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Poll: Is This Version Better Than The Original? (35 member(s) have cast votes)

Is This Version Better Than The Original?

  1. Doesn't Even Come Close. (4 votes [11.43%] - View)

    Percentage of vote: 11.43%

  2. It's Close Enough to Brand It An XCOM Title (13 votes [37.14%] - View)

    Percentage of vote: 37.14%

  3. The Equalizer (14 votes [40.00%] - View)

    Percentage of vote: 40.00%

  4. Better Than The Original (4 votes [11.43%] - View)

    Percentage of vote: 11.43%

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#41 Pete

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Posted 15 October 2012 - 03:32 PM

Rapid fire with a shotgun is awesome indeed :)
I want to see the inside of the UFO in my avatar.

#42 Sunflash

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Posted 15 October 2012 - 04:40 PM

Assault troops with shotguns and rapid fire are fantastic. I've had more kills with those than my supports and heavy combined.

Use the assult troops in skeleton/ghost armor and run up the sides. When you wake up groups, they'll either move farther back from  you(non threat) or towards the middle of themap where your sniper and co can rip 'em up.

#43 The Veteran

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Posted 15 October 2012 - 07:30 PM

Now that's a good point, I'd noticed that assault guys can have rifles instead of shotties but never twigged that it may make them more useful (for me personally) I've completed the main game on normal now using rockets, grenades and snipers for 90% of the work. Going to play a quick little easy game next but taking a little break first. I know I have to play 5 games to get all the achievements but they can be any difficulty so next will be tackling one of the countries with a poorer starting bonus on easy for a quick run through with my new understanding of the game!
Welcome back to the wonderful world of Fan-fiction! (it's short for fantastic!)
Go check em out, UFO TFTD and Apocalypse all under one roof!!!

Also why not check out XCom : Colonisation over in the special projects forum. Won't kill you if you do, might kill you if you don't!

#44 NoXTheRoXStaR

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Posted 15 October 2012 - 07:46 PM

Oddly enough with the bazillion soldiers I've hired in my second play-through, I honestly have yet to see a "heavy"* female  character. (By Heavy I mean Class, not weight, like those heavy women you see at McDonalds*) Is it just me?
"If you win it's just a game, but if you lose it's a complete waste of time"

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#45 The Veteran

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Posted 15 October 2012 - 07:53 PM

It's just you! I have 8 heavies on roster right now and my best three (all colonels) are female! Even got a racial equality thing going on in my base as I have an American, (south) Korean and South African :D
Welcome back to the wonderful world of Fan-fiction! (it's short for fantastic!)
Go check em out, UFO TFTD and Apocalypse all under one roof!!!

Also why not check out XCom : Colonisation over in the special projects forum. Won't kill you if you do, might kill you if you don't!

#46 silencer_pl

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Posted 15 October 2012 - 09:45 PM

Try doing this with heavy.

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Heavies are more defensive units than supports, and they can even bearly hit in mid range. Surpression? Never needed.

My friend with 4 assaults and 2 supports almost completed the game on classic using basic shotguns.

Here is my current team:

Posted Image

I could go for final mission but I am trying to level those last soldiers:

Omega, Ice and Congo are from the starting batch of rookies, Android is also from the first one but I get her late since all the rookies I had none want to be assault :(. Septic is lucky from second batch when I had New Men addon (the one that gives squaddies instead of rookies) and Strobe is my third batch of recruitment - also couldn't get feamle heavy ;)

So there you have it Valkyries of death. Also Android and Congo are PSI specialist - which I am lucky because very few soldiers in my team are gifted :P
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#47 Pete

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Posted 15 October 2012 - 10:09 PM

I wrote these musings in an email to FullAuto but will post them here too since it's a mini-review too. Some of it is repetition of what I've said elsewhere, but I'm not going to spend another 40 minutes editing it :P

---------

The game is a bit like marmite for the more seasoned veterans of the original.

It's not the same, and it does lack depth from the original in some key areas, but it is definitely X-COM.

The research tree and manufacturing options for me are a good example of areas they've expanded upon - every item, including corpses, is vital for research (good armour from Chrysalid hides for example) so things like that are nice, and there's a nice nod to the Gollop bothers in one of the facilities you can build near the end of the game.

Hiring is still there too, but the black/grey market feels simpler as you can't make tonnes of cash of selling laser weapons. This is an annoyance for some, but it's to make the struggle feel more like a struggle and there are times (though too few and far between even on Normal setting) where countries will offer to buy things from you for cash, scientists or engineers - this has obviously been done in an attempt to balance it a bit more so you can't become a powerful warlord with lots of Firestorm's and all the gucci gear.

It does irk me that I can't hire my own engineers/scientists, but again I see why they've tried to move away from that - to me it seems again like it's an attempt to not allow you to become too powerful too quickly.

So I think they've made some logical choices when you stand back and look at them, but at the end of the day it is annoying as it has simplified some aspects that micro-managers liked. It's both an attempt to balance the game, but there's no denying it's also been simplified to appeal to a wider audience.

Onto the soldiers - I thought I would hate everything about classes, but they work wonderfully. I would like a skill tree more akin to Silent Storm though where there are more options to choose from and whilst each soldier has a speciality they are much more unique in Silent Storm as a result of the wider array of perks available. This feels a little dumbed down with either/or choices, but again it does work surprisingly well in the field if you don't choose the same perks for all your same-class soldiers and was an area I was determined I would hate but actually like. Psi abilities are similarly a choice of one or the other ability, with an even shorter tree - presumably because you're near the end of the game and they might not have time to reach the top. The whole idea with the different soldiers is to stop people playing like I played the original - all soldiers with rifles and no variation, plus making you think about tactics, but an unlucky game could land you with a barracks with too many of one class and they could have solved this by making it a choice which class your soldiers were during their first promotion rather than randomising it.

Aliens - wow! I love them. Later on, Mutons and Floaters get upgrades (Floaters are harder to kill, Mutons are MUCH harder to kill). Sectopods are frighteningly powerful in terms of weaponry and the one Ethereal I've encountered had some nice new abilities. They've stripped out the pointless aliens and essentially upgraded the remaining "original" aliens in interesting ways so they're fresh for all players regardless of experience. They do seem to back off at the slightest sign of a beating in later missions on Normal setting, probably because I'm overpowering them in the first couple of turns like a bad sport.

Difficulty settings - Normal is a bit easy for me. Looking on the forums though it's as wildly unpredictable as the original game is though as you can get wiped out quickly for wrong decisions or an unlucky roll of the dice, but once you get better armour and used to the tactics on hand Normal is a bit of a breeze for veteran players of the original (spot, snipe, repeat) and I'm essentially playing self-imposed Ironman to boot! Not played classic yet, but hear it's a lot harder.

The maps... I read somewhere there are only 70 unique maps. I can see why they're not randomly generated, but of all the missions so far on Normal, only once have I been impressed beyond words (I was lured down an alley and the enemy flanked me effectively - fortunately I had Titan armour and enough perks to resolve that but it was a moment where I actually said "oh wow" out loud). That shouldn't be the exception though, it should be the norm, and maybe the aliens are harder in more ways than just hit points and accuracy on higher settings.

Atmosphere - it's not scary, but I do dream about it, so there's that I had in common with the original. I think that's just down to too much cheese in my diet and an unhealthy amount of play time in a 48 hour period Posted Image

Graphics - detract from the atmosphere in places. Certain (or most) animations and some of the silly things your team say remove you from the feeling you had when playing the original. Other than that, it's darned good-looking for a game using an engine this old!

Music - can't really fault it, except I might be right in saying there's no suspense music for things like the alien base or night missions. Both mission types and maybe others could have used it to give you a scarier atmosphere.

Sound effects - there are nods to the original. I've heard a few whooshes that sound like buttons being pressed in menus on the original, and the footfall when you're on a metal floor such as a UFO sounds like it's right out of the original - there are quite a few nice nods to the original.

Voices - meh. They had a long time to implement more than the few they did, and Jake lamented on Twitter that he wishes they'd done it. With the budget they had I can't see why they didn't, but since it's this popular it won't be long before some talented community members add their own voice packs I reckon. At the end of the day, it's not the end of the world and doesn't ruin the game by any stretch of the imagination.

Modding - we've been told it's easy to mod and it appears to be true. Someone has already released a fix to enable you to play on Windows XP which was unsupported by the default game. Looking forward to more from the community.

Weapons - love the choices, but hope the community mod more into the game. Not too many more, but a few more types of each weapon which vary slightly on accuracy, range and damage would be most welcome.

End of game - can't comment as I'm not quite there yet. I'm assuming it's been left open for a sequel. They had to be about 70% sure it was going to be a massive success but it has been a gamble as so much of the game was developed before the announcement in January! I'm also still convinced they're going to attempt to tie this in with the other XCOM game in production somehow if only because they said the two aren't related (denial is the first sign of a sequel... or addiction... one or the other :D).

Bugs - what game doesn't have them? In true gaming tradition, some people seem to be encountering them way more than others. Everyone forgets the original had a mass of bugs on release that are still being found and fixed 19 years later!

Geoscape/Mission Control - I'm unsure what to think here. UFOs seem few and far between compared to the original. I don't know whether they've restricted it to a set number between each story mission or what, but I've been at stages in the game where I've been pleading with the game to give me more UFOs because I don't have enough materials to progress any foundry or research projects - this seems a bit silly to me. It could be like the original that if you happen to start far away from the first alien base then you don't see many, so only a second playthrough will prove that one way or another.


Conclusion - needs to be waaaay longer. I think part of this is because I'm used to the original otherwise I wouldn't have a clue what to research in which order, but the main thing is that it seems to feed you the story missions too quickly thus allowing you to put the pieces of the puzzle together too quickly.

The game does project a chaotic struggle in terms of the atmosphere of an alien invasion in places, but as with any game the only way to get that across is with insane rolls of the dice and ramped up stats on aliens at harder difficulty settings. It could use more AI with the aliens (a request of pretty much every game ever) and with a limited number of maps I feel that they might have done more to get the aliens to flank you more often or be more sneaky with cover etc (again, this may be because of the difficulty setting though, so I will of course try it on much harder settings to see what that brings).

It's a damnably enjoyable and addictive game though. As PC gamers we're spoilt for choice with strategy titles so the things it lacks are all the more apparent, but each part that has been removed or simplified seems to have been done with the best of intentions, even if they don't always quite gel. It's not been built purely for console gamers, as was the original fear, but definitely bears them in mind as the game has to be navigable and playable on a controller.

I will keep coming back to the game once I beat it, there's no doubt about that, and I look forward to future content from devs (fingers crossed) and players alike!

I'll stop waffling now as I'm not writing the review, more throwing my thoughts at you and seeing what sticks (like a monkey with faeces).
I want to see the inside of the UFO in my avatar.

#48 Knan

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Posted 15 October 2012 - 10:33 PM

Terror sites. Oh yikes, the terror sites. (playing on classic here)

Gunning down chryssalids point-blank with your backup laser pistol at two hit points because you have no time to reload. Retreating before a horde of zombies and hearing chittering and still more screams. Giving up on the civilians, just trying to pull some of your squad out alive.

They nailed it :)

#49 NoXTheRoXStaR

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Posted 16 October 2012 - 12:19 AM

Thanks Pete.

Quote

They've stripped out the pointless aliens and essentially upgraded the remaining "original" aliens in interesting ways so they're fresh for all players regardless of experience.
I hope by that statement you were referring to the Silacoids and Celatids and not my beloved re-made Snakeman aka Thin Man. This gives a nod by Dr. Vahlen where she mentions "Reptilian Eyes" & "Snake" during the autopsy. Good read mate.

"If you win it's just a game, but if you lose it's a complete waste of time"

-Al Bundy (Married With Children)

#50 Pete

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Posted 16 October 2012 - 06:15 AM

Yeah, that's what I meant. I enjoyed the reference in the Thin Man research, plus the fact they spit poison (you get the feeling Snakemen would have been poisonous in the original if that could have been programmed in).
I want to see the inside of the UFO in my avatar.

#51 silencer_pl

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Posted 16 October 2012 - 06:40 AM

View PostPete, on 15 October 2012 - 10:09 PM, said:


Onto the soldiers - I thought I would hate everything about classes, but they work wonderfully. I would like a skill tree more akin to Silent Storm though where there are more options to choose from and whilst each soldier has a speciality they are much more unique in Silent Storm as a result of the wider array of perks available. This feels a little dumbed down with either/or choices...

It doesn't feel dumbed down - even if you have multiple of perks - there is only 1 power build which majority of people take. If in SS you don't go with Sniper for Always Critical - you are an idiot. Here you have choice of 2 skills that you have situation "Man, I wish I had this one right now" - but turn later - you are "Thank God I took this one".

Quote

Atmosphere - it's not scary, but I do dream about it, so there's that I had in common with the original. I think that's just down to too much cheese in my diet and an unhealthy amount of play time in a 48 hour period Posted Image

I don't know I was kind of impressed with Alien Base and Battleship. Almost lost a Firestorm to that beast.

Quote

Graphics - detract from the atmosphere in places. Certain (or most) animations and some of the silly things your team say remove you from the feeling you had when playing the original. Other than that, it's darned good-looking for a game using an engine this old!

I still wish for High res textures for PC.


Quote

Sound effects - there are nods to the original. I've heard a few whooshes that sound like buttons being pressed in menus on the original, and the footfall when you're on a metal floor such as a UFO sounds like it's right out of the original - there are quite a few nice nods to the original.

That is because the original used the generic sounds that were also used in movies ;)

Quote

Geoscape/Mission Control - I'm unsure what to think here. UFOs seem few and far between compared to the original. I don't know whether they've restricted it to a set number between each story mission or what, but I've been at stages in the game where I've been pleading with the game to give me more UFOs because I don't have enough materials to progress any foundry or research projects - this seems a bit silly to me. It could be like the original that if you happen to start far away from the first alien base then you don't see many, so only a second playthrough will prove that one way or another.

Don't know on Normal - on Classic you get 2 UFOs per month, on Impossible you get 3. Also if you fail badly you can get Battleship in third month.
Posted ImagePosted ImagePosted Image

#52 Pete

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Posted 16 October 2012 - 07:11 AM

I suppose for a small squad size the perks enable you to make a unique enough squad, but I found myself wanting a third choice at some levels. It all depends on how you play as well of course.

At my stage in the game now I'm happy enough with shotgun wielding soldiers on reaction fire and the burst mode on their next turn - great against Berserkers! Earlier on there were one or to occasions where I was picking a skill I'm sure I wouldn't use because it was the best of the two.

Different strikes for different folks ;)
I want to see the inside of the UFO in my avatar.

#53 FireWarrior

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Posted 16 October 2012 - 07:32 AM

Quote


That is because the original used the generic sounds that were also used in movies Posted Image

Funny fact -  In Terror missions, one of the sounds in XCOM when a civvie gets it is the same as the sound of a civilian getting killed in X-Com Apocalypse :P
Was grinning very broadly when I heard that noise I must admit.

I find the animations and clipping a little immersion-breaking though... A sniper using a rifle one-handed, even when he is taking cover against a perfectly good railing?

#54 silencer_pl

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Posted 16 October 2012 - 08:31 AM

The civie sounds here are used from all 3 versions of originals. I liked the TFTD one though it was universal for both males and females.
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#55 FireWarrior

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Posted 16 October 2012 - 08:34 AM

Just like the sound of the Starcraft Hydralisk have been used in a dozen or more movies as the universal  "alien monster" sound :P

#56 The Veteran

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Posted 16 October 2012 - 10:31 AM

View PostFireWarrior, on 16 October 2012 - 07:32 AM, said:

A sniper using a rifle one-handed, even when he is taking cover against a perfectly good railing?

Yeah, wtf is with that? The rifle even has a built-in bipod that NEVER gets used! Just makes you wonder, if they can do a 100% accuracy shot while standing, imagine what they could do if they actually set up for the shot first!!!
Welcome back to the wonderful world of Fan-fiction! (it's short for fantastic!)
Go check em out, UFO TFTD and Apocalypse all under one roof!!!

Also why not check out XCom : Colonisation over in the special projects forum. Won't kill you if you do, might kill you if you don't!

#57 Sorbicol

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Posted 16 October 2012 - 05:47 PM

First classic ironman play through and the issues with the camera, and the way the game works out flanking cover is, well, becoming a bit of an issue. Plus it's a lot harder than normal!

#58 The Veteran

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Posted 16 October 2012 - 06:20 PM

I'm playing through my second game in easy for a bit of a giggle! It's not particularly challenging as you can imagine, though I did lose one assault troop to an unlucky Chryssalid encounter on my first terror mission... Now I have the squad in carapace armour with laser weapons, got plenty of dosh, 4 satellites and will have firestorms within a month. I haven't even completed the 'capture a live alien' part of the story mission yet which is great as I'm only up against about 5 enemy types (6 including the outsiders) so I'm burning through R&D like nobody's business! Now that I've seen all the cutscenes and such from my first playthrough I'm pretty confident that the stronger (and certainly strongEST enemies won't start appearing until I advance the story so I may use this as a tactic when I play through in classic next time, although I have a decent number of countries that are starting to panic even on this low setting. The choices I'm getting for missions are terrible so I've already had 2 countries begin rioting because I had to ignore their missions when they were on 3 bars already (seriously thought easy wouldn't give a 2 bar penalty!!!) I'm trying to keep stocked on satellites for just in case instances of the above. Launch them just before the council to ensure noone is at 5 bars when crunch time comes, working so far but out of slots now and not enough engineers to start building satellite matrices so will see if my luck holds out long enough to keep up that tactic! I certainly don't see myself losing 8 countries on an easy game but honetly so far it's been such bad mission choice so actually much worse than my normal in that sense!

EDIT : Just got that bad luck again... India on 4 bars and France on 3 so I can only save one of them no matter what I do... End of the month is a long way off but there's no way I can get another satellite launched in time to prevent losing one. Think I'll save france as it'll only be on 1 bar then whereas saving india would leave it on 2. Plus I started in Asia so having all countries there in satellite cover is worhtless but covering all of Europe will get me their bonus. Bye bye India :(
Welcome back to the wonderful world of Fan-fiction! (it's short for fantastic!)
Go check em out, UFO TFTD and Apocalypse all under one roof!!!

Also why not check out XCom : Colonisation over in the special projects forum. Won't kill you if you do, might kill you if you don't!

#59 NoXTheRoXStaR

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Posted 17 October 2012 - 03:26 AM

3 Types of Mutons? Seriously? Two I get. But 3? C'mon! The "Original" and the "Elite" I get, but the bezerker is seriously stupid. The whole "Intimidate" feature is balls, from memory I can only remember one time when I had a soldier panick. If you haven't gotten that far into the game, sorry but the Bezerker (A modified version of the Muton) that is melee with tons of health basically charges your soldiers and karate chops them. Sorta like this:



Now an Alien like the POPPER would have been badass.

Posted Image
"If you win it's just a game, but if you lose it's a complete waste of time"

-Al Bundy (Married With Children)

#60 silencer_pl

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Posted 17 October 2012 - 06:39 AM

I haven't lost a country on classic, yet you are losing on easy... that is pretty bad :P
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