lacktheknack said:
DaGobbo said:
Not interested in the least, this is the second time they are trying to market this game, just with a new title. Keep X-COM a non 3rd person shooter IP, thanks. There aren't enough X-Com style gameply as it is.
Too late.
http://en.wikipedia.org/wiki/X-COM:_Enforcer
<youtube=3O0Z8Fv31l0>
I am utterly baffled by the sheer volume of people who are calling for "maintaining the status quo" and hating on experimental tangents of a series simply to maintain the "purity" of said series
that it doesn't even freaking have.
Be ashamed of yourself, please.
OT: I'll need more than a live action trailer, but I see they're taking steps in an interesting direction.
How dare you call that an X-com game, YOU should be ashamed of YOURSELF do have any idea what the development of that game looked like? Let me inform you.
Microprose was in the process of developing two X-Com games in 1997, one was going to be a classic X-com base strategy, basically X-Com: Ufo Defense except using a fully 3D rendered environment and even more options, this one was going to be called X-Com Genesis. The second game in development was going to be an X-Com base strategy game that focused on first person real-time tactical strategy, basically Rainbow-Six with all the features of X-Com.
Hasbro bought Microprose in September 1998 and immediately began disassembling the company. In April 1999 Hasbro shut down Microprose UK in Chipping Sodburry and fired all the designers working on Alliance, X-Com Alliance was shifted to Microprose Chapel Hill studios in North Carolina where some of the veterans of Microprose were working on X-Com Genesis. Within a couple months the development team had reworked it to work better with the canon of the original game and overhauled many of the games resources until it was on track to be released for Q4 2000.
In December of 1999 Hasbro aborted development on X-Com: Genesis, a month later they closed Microprose Chapel Hill studios and moved X-Com: Alliance to the Microprose main studio in Maryland, by now the release date of the game was "sometime in 2001" because they had literally fired nearly all the hands it had passed through.
Now is when Hasbro orders the dwindling number of remaining Microprose designers to start X-Com: Enforcer, specifically using some of the resources from Alliance. That game gets thrown out the door in months. Development on Alliance begins again a month after but gets put on hold while Hasbro fires the remaining key developers connected to it in preparation for Infogrames buyout of the company. Alliance is cancelled a few months after Infogrames buys the company.
X-Com: Enforcer is the distilled tears of video game developers, it's the result of probably one of the worst take-overs in video game history, Hasbro Interactive bought Microprose and immediately used it as ablative armor against it's own debt and destroyed the company and fired the developers.
X-Com: Enforcer was developed by a team that was forced by their publisher to cannibalize their only chance at a commercially successful game under the growing threat of losing their jobs and then fired many of them after they completed it.
The best analogy I can think of is if EA had told Bio-Ware to take the resources from Mass Effect 2 and 3 before they were released and make a Matching-Puzzle game out of it under threat of losing their jobs and after they did it they fired all of them and dissolved the studio.
It's not an X-Com game, it's a grotesque gravestone that was carved by the people who were eventually buried underneath it.