008Zulu said:
EternallyBored said:
Destiny proved that if you want the fans to know the game, having them do the research never works.
On the other hand, Dark Souls proves that there are a lot of people who are willing to dig into item descriptions to understand a game. On the other hand, the problem with Destiny was that they were not in the game, adding another hurdle to actually learning the story that didn't need to be there. As well as that, Dark Souls had a decent story in and of itself, you can meet Seigmeyer and Lautrec and the other stories of that world and enjoy them without digging any deeper into the world, on the inverse, Destiny's story just isn't there at all which means that to get any enjoyment out of the story you need to jump through these extra hurdles.
Quazimofo said:
It's hardly shoddy storytelling, it's just going against the standard "The protagonist won" assumption most sequels make
So why make the sequel take place in an alternate universe?
Kajin said:
Except it's not. No creator of content should be entirely beholden to the whims of the people or any sort of strict adherence to a predefined system of narrative creation. The devs want to make a game where humanity lost in the first game, so they have.
So if humanity was meant to ultimately lose, why are they putting the game in an alternate universe?
Here's what the developer framed it as.
"When the aliens showed up, XCOM suffered massive casualties, and governments around the world crumbled in face of popular support to surrender. Then, the Earth was quickly overrun," Creative Director Jake Solomon explained. "And so, 20 years into the future, the world is a very different place. The aliens rule Earth from giant shining megacities where all the people of Earth are flocking; that?s where they?re promised an easy life, a secure life free of disease."
Now, here's my issue with your interpretation of the "XCOM WIN!" ending being the only true ending and the others being "alternate universes". There are lots of games out there that had multiple endings and then had to somehow have a sequel, a common way to do this is to do a cop out like Daggerfall's Dragon Break and just say "they all are the true ending". On the other hand, if you choose one specific ending then people who picked the other ones feel cheated. Now, let's look at Xcom, you saved the earth, destroyed all the aliens, your surviving squad members are heroes, the sacrifice is honored, the technology you have can now change the world for good or ill.
Where do you go with that? Do you go "we have an even bigger, badder alien fleet!" No, maybe in a cheap sequel but I don't think that would work, and with the impact you had on the world, you would need to be able to import save data over to have those choices reflected. And that would be a pain.
So instead, they've chosen one of the possible endings to the game, you still get an ending cinematic even if you didn't win, your troops got massacred so they aren't around, the staff are also different. This way, they get to nearly start the Xcom story again from scratch in a different setting which gives them more flexibility instead of trying to go "how do we account for all the different things that could have happened in the first game?". This is a choice that is quite logically sound and gives Fireaxis more logical freedom in writing Xcom 2.
Furthermore, if we look back, multiple endings usually assume "bad ends" where something bad happens, in this case, the end that Fireaxis chose to use was simply a Bad End instead of the "good end" that you get for beating the game. It's no different to how developers have had to choose from multiple endings in the past.
Cartographer said:
Look, I get you've been raised on sequel after sequel trying nothing new, tried and tested formulae stuck to and iteration eight of a franchise being identical to iteration one. I'm sure you and many others enjoy the annual/bi-annual releases of the same game with a different glossy coat. If you've got this much of an issue with the direction Firaxis have gone, then I fear XCOM 2 isn't for you, and that's okay, not all games have to pander to everyone. We live in a wonderful future where people who like different things can have those different things.
1st- Friendly warning; Don't pretend to know me.
2nd- Your argument negates itself. You make the argument that different iterations of the same game are dull and boring, tell me; What has Xcom 2 done that is different from the first game? So far, it seems like Xcom 2 is the same game, just with a glossy coat.
Different mechanics like Concealment, completely different classes, completely different enemies, the Resistance aspect, mobile main base, Dark Events, Blacksite Missions, etc. There's a lot that's been changed in terms of how the game plays as well as how the story seems to flow.
vallorn said:
It is a sequel, all those lost games where your base gets destroyed or all the council reject you? Those are the game ending that leads into Xcom 2. It's a really odd choice but it's not necessarily a bad one considering how many people failed at Long War.
If Xcom 2 imported your save data I could see where you campaigns failings (if any) would come in to play.
That's why they chose Campaign Failure. Xcom gets wiped out, everything you did gets destroyed and buried as the aliens take over. They seem to have done this specifically so they wouldn't have to work with importing save data.