck Terror missions. That is all. Those goddamn chrysalids are impossible.

Assault with shotty, nano armor and heavy armor = win. Also the Alloy SHIV get one asap and always use it.
 
Avatar 25394
 
James Woods: Oh that's fun. That sounds like you had a fun time. Where would I fit in with the fun time, huh? Where does James Woods fit into the fun?
Reply Quote Edit Delete Report
 
155 Replies. 8 pages. Viewing page 4.
< Newer [ 1 2 3 4 5 6 7 8 ] Older >


footer

.. .. ..

Blue's News logo