XCOM: Enemy Unknown Has Permadeath For A Reason

Atmos Duality

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Mar 3, 2010
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Permadeath in the original X-COM 1 and 3 was a staple of a mission report on any of the higher difficulties.

Agents were very easily replaced. (TOP QUALITY agents, however, were not.)

I agree with their sentiments; less hand-holding means the player might actually see RISK in their game. Something that doesn't exist in most of the market right now.

Turns off most of the market? Let them try it first. This isn't contrived artificial difficulty from the 90s where obscurity convolution and tedium ran rampant in most games.

It's just an example of CONSEQUENCES for failure; Not mere trial-and-error "Durr. Load Last Checkpoint."