So, having loved Enemy Unknown, this didn't feel like a betrayal. It felt like a natural extension of XCOM. This is bringing a slightly different audience to an awesome franchise. This game looks like it might be a 4/5 or a 4.5/5 - it's hard to say until someone gets their hands on a final copy for review. The game we played was a version that was a few months older than the release, and still contained bugs.mad825 said:The gameplay looks like a person trying to have sex with an elephant.
So in short, in essence, this is XCOM: Enemy Unknown in First person? I still think this is unnecessary and betrayal, XCOM: Enemy Unknown did quite well, it is quite a good game. All it needs is the AAA budget so that it can add more filler to it's original instalment.
The characters are bad? Same with XCOM: Enemy Unknown. Bad plot? Check. Bad voice acting? Check.
Base building is not in, but you do have a base you return to after each mission. It's like an RPG town - you can affect it a bit, and there are sub-plots and missions to unlock through base dialogs. You manage your inventory and chat with your soldiers there, too.Skeleon said:Is the base mechanic gone they had planned? No mention of it in the video and I'm a lazy jerk who needs to rest his eyes a bit.
Skill can be considered: placement, what you bring in with your squad as in equipment etc and how you move them up do matter, it's not just a rolling the dice kind of game. There are many ways to stack odds in your soldier favor if you set things up right. And yes, occasionally you would lose someone to a random alien shot, but that's how something like that goes down. Combat situations are never fully controlled, they wouldn't be a challenge if they were.immortalfrieza said:As much as I like the XCOM games I think the thing that has annoyed me the most out of everything is the "flip a coin" gameplay. Everything is decided by odds, which means that somehow you could miss an alien despite being at point blank range, as well as having an alien being half a mile away from a soldier and at full cover and somehow have that alien kill the guy in one shot. I've never cared much for when game have victory and defeat determined by random chance, and XCOM is no exception. I prefer games where skill is what matters, so I'll probably like The Bureau pretty well.
That said, you can easily gain 100% accuracy over certain parameters in the latest game. Shotguns, high-ground snipers, moving from cover to cover as an assault class, etc. If you really want to play the game of absolutes, you can move toward that point. It's not 100% across all boards, but it's still an option.chozo_hybrid said:The only worry I have is that this game seems to have been changed so much, it's gone through a bit of dev hell that it may not turn out great. Which would be a shame, because as an Xcom fan, I wasn't mad that they wanted to do something a bit different.
Skill can be considered: placement, what you bring in with your squad as in equipment etc and how you move them up do matter, it's not just a rolling the dice kind of game. There are many ways to stack odds in your soldier favor if you set things up right. And yes, occasionally you would lose someone to a random alien shot, but that's how something like that goes down. Combat situations are never fully controlled, they wouldn't be a challenge if they were.immortalfrieza said:As much as I like the XCOM games I think the thing that has annoyed me the most out of everything is the "flip a coin" gameplay. Everything is decided by odds, which means that somehow you could miss an alien despite being at point blank range, as well as having an alien being half a mile away from a soldier and at full cover and somehow have that alien kill the guy in one shot. I've never cared much for when game have victory and defeat determined by random chance, and XCOM is no exception. I prefer games where skill is what matters, so I'll probably like The Bureau pretty well.
I felt that shades of earlier scripts showed through - I wouldn't quite call it a mish mash. I spoke with the narrative designer/writer and he had very clearly put order to the thing. Just don't expect it to win any story awards.Frankster said:I'm warming up to this but really hope they polish up the story elements if it's still obvious its a mish mash of different scripts pulling in different directions, an unlikeable protagonist doesn't sound good either.
Hm, I see.JonB said:Base building is not in, but you do have a base you return to after each mission. It's like an RPG town - you can affect it a bit, and there are sub-plots and missions to unlock through base dialogs. You manage your inventory and chat with your soldiers there, too.