EternallyBored said:
Some of your information is off, you don't get shot down then get a game over, you get a chance to defend your base and then if you lose that it's a game over. There are also human allies, they show the overworld map in one trailer emphasizing how your missions inspire the human populace to rise up and resist the aliens.
So there's a step
between being shot out of the sky and game over. Given the emphasis everywhere else on how little slack the game affords players for mistakes, I don't know that that's an improvement. The game as described already seems likely to be prey to "You reached the point of no return five hours ago, you just didn't know it until now." A last-ditch effort to save your headquarters seems likely to be a mission with a lot of resources lost and little gained besides survival.
As far as the "human resistance" element goes, that's nice- but that's not the element I've seen Firaxis et. al. emphasizing in any of the print stories.
Your complaints about soldier customization just sounds pointlessly cynical, are you really trying to spin it as a negative because you get more attached to your soldiers and thus work harder to keep them alive? Sure you get that soldier that misses a dumb shot and gets crit slaughtered the next turn, but you also get your team of customized badasses that survive all odds and win the final mission, rather than being a bunch of faceless mooks only differentiated by their class and weapon load out.
I was of the habit of giving soldiers nicknames that allowed me to immediately recognize their capabilities- this is the sniper, this is the medic, this is the explosives guy, this is the offensive-psionic. Sure, I got mildly attached to characters who were good at their jobs, but mostly it was about their utility and the time/resource cost of replacing them.
To give an XCom character- especially an
early XCom character- a high degree of customization is not unlike doing a careful detailing and customizing of a car that's going to be part of a demolition derby. And while I'll admit to a certain amount of intrigue to the whole "character pool" idea, another part of my mind thinks that this amounts to the developers dumping much of the workload of story-building, character arc, and emotional resonance- the parts that make people "care"- directly onto the back of the player, rather than making an effort to create those feelings themselves.
To the extent that I've had interesting, discussion-worthy moments in past XCom games, it's been about managing to drop a grenade at the feet of two sectoids that suddenly popped into line-of-sight and get away clean- not about the fact that my sniper has one green eye and one blue eye and comes from Okinawa.
Cynical? Maybe. Pointlessly? Your mileage, as said, may vary, but you haven't made that case to
me.
Xcom has always been really grim, the first game ends with mass devastation to most countries, the second gets the whole world destroyed in the aftermath so that the third takes place in one of the few surviving areas not destroyed by the aliens.
While there are likely ways they could have continued the plot and made it work, your idea of just going to alien planets to fight seems less interesting than what we've currently got, and deemphasizes the earth defense aspect from the most popular of the early Xcoms as well as running the risk of just turning the units into generic space marines. I don't care about alien planets involving the species from the first game, none of the individual species were ever that interesting that I'd want to see what their planets looked like bar maybe the ethereals and snake men.
*Shrug* I think I could make it work. The aliens remain in the Earth's solar system, only now they're rudderless and disorganized- so instead of dealing with one united faction, XCom is dealing with multiple factions. The Sectoids claim to want peace, the Ethereals are plotting genocide, The Thin Men and Vipers are infiltrating Earth governments, the Mutons' broken leadership has their orphaned troops still trying to carry out terror missions; meanwhile, the leadership of Earth has ceased to take the alien threat seriously, alien tech is being capitalized for use in international conflicts, alien weapons are in the hands of criminal syndicates, and the typical human is no longer sure he or she even has anything in common with their psionically-gifted, cybernetically-enhanced saviors. An XCom game with deeper elements of diplomacy, espionage and public relations in addition to squad-based combat could, I think, be interesting indeed.
But, well, we're getting something else. And it will probably be a good game; Firaxis has an excellent track record. I'm just unconvinced it will be the game for me, which is all I've been saying.