spacer

Welcome Guest ( Log In | Register )

> Posting Guidelines

Please read the Forum Rules before posting.

2 Pages V   1 2 >  
Digg this topic Save to del.icio.us Submit to Reddit Slashdot It
Reply to this topicStart new topic
> UFO:ET review on GamePro
Aralez
post 29th April 2007, 12:55pm
Post #1


Forum Grandpa'
*****

Group: Fan Fiction
Posts: 1,670
Joined: October 2003
Member No.: 1,392



Slaughter posted about a review of UFO:Extraterrestials on Gamespot here:
http://gamepro.com/computer/pc/games/reviews/110731.shtml

Before this review i was sure that i would buy that game, now i am sure i won't!
Let me quote the sentence that "killed" my desire to buy it:

Cons: Automatic recruitment of soldiers, soldiers can't be killed, exclusive reliance on funding nations for expenses.

A big part of the excitement in Xcom (and e.g. UFOAM) was the fact that you worried about your crew, you could name, hire, fire and train them. You cared about them. Taking that away is like putting a Ford-T motor in a brandnew Formula-1 car. It simply doesn't feel right.

*RANT:

All we Xcom fans truly want is a simple Windows-remake (better graphics and higher resolutions) of our old game, why can't anybody give us that? UFO:ET promised to be just that and now they totall neuter that game with such a poor decision!
"Ooooh, let's make this politically correct, ooooh, let those Aliens dicuss their anger instead of shooting, ooooh".
I think i'll never see a real new Xcom game in my life again... And to all those Aliens outthere, do not discuss with us if you want to invade us, shoot us, i'd rather a hostile alien than a politically correct one grin.gif
*/RANT OFF

To prevent misunderstandings::
The UFO:A/M/S/L series is a nice and good series of its own, that's why i do not count it as a direct Xcom sequel. It has its own world with its own features.
Go to the top of the page
 
+Quote Post
Pete
post 29th April 2007, 1:01pm
Post #2


Administrator
*****

Group: Admin
Posts: 3,052
Joined: May 2002
From: Cheshire, England
Member No.: 1



To be honest, I'm playing Enemy Unknown on Superhuman and I have exactly the opposite relationship with my soldiers.

It doesn't matter if they're a commander or not, or what sort of armour I'm wearing, their life expectancy is, on average, 3 missions. And that's with careful tactics.

It just depends how you play. To be honest, I would suggest not making a rash decision based on such a tiny portion of the overall game. Even in X-COM when I was playing it on easier levels I probably only spent 2% of my time checking on my soldiers, naming them and making sure the good ones didn't get shot at too much - the game's too big to spend that much time in one area.

Just my opinion mind wink.gif


--------------------
Go to the top of the page
 
+Quote Post
Aralez
post 29th April 2007, 1:16pm
Post #3


Forum Grandpa'
*****

Group: Fan Fiction
Posts: 1,670
Joined: October 2003
Member No.: 1,392



Agreed, not everyone had that connection to the troop part, but there are so many soldier/aquanaut editors available for Xcom and its sequels, i think they prove that most Xcom players did. In my case the troop part was always the most important part of those games, there is nothing as much fun as e.g. having all your buddies in a squad in Xcom and see them getting massacred by a Muton. tongue.gif

Sidenote: Strangely the units you care for most will usually die in the most horrible ways... laugh.gif

I think i gonna return to Xcom itself. There are enough mods available to guarantee fun for years.
Go to the top of the page
 
+Quote Post
Knan
post 29th April 2007, 1:27pm
Post #4


Scary Scarred Squaddie
****

Group: Members
Posts: 240
Joined: September 2005
Member No.: 3,863



Hmm. So what happens if you lose a tactical fight? All units wheelbarrowed to the nearest hospital?

When you can't manually recruit a shitload of rookies, I figure no permanent death - kotor-style is a fair decision. I'm still curious smile.gif
Go to the top of the page
 
+Quote Post
Gimli
post 29th April 2007, 1:41pm
Post #5


Dances with Mutons
****

Group: Site Staff
Posts: 737
Joined: April 2005
From: Croatia
Member No.: 3,529



Something there is not right. I KNOW they can be killed, so there must be something more to that. Check the last gameplay video that was posted here, and you will see a soldier get killed.

EDIT: That being said, I also noticed that, but I did not read the entire review, so I'll go and do that and report when I'm done.

EDIT 2: I stand corrected:

QUOTE(review)
But while it is executed well, the tactical system does have some significant flaws. The biggest is the fact that none of your infantry units can actually be killed in battle -- they are merely incapacitated, largely killing any sense of tension inherent in the battles themselves. Moreover, in the early game, players will be doing a lot of saving and reloading because Chaos Concept has bafflingly decided to eliminate the manual recruitment of new troops, choosing instead to bring them forth in a steady trickle. This increases the negative impact that an injured soldier can have on your planning tenfold and really handcuffs you in your efforts. It is only when you get more advanced medical facilities that these problems become less worrisome, but as is, the system really doesn't fit into the general scheme of things.


I would still like to see how this works out in the game, and although I really dislike this incapacitation idea, I would be willing to ignore it if it makes sense and is well incorporated.
Go to the top of the page
 
+Quote Post
Slaughter
post 29th April 2007, 2:04pm
Post #6


Colonel
******

Group: Admin
Posts: 5,942
Joined: March 2003
From: Sweden
Member No.: 1,057



I would like to add a few things to the discussion:
- Both the permanent death thing and the recruitment of soldiers are things that MIGHT be changed in a patch. I see many angry reactions to this, and that might persuade Michal and the others to deal with it.
- The demo should be available by the time the game is released I think I read. Let's hold final judgement for that.
- We now have a UFO: ET forum! smile.gif I'll let this topic stay here for now so people will notice, but please start using it.


--------------------
Greetings from Olav

"If you're not into Metal then you are not my friend!" - Manowar

Go to the top of the page
 
+Quote Post
Knan
post 29th April 2007, 2:24pm
Post #7


Scary Scarred Squaddie
****

Group: Members
Posts: 240
Joined: September 2005
Member No.: 3,863



QUOTE(Slaughter @ 29th April 2007, 4:04pm) *
- We now have a UFO: ET forum! smile.gif I'll let this topic stay here for now so people will notice, but please start using it.


We do? Where? alien.gif

Can't see it on a cursory glance.

Right. Thanks wink.gif
Go to the top of the page
 
+Quote Post
Zombie
post 29th April 2007, 3:14pm
Post #8


Mr. Grognard
*****

Group: Admin
Posts: 2,776
Joined: January 2004
From: Sheboygan WI, USA
Member No.: 1,322



That's because Slaughter jumped the gun and didn't realize that the forum permissions were not set (meaning everything was invisible). Anyhow, everything should be functional now. The UFO: Extraterrestrials area is found at the bottom of the main forums underneath the Silent Storm section. blush.gif

- Zombie


--------------------

QUOTE(JellyfishGreen)
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
Go to the top of the page
 
+Quote Post
Slaughter
post 29th April 2007, 4:02pm
Post #9


Colonel
******

Group: Admin
Posts: 5,942
Joined: March 2003
From: Sweden
Member No.: 1,057



Um, my mistake. Sorry about that! I thought Pete had made them visible when he set up the news feed from the forum. Anyway, NOW we have UFO: ET forums smile.gif


--------------------
Greetings from Olav

"If you're not into Metal then you are not my friend!" - Manowar

Go to the top of the page
 
+Quote Post
Azrael Strife
post 29th April 2007, 5:14pm
Post #10


Maverick Hunter
****

Group: Site Staff
Posts: 802
Joined: November 2004
From: Montevideo, Uruguay.
Member No.: 101



Indeed, please wait until you've tried out the demo before you make judgement, you might be pleaseantly surprised smile.gif

For me, the non-killeable soldiers is nothing bad at all, I personally liked to rename my troopers in Apoc after people I've met on XCOMUFO and StrategyCore ( wink.gif ) and would always rename new people after the trooper that was last killed, saving my time from doing that is just great.

But, that aside, let's not jump to conclusions from one simple review, release date is upon us! grin.gif


--------------------

Go to the top of the page
 
+Quote Post
Gimli
post 29th April 2007, 6:16pm
Post #11


Dances with Mutons
****

Group: Site Staff
Posts: 737
Joined: April 2005
From: Croatia
Member No.: 3,529



While I will wait to give final judgment, this still seems like a bad idea. There is a reason for this as I've read, and it is to prevent the constant reloading that people do. While I agree completely that it should have been dealt with a long time ago, it seems to me that this is not the right way to solve things. If it is possible to have permanent death, then by all means it should be there, because it is going to turn a lot of people off.

There are also other ways to deal with this, the only question is if they are feasible at this stage. The first is to limit the number of saves: X-COM had 10 saves, and occasionally it forced you backtrack a lot even with all the excessive saving/loading. However, I would suggest less than that, 3-5 seems like a good idea. This does not completely prevent the player from cheating, so if any whiny folk complain, they can use a little trick, and that is to simply copy their saves to a different folder, and copy them back as needed. However, from personal experience, this can be somewhat annoying as it's not exactly a 5-second process. But then again, it is supposed to discourage you from the save/load cheating. smile.gif

The second method is to disable saving during missions. I don't think much needs to be said about that. These two methods can also be combined, but in that case I would suggest 5-10 save slots.

These are two I've been able to come up with now, anyone got any other ideas?
In any case, they need to decide and work quickly, while it's still possible to do some damage control. I am not criticizing because I hate the game, on the contrary and I would like the game to sell well enough to show publishers that TB games do sell. Or rather, reinforce that opinion, since there already is proof of that, but the more the better. Good luck Chaos Concept! smile.gif
Go to the top of the page
 
+Quote Post
Pete
post 29th April 2007, 8:37pm
Post #12


Administrator
*****

Group: Admin
Posts: 3,052
Joined: May 2002
From: Cheshire, England
Member No.: 1



QUOTE(Slaughter @ 29th April 2007, 5:02pm) *
Um, my mistake. Sorry about that! I thought Pete had made them visible when he set up the news feed from the forum. Anyway, NOW we have UFO: ET forums smile.gif

I'm surprised I managed as much as I did. I only wake up once every six months or so wink.gif

I didn't realise they were invisible tho as since I'm an admin I can see everything - invisible or not.

I also see dead people y'know.


--------------------
Go to the top of the page
 
+Quote Post
Azrael Strife
post 30th April 2007, 12:46am
Post #13


Maverick Hunter
****

Group: Site Staff
Posts: 802
Joined: November 2004
From: Montevideo, Uruguay.
Member No.: 101



QUOTE(Gimli @ 29th April 2007, 6:16pm) *
There are also other ways to deal with this, the only question is if they are feasible at this stage. The first is to limit the number of saves: X-COM had 10 saves, and occasionally it forced you backtrack a lot even with all the excessive saving/loading. However, I would suggest less than that, 3-5 seems like a good idea. This does not completely prevent the player from cheating, so if any whiny folk complain, they can use a little trick, and that is to simply copy their saves to a different folder, and copy them back as needed. However, from personal experience, this can be somewhat annoying as it's not exactly a 5-second process. But then again, it is supposed to discourage you from the save/load cheating. smile.gif

I personally consider any line of reasoning that considers reloading as "cheating" as invalid tongue.gif If it's allowed by the game, it's fair game. And limiting the saves would not stop it, only make it slightly harder and annoying.
A patch sounds like a good idea, though.


--------------------

Go to the top of the page
 
+Quote Post
Hurlshot
post 30th April 2007, 7:33am
Post #14


Squaddie
*

Group: Members
Posts: 19
Joined: May 2002
Member No.: 1,913



I think it's an odd decision, but I don't consider it a gamebreaker. Plus, what do you think the hospital stays are like? If a guy gets creamed, maybe he's out for months at a time. Sure, it's a bit GI Joe, but it still will be difficult if all your studs are in the ER.

I wonder what happens when you lose a base?
Go to the top of the page
 
+Quote Post
Aralez
post 30th April 2007, 11:40am
Post #15


Forum Grandpa'
*****

Group: Fan Fiction
Posts: 1,670
Joined: October 2003
Member No.: 1,392



The Aliens will lay off your soldiers? j/k

Seriously, this is a gamebreaker for me. Crew management is one of the Xcom and UFOAM series' best features. It simply doesn't make any sense to have immortal soldiers.
Go to the top of the page
 
+Quote Post
Azrael Strife
post 30th April 2007, 1:39pm
Post #16


Maverick Hunter
****

Group: Site Staff
Posts: 802
Joined: November 2004
From: Montevideo, Uruguay.
Member No.: 101



This is completely pointless, please let's not sink into the same stupidity I've seen on the other boards, people whining like retards about it completely ruining the game; we simply don't really know how it's going to be or how it's really handled, if it turns out to be just like that, then I'll join you in saying it was a terrible design decision, but until then, we don't really have anything to complain about just yet, the system might be better than you think (or worse, for that matter), but personally I'll never consider it a gamebreaker.

And being honest and all, I'm sure every single one of the people that said "this completely ruined the game, I'm never going to buy it now" are going to get a copy as soon as it's out the oven laugh.gif

Also, one thing everyone is forgetting; despite this game being so obviously based on X-Com, it's not X-Com, they are allowed to make things different to X-Com and work them out in the game however they think it's best, just because something is not exactly the way it was on another game, it means absolutely nothing about this one.

Please, let's wait until we play the demo (or you read our very own review tongue.gif wink.gif )

smile.gif


--------------------

Go to the top of the page
 
+Quote Post
Zombie
post 30th April 2007, 2:42pm
Post #17


Mr. Grognard
*****

Group: Admin
Posts: 2,776
Joined: January 2004
From: Sheboygan WI, USA
Member No.: 1,322



Let me remind everyone that soldiers died in the gameplay video. Of course, that doesn't say anything about what happens when the mission ends and everything goes back to base. If soldiers end up alive at a base (but heavily wounded) after getting killed on an away mission, it's probably a bug. Though, I'm not sure what the intentions of the programmers was. We'll have to wait and see if Chaos Concept/The UFO:ET Team have any reaction to this issue. wink.gif

- Zombie


--------------------

QUOTE(JellyfishGreen)
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
Go to the top of the page
 
+Quote Post
Gimli
post 30th April 2007, 6:04pm
Post #18


Dances with Mutons
****

Group: Site Staff
Posts: 737
Joined: April 2005
From: Croatia
Member No.: 3,529



QUOTE(Azrael Strife)
Also, one thing everyone is forgetting; despite this game being so obviously based on X-Com, it's not X-Com, they are allowed to make things different to X-Com and work them out in the game however they think it's best, just because something is not exactly the way it was on another game, it means absolutely nothing about this one.


It not being X-COM is no problem at all. While I would like the game to allow me to hire soldiers the way I wish, and would like to be able to sell weapons, I can live without it, and I honestly would not complain about it. This on the other hand just seems like a silly solution to the save/load cheating. And yes, it is cheating, and yes, I heavily abuse it - to the point that Starcraft told me at the beginning of the Protoss campaign that I could not save because there were no more save slots. As for limiting saves, it makes the game harder, the only problem is finding the correct method, if any. Far Cry had checkpoints, and to be frank I found the game difficult even on easy, but it forced me to think rather than rely on saving/loading. If there is no method of saving suitable for the desired result, then either another method should be found, or not have it at all, and leave it to those of us who want a challenge.
That being said, I do not wish to criticize anyone behind his back, so I would really appreciate some form of official word, or at least a demo in which I could see how it works. If there is a reasonable explanation, then no problem at all. Perhaps they are somehow resurrecting them? I think that explanation could pass, although a bit stretched.
Go to the top of the page
 
+Quote Post
Azrael Strife
post 1st May 2007, 4:58pm
Post #19


Maverick Hunter
****

Group: Site Staff
Posts: 802
Joined: November 2004
From: Montevideo, Uruguay.
Member No.: 101



Please, do tell how using a game feature is cheating, cause I have not yet seen a decent argument in favour of that statement.

QUOTE(Dictionary.com)
cheat (chēt) Pronunciation Key
v. cheat·ed, cheat·ing, cheats

v. tr.

1. To deceive by trickery; swindle: cheated customers by overcharging them for purchases.
2. To deprive by trickery; defraud: cheated them of their land.
3. To mislead; fool: illusions that cheat the eye.
4. To elude; escape: cheat death.


v. intr.

1. To act dishonestly; practice fraud.
2. To violate rules deliberately, as in a game: was accused of cheating at cards.
3. Informal To be sexually unfaithful: cheat on a spouse.
4. Baseball To position oneself closer to a certain area than is normal or expected: The shortstop cheated toward second base.


n.

1. An act of cheating; a fraud or swindle.
2. One who cheats; a swindler.
3. A computer application, password, or disallowed technique used to advance to a higher skill level in a computer video game.
4. Law Fraudulent acquisition of another's property.
5. Botany An annual European species of brome grass (Bromus secalinus) widely naturalized in temperate regions.


--------------------

Go to the top of the page
 
+Quote Post
Gimli