The more I hear about this game, the less I like it, honestly.
I don't love the "the humans lost" angle, sure, but I can live with it. But the whole thing seems so unrelievedly grim, and the first game wasn't exactly a bowl of cherries to begin with. If you're going to be staging a rebellion, that ought to open your options up; instead, it seems like they're keeping to the "Do this or this, either way you're losing out on something" format of the last game. There's
so much emphasis on what you're losing- failing a mission, losing a soldier, losing a resource, missing an opportunity. Everything I've read so far emphasizes human collaborators, not the possibility of creating new cells of human resistance. And now your
one aircraft is also your base, and can just be shot out of the sky for a flat-out game over; am I supposed to applaud that? No, thanks, I think that's a crummy idea.
But we can personalize our personnel so we can be that much more bummed when they miss their 95% shot and get nailed with auto-fire. [dripping sarcasm]Awesome[/sarcasm].
The original X-Com wasn't exactly innovative in good ways in where it went after the first entry: Underwater (more or less the same game, now tinged blue), a space station, various
action-oriented quasi-tie-ins. But I can definitely think of other ways this could have gone. (What about the other planets the invasion has culled from? What happens to all that alien tech that ends up on Earth's black markets?)
If this sounds like your cup of tea, fine; I won't deny that some of it sounds intriguing (broader procedural generation is definitely a plus). Your mileage may vary, more power to you. I'm still waiting to hear something waiting to hear something that makes me think I'd actually
enjoy this experience. It sounds like an abusive relationship simulator.