Firaxis remaking XCOM: Enemy Unknown


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#21 Pete

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Posted 06 April 2012 - 06:44 PM

That interview answers a few of questions I had, but there are still more.

I think I need to email Firaxis again about an interview. One day they may even reply Posted Image
I want to see the inside of the UFO in my avatar.

#22 Space Voyager

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Posted 07 April 2012 - 11:24 AM

I had them by the balls once. But they were so hairy I let go. You get them, Pete!

#23 FullAuto

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Posted 07 April 2012 - 11:45 AM

View PostSpace Voyager, on 07 April 2012 - 11:24 AM, said:

I had them by the balls once. But they were so hairy I let go.

AaaaaaaaarrrgghhhhhaaaaaaaaaaaaaaaaaaaaaarrrrrrrrrrghAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAArrrrh.

/mindwipe

Quote

GameSpy: For the tactical maps, how big are those, and how have you avoided the bug-hunt scenario?

JS: They range. The map that we showed down in the demo was a pretty small map. That was a couple of buildings and the surrounding geography. And they range pretty big. If you can imagine that you can shoot down some capital ships, you can get some pretty big ships on the ground, those are some pretty big maps. They range in size pretty good. Even the urban maps range in size. So yeah, the idea of that last remaining Sectoid who's wandering around out somewhere, or even worse, Terror from the Deep... You know what I'm talking about. The cruise liners and you have to find the exact closet.

One way that's combated is that you can hear aliens and aliens can hear you in this game. We didn't show this in the demo, but you can actually get audio cues. There's a system that I wrote called the Overmind, and that's basically the alien player. These aliens are out there and they're not static, they're all patrolling and moving around and doing their thing. But they can hear when things happen. If you just kick in a door -- There are a couple of ways to open a door in XCOM -- if you move up next to a door and take cover then you have the option of pushing the door open, and that's silent, but if you were to just path through the door, then your guy's going to run up to it, boot the door in, and then continue on. And that's better if you want to move further, but that's not as good because any aliens in the area are going to hear that, and they're going to let you know. "Okay, I just heard it." They hear all kinds of things, glass breaking, guns going off. And as a result you can also hear aliens as well. On some of the bigger maps, like some of the nature maps, some of the UFO maps and things like that, we have to make sure that the player is directed. But because you can hear the aliens, typically you don't find yourself just wandering around in empty space for turn after turn.

Good stuff.  Bloody good stuff.

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#24 silencer_pl

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Posted 07 April 2012 - 06:38 PM

I hope they will show what they meant.
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#25 Space Voyager

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Posted 08 April 2012 - 08:16 AM

View Postsilencer_pl, on 07 April 2012 - 06:38 PM, said:

I hope they will show what they meant.
I'm not sure I understand. What they meant with what?

Anyway, I find so little about this game that I don't like that it worries me. :argh:

#26 silencer_pl

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Posted 08 April 2012 - 08:35 AM

The sound thing.
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#27 Pete

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Posted 08 April 2012 - 09:23 AM

I think what they mean is that you'll be able to hear strange noises and scurrying about when you get close to a hidden enemy. I just hope some of them are more stealthy than others.
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#28 Kret

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Posted 08 April 2012 - 09:36 AM

If it's only being able to hear them when you're close enough, then it's similar to how Apocalypse was, but it could also be more like Silent Storm where you would get ghost-images placed where the sound originated from with an ear icon, or even resemble the UFO:AS and UFO:AL sound detection. Personally, I liked the SS method because sometimes the image would not be at the exact spot where the unit actually is adding uncertainty. Hopefully, we might get to see some of the mechanics at work today at the 2K Pax East stream.
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#29 Pete

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Posted 08 April 2012 - 10:18 AM

I keep meaning to pull all of these bits of information together into one bulleted list of known features split by sections of the game (sound, geoscape, tactical etc) but I've been otherwise occupied lately.

It would be awesome to have something like that, crediting the sources of the information as we go so I'll look to do that at some point.
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#30 silencer_pl

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Posted 08 April 2012 - 10:36 AM

Yes I know but I would like to see how it works though :argh:
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#31 Pete

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Posted 08 April 2012 - 11:01 AM

Or even hear how it works :argh: :D
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#32 FullAuto

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Posted 08 April 2012 - 12:36 PM

Oh, Pete, you and your japes.  :argh:

I've been told the system is in place, don't need to see it.  If they're not careful they'll reveal the entire game and there'll be no sense of discovery.  You need to keep the majority of it under wraps for the player to find when they play it.

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#33 Pete

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Posted 08 April 2012 - 12:54 PM

Indeed, I remember back in the days when I first played TFTD - I didn't have internet access back then so we took a chance on an unknown title and never looked back, buying Enemy Unknown shortly afterwards.

If I know it all before playing I'll only cry.
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#34 Thorondor

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Posted 05 May 2012 - 05:21 PM

Jake Solomon continues to give us the goods on the new XCOM in this latest piece at RPS.

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Excerpt:

Quote

Tactically, flanking is extremely valuable in XCOM so if you were to ever get flanked by an alien, that increases the damage that they’re going to do and so it’s the sort of thing where you really have to be careful when you don’t know where the aliens are, or when you do know where they are, you have to make sure positioning is really important.

::

:cool:

#35 ShadowBlade

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Posted 05 May 2012 - 08:58 PM

Great find!

Could've done without the nonsense Pokémon comparison, but RPS interviews seem to be the most informative so far.
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#36 silencer_pl

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Posted 05 May 2012 - 10:43 PM

They've covered many stuff. There are few things that bother me though. Solomon stated that you start with 4 men per mission and 6 men in late game. So that means Skyranger can transport 4 men and avanger 6? How then are SHIVS replacing men ? Is it 4 men + 1 shiv or 1 shiv + 2 men ?

He also said in order to get a weapon you need to capture alien ? This might be very difficult on early stages.

I wish there was somekind of talk on Armor for XCom.

It is good to know that they are playing the game so this means we will definitely get very well done game.
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#37 Bomb Bloke

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Posted 06 May 2012 - 03:29 AM

I would guess the HWPs aren't stored where the troopers sit, so the limitation on those will be independent of the trooper headcount limitation. Though that leaves the question of why the troopers can't sit there... maybe they hang under the dropship?

Not sure how plausible the weapon destruction thing is. The only logical way I can see for it to work is if the guns have some sort of technology that checks for live aliens in a certain radius, and causes them to blow up if none are found (simply being let go of doesn't work, because unconscious aliens will be doing that just as often as dead ones). Makes me wonder if researching an alien pistol will lead to an improved version of the motion scanner.  Posted Image

Also don't think much of the idea of only starting with a stun rod for collecting captives. Realistically speaking, X-COM would at least try stun darts; even if they don't initially work, after a few autopsies and tests on live subjects some ideas for improvements would start to surface.
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#38 Space Voyager

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Posted 06 May 2012 - 07:43 AM

Looking for reasons as to why there aren't more soldiers in a Skyranger or why can't they sit where HWPs are may be pointless, the only reasonable answer is surely gameplay. If they allowed more, they would need bigger maps, more aliens, better alien AI, better pathfinding... A lot of better things. We should ask Firexis if an expansion would bring any of this.

#39 Pete

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Posted 06 May 2012 - 08:03 AM

I'm wondering if more troopers would simply make the maps take too long. Missions were a reasonable length in UFO, but could still go on for over an hour or more. In Apoc it got a bit ridiculous at times because the maps were so much bigger.

My bet is that they're trying to keep the missions to under an hour, which is fine if there are going to be more of them as part of a larger storyline (that's my hope anyway).

I'm just not so sure about Chrysalid's though as if your men are grouped too tightly then surely you cn lose most of your squad in one turn?

That said, I suspect they're trying to stop people doing my usual tactic on a daylight terror site of sending half the squad walking down the main road in a line. Suicidal, I know, but fun :)
I want to see the inside of the UFO in my avatar.

#40 Bomb Bloke

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Posted 06 May 2012 - 09:21 AM

In Apocalypse, the extra troopers reduced the time you spent in a mission - You could cover more map area in less time. On top of that, it added some options on movement speed, and also allowed you to hand out orders to groups of units (and while those groups were "remembered" so you could quickly select them when you wanted them, regardless of whether they were on screen or not, you could redefine them on the fly as well).

That and real-time mode really sped things compared to how it could've been. The main obstacle was the map size - not so much the width/length, but the amount of floors you might need to sift through.
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