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Kaguya

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  1. Pretty sure it'll be sold in the Early Access section, which has "NOT FINISHED" labels all over the storefront. (says so in the OP, too.) Also n:thing the inability to claim a badge, the button has HTML code in it and clicking it regardless throws out a 403-error.
  2. The setting is in 1970, the game isn't done with 1970ies tech (or isn't even made to look like it was, unlike all the 8bit/16bit indie games coming out today.). Or should we scrap all the graphics in the game and make it look like Pong because the game is set in 1970? XCOM: Enemy Unknown was also based on a 18 years old game. That didn't make it "retro".
  3. "It's nostalgic" alone isn't any kind of argument for adding, well, anything to a (non-retro) game. Not that I feel one way or the other about it, it doesn't really matter with Xenonauts; your units do not have any kind of idle animations, the maps don't have anything animated, watching a static "hidden movement" screen isn't much different from watching a static battlescape.
  4. Because Obama just turned like 18 years old, it doesn't mean anything for Xenonauts, they haven't even heard of the kid.
  5. I don't think Mind Control or Blaster Launcher had much over the Ghost armor when it comes to "things that are OP". Equipping your entire team with that pretty much broke the game. Didn't really like the PSI abilities. Mind Fray was okay, reliable 5 damage. Panic, on the other hand. Any time I used it, the panic'd alien shot the soldier that panic'd it. Mind Control needs some tweaks mechanically. If the aliens kill the MC'd alien, your rookies will panic. If you MC the last alien, the mission won't be over until the MC runs out and that alien is killed. You can't shoot the MC'd alien yourself, and once the MC breaks, and the alien gets a free shot at your guys, so you'd have to run it as far away as you can on the last turn.
  6. It was lot more immersive and, well, interesting. Capturing leaders alive to learn more about the various alien missions, navigators to learn about various different UFOs, medics for.. eh, getting some random autopsy/live alien report you haven't gotten, research on food, entertainment, surgery, etc. It was all useless fluff ultimately but it was very interesting stuff to read, none the less. I'd still have liked to have those in the new game, maybe tag them as "non-critical" so people don't research those before the actual important stuff if that was an issue to remove them.
  7. UFO: Enemy Unknown / X-COM: Ufo Defense is the "original" game (one name was used in the EU, the other in US). Terror From The Deep was a sequel to it, and is largely a palette swap of the first game, and adds a whole lot of tedium to the game with multipart missions and obscure techtrees. X-COM Apocalypse is very different game from the two originals, it has it's good sides, but it suffers from getting rushed out the gate with lot of the cool mechanics planned for it scrapped. It's worth a look if you are a fan of the tactilol squad games. X-COM Interceptor is a very different beast. It's a flight sim. It still has basebuilding and research and whatnot, but it's in a whole different genre. X-COM: Enforcer is all that remains of X-COM: Alliance. It was supposed to be a tactilol squad game like the first three games, but they ran out of money / the project got slashed. Someone slapped in all the assets they had made for Alliance, and made it a first person shooter. A really, really bad first person shooter. Given the track record, the fact that we got XCOM: Enemy Unknown in the first place is a minor miracle. They are all available on various digital distribution services like Steam for pretty cheap. The Steam version of the original IIRC comes with both the original DOS version and DOSbox to run it, and the Windows(95) (gold) version. The Windows version probably requires some fixes since it doesn't run very nice with modern graphics cards, but the Dosbox version should run out of the box, so to speak. XcomUtil is good thing to look at, it fixes few bugs and annoyances that the old games had.
  8. Which hardly was the issue in the originals anyways. Laser rifles? Infinite ammo. Heavy plasma? 35 rounds. It took some effort to burn out the entire mag. The only thing with ammo issues were rocket launchers, which also are limited in XCOM. (and Apocalypse had Devastators which again had infinite ammo, with some hilarious results)
  9. Why would you need to control the way your troopers are looking at? People have these magical things called necks, and eyes that move around in their heads. It's ridiculous to suggest that ordering a guy to a position he would only look at a 90 deg arc in front of him and nothing else. It's just a bunch of ultimately pointless micromanagement required from the game. It's not like with smart movement you'll have more than one option to look at anyways, one direction is where you came from/where rest of the team is, and the other direction is where the enemy is. Shooting at walls on demand wouldn't make sense with the new gameplay mechanics. Oh, an enemy in high cover? Just have one guy shoot the cover away, and the rest get free shots at the target. It can still be done with grenades, but since they are limited use per mission, there's downsides to removing someone's cover, you can't do it all the time. The limited inventory slots reflect that as well. You can't equip everyone to deal with absolutely everything, you need to make choices. Do you want to give the guy extra survivability, ability to heal, blow up things or something else? Likewise, losing your medic actually has consequences, instead of another guy simply picking up the medikit and soldiering on. Sure those things might be nice to have, but none of that is absolutely required re: the way XCOM works. Plotting the path for your troopers to move would be nice however, for example for avoiding poison clouds whatever.
  10. The map sizes of XCOM support that squad size, however, as does the challenges it pits you against. It's not like in X-COM where you split your guys up the moment they stepped off the skyranger and sent them in their merry way in different directions in smaller groups. XCOM is largely moving the 4-6 you have in a single team, fighting against alien teams of 3-4 at a time, with the occasional larger conflict. The game design is inherently different in that regard. Squad size isn't something that makes one better than the other, the environments/challenges in both supported whatever it was set at.
  11. Of course they would. Just look at the Enemy Unknown threads.
  12. When'd you actually need to make any ammo? It's not like every alien didn't run around with a plasma weapon, and you end up swimming in mags. Plus the whole "unload mag at the end of mission to not lose it"-glitch.
  13. How is that any different from the original game? Both games start off by giving you easy aliens to kill with your piddly guns. Both games give you gradually better gear, and gradually harder aliens to kill. And it all culimates to a big overall "boss" like some f-ing mario game in both the old and new game.
  14. Problem with anything Steam says that it's always "Yup just had 700% increase in sales", "welp, another 200% increase in sales", but they haven't ever told actual figures. There's very little numbers on digital from any store, unfortunately. I'd say digital already sells (much) more than retail, but by how much, don't think there's any figures on that.
  15. The hell? Take a chill pill. It's an obvious joke. Ever since the NES-era consoles have been around, people have been saying that PC gaming is dead. Yet it somehow keeps being relevant after all this time. It's obviously not dead, or dying.
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