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Jake Solomon, creative director of XCOM: Enemy Unknown and XCOM 2 is joined by Eurogamer's Chris Bratt to tell the remarkable story of how a dream project almost didn't get made. Enemy Unknown, released in 2012, brought the XCOM franchise back from the grave and was extremely well received by fans and critics alike. However, its development was anything but straightforward.

 

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Learn how Firaxis saved XCOM from complete disaster at EGX's Twitch channel here.

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Interesting to hear Jake spit over his former ideas so much. IMO those were stages of idea evolution and were probably necessary, even though they didn't go through.

 

I did love the idea of your solders getting killed and you could do nothing about it. Current gameplay punishes you severely for losing soldiers but this is incompatible with the idea of very advanced aliens attacking Earth...

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