theonecookie said:
OT: well it looks like They've used some one of the dreaded words "streamlined" with any luck this just means they've fixed up the interface (because lets face it any one who thinks xcom had a good UI has a screw loose)and not that they got rid of the fun bits
I can't play X-Com, I'm used to games designed to be played by people without hands like these:
It looks fun, but streamlining the UI would make it way more accessible. And I'm sure any real fan of the game would be happy for it to be less frustrating,even if it meant that "n00bs" could join the series and also have fun.
Plus, it's a turn-based strategy, so the speed of a mouse/keyboard isn't as essential, so a controller could be fine.
Zulnam said:
They should make that of the game. X-Com could be the strategy version of Dark Souls (and Demon's Souls). It could have difficulty as a main feature, along with ALL THE micromanagement. Just an idea.
Maybe, but still explain it all via manual or tutorial. Dark Souls doesn't even tell you how to upgrade your gear, I wasted a ton of Titanite putting magic on my weapons before I realised it reduced the DEX scaling.
ASnogarD said:
I must admit I am a bit worried about what the devs call streamlining as well...
I enjoyed being able to shift through my inventory to outfit each soldier with a loadout I felt suited to thier strengths, the need to put sidearms and grenades in the belt and holsters for quick access and other stuff in the backpack that can be pulled out when needed but took more time units.
I like the inventory and loadout, but giving each soldier their ammo seems a little bit too much for me. Make it harder to use guns, make the guns heavier, but don't make us waste a turn having our Heavy Weapons Guy look for a spare ammo belt in his bag.
I liked how you needed to check each soldiers stats to get rid of the cowardly ones, pick up the ones with good accuracy for ranged weapons, the ones with high strength to carry the heavy weapons...the fast movers for medics and/or nade throwers/ stunners... etc. etc.
How the UI allowed you to save up time units for various shots, so you dont run to a spot hit crouch and find you cant shoot.
That's more the sort of depth I like.
I didnt enjoy the manner a single alien could completely wreck a co ordinated assualt with one alien class grenade...and there was no way to counter it, the ones that just came from a corner and suicide nade explosioned the tiny entries to the space craft... boom half the assualt force down and half the spaceship blown up.
I wasnt too keen on the overly random nature of the shooting either, my highest skilled sniper using an aimed shot and misses an Alien in open at less than 20m, and the alien turns and pops the sniper one shot through the cover the sniper was using.
Bloody hell. I played for 5 minutes and was already pissed off by the stupid accuracy. I get they're untrained, but an aimed shot from a crouch across 10m of open field should not go so wide that you almost kill your buddy standing behind you.
The game was about management, managing your resources and personel, managing your battles... taking out the management aspect would reduce it to a pretty looking tactics style game.
I dont care if its on the consoles and PC, as long as the streamlining is used with extreme care, no good saving the patiant if you surgically remove half of what makes up the patiant patient.
Still, despite my issues with the game, I agree with you here.
Also, the justification for the new aliens isn't bad: you know the old ones, there's no surprises. I'm looking forward to seeing people freak out about things other than Chryssalids(?).