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Langy

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Posts posted by Langy

  1. We don't really know anything yet (won't 'till February) but as I said multiple times, that mag cover doesn't fill me with confidence. The soldier looks terribly generic and as for the Sectoid I always assumed they were intelligent humanoids, not animal-like creatures.

    I don't think that cover can tell you anything at all about what the game will actually be like. It has a Sectoid and a guy in armor, sure - but it's just concept art. We don't know anything about how well the game will match that concept art.

    Just wait until Tuesday or so to start making assumptions/etc, when the actual magazine is released and people can read the full article with all the pictures.

  2. If it is any help to the Xenonauts team ... I'm looking forward to Xenonauts, not to the new XCOM. While I'm a diehard fan of XCOM and I would kill and pillage to get more of it in my grubby paws, I remain highly sceptical. As Moonshine Fox said, remakes oftend tend to re-imagine time-proven mechanics just so that it is all new and sparkly. Firaxis might be able to pull it off, but I know for sure that Xenonauts has already done it. This is a true successor to XCOM and I'm glad I paid in order to help it come to its full potential. I have been spreading the word of the game and seeing this new ... 'threat', I'll continue to do so. XCOM might prove to be a real gem. Let's hope so. But Xenonauts is already a gem in my book.

    You mean like Xenonauts's new combat system, or the lack of player-controlled psionics or aliens who instantly know where every one of your men is on the map the instant they spot a single one of your soldiers?

    Look, I know that some remakes have completely changed things, but don't kid yourself - some of the old X-COM: UFO Defense gameplay really should be changed to make it a better game overall. Just because it's being re-imagined doesn't mean it's going to be worse - and if it does then that means that Xenonauts is going to be worse, because Xenonauts is very close to being a re-imagining of X-COM already.

    --

    Yeah, piggybacking off of XCOM's marketing muscle will be a good idea - make Xenonauts the game to beat for them, so it's mentioned in all of the XCOM reviews. Let's just hope it compared favorably.

  3. There have been rumors about it being in development for years - since before the XCOM FPS was announced. Who knows? Maybe it really has been in development since then.

    It's certainly been worked on for a while now if it's supposed to be released in Fall 2012 - not to mention the fact that there are going to be screenshots/etc coming out next week.

  4. I am curious how they'll handle the fact it's being released on consoles. Consoles suck for strategy games, because the mouse (and keyboard, but mainly the mouse) is damned-near essential for them.

    And yeah, I'll agree that seems to be how the comments are shaping up, both in the articles and on other forums.

  5. I expect 'Action Strategy' means that it's going to be real-time (similar to the UFO:Aftermath series); if so, at least there'll be one big defining difference between XCOM and Xenonauts. (EDIT: Except the GameInformer website says that it's turn-based! Odd - probably a meaningless phrase, then) I can certainly understand why the Golhawk team wouldn't be too happy about this news, even if they'd personally love to play the game - it's going to play hell with your market, and you'll need to make sure there are significant differences between the 600 lbs gorilla's take on XCOM and yours.

    All that said, I'm personally quite happy with the news. I don't know how similar the game will be to the original, but I'm probably going to buy it, and it makes me much happier with the FPS XCOM (which I was going to buy anyways, since I also like FPS games). And don't worry, Chris - you haven't lost a costumer quite yet: I've already thrown my $30 your way a few weeks ago, though I haven't looked too closely on how to get one of those badges yet, or really had enough time to playtest the game.

  6. I wouldn't say there's any gamebreaking bugs, the 8.3 problem was corrected with I'd say about a minute of coding it really was just a oversight that took more time to release to the users then the fix did.

    It was my first play and while it took me a little while to find out how to use the debug mode and figure out what the buttons are it really does offer a good look at the bones of the game. Don't let the alpha phase stop you from trying out the game if you know how to browse a forum or post a question.

    I wasn't specifically thinking about 8.4 having gamebreaking bugs (except, possibly, the 'immortal aliens' bug), but it was just released; the ones directly previous to it definitely did, though, and it'd be a shame to start the game up for the first time just to find out it doesn't work at all. I'm willing to wait a week for the press release build to be released to throw in my money for the pre-order - I'm willing to do bug-hunting, but I want my first gameplay impression to be a good one. I think that's an important thing to strive for in the press release/media blitz build, too.

  7. I'm planning on pre-ordering soon; at the moment, I'm waiting for the current flurry of release, find huge gamebreaking bug, re-release to die down a bit. I'd like my first build to be a (relatively) solid one, and I think that once you've got something like that settled down, then starting up the media blitz machine would be a good idea. Starting right now (or, more accurately, a few days ago) could have been a mistake - a solid, if feature-limited, build is really a necessity for getting good press, I'd think.

  8. The Elder Scrolls II: Daggerfall is the biggest elder scrolls game in terms of actual landmass/areas in the game :P But details of the areas are obviously MUCH less in Daggerfall.

    Wikipedia quote: "Bethesda claims that the scale of the game is equal to twice the size of Great Britain: around 487,000 square kilometers. The game world features over 15,000 towns, cities, villages, and dungeons for the player's character to explore. According to Todd Howard, Game Director and Executive Producer for Bethesda Game Studios, the game's sequel, The Elder Scrolls III: Morrowind, is 0.01% the size of Daggerfall, but it should be noted most of Daggerfall's terrain was randomly generated. Vvardenfell, the explorable part of Morrowind in the third game has 10 square miles (25.9 square kilometers). The Elder Scrolls IV: Oblivion has approximately 16 square miles (41.4 square kilometers) to explore. In Daggerfall, there are 750,000+ non-player characters (NPCs) for the player to interact with, compared to the count of around 1,000 NPCs found in Morrowind and Oblivion. However, the geography and the characters in these later games are much more detailed."

    I'll also add that Daggerfall is the game I have spent most time playing out of all Bethesda games and I absolutely hated Oblivion (it became fairly ok I guess once you modded the hell out of it)

    Further to that, the landmass of Skyrim is actually smaller than the landmass in Oblivion, though it's bigger than Morrowind. Skyrim simply *feels* bigger, due to all the mountains getting in the way and the shear abundance of stuff to do.

    The size breakdown goes:

    Daggerfall > Oblivion > Skyrim > Morrowind

    But yes, Skyrim is the best Elder Scrolls game yet. I had some serious complaints about Oblivion and Morrowind - Skyrim, so far, has much fewer, though still many. For example, I don't care much for their UI design choices. Looking forward to the modding opportunities, though.

  9. Or... the hull of alien ships is very strong.

    Strong enough to survive hitting the surface forcefully enough that large portions of it end up buried... and therefore conveniently invisible. =P

    That would be pretty cool, but the game would need to be able to support 'basement' levels. Not sure if does so now or not.

  10. Do you know of any other SotSE? I don't. :P

    SoaSE is the proper acronym for 'Sins of A Solar Empire', I think. SotSE is some kind of strange amalgamation of Sword of the Stars and Sins of a Solar Empire.

  11. Just a flat wow. It went really bad, and now there's a pile of arguments about the current version and if its the real release version.

    To give an idea of how bad, people have been likening the game to Elemental on release (or even saying its worse). That's horrifying.

    Hand upon Cthulhu's squamous foot, I seriously hope nothing similar happens with Xenonauts.

    Just a ramble, no excessive flaming and all that. Feel free to derail after..hmm..say 2 posts?

    Comparing SOTS II's release to Elemental's is really badmouthing Elemental. Elemental actually worked, for the most part, and had most of its features actually implemented. SOTS II does not, from what I hear. Apparently, it's displaying code occasionally in the place of missing strings (something like SOTS_HIVER_JUMP_DESCRIPTION instead of "The Hivers can create jump-gates that allow them to instantaneously move from one jump-gate to any other."), the Options menu doesn't work, it always starts up in Windowed mode even when it's supposed to be in full-screen, and a *lot* of things make the game simply crash. It's basically completely unplayable. Elemental was just boring, with a few crashes here and there. SOTS II, not so much.

  12. Or something with some Sci-Fi explanation of some sort or another. Something like:

    "the thermo-translucent gamma coils in the firing chamber produce a beam of bright light and photon energy that hyper-compresses the intervening air particles, erupting them in front of the target, causing a sudden, and violent burst, forcing the target backwards."

    I have no idea what that means, and I'm fairly certain it makes no sense whatsoever, but it kind of sounds plausible doesn't it?

    That description is a bit similar to a Pulsed Energy Projectile gun. It's a laser weapon that creates a small amount of exploding plasma at the target, stunning and knocking the opponent off their feet.

    The game should already include animations for aliens/soldiers falling down (due to falling unconscious), so it shouldn't be a burden to re-use those animations for 'knockback'.

  13. For training, it's not planned to be a full blown system any more. The micromanagement seems to be a waste of time to me. Instead, with the Drill Sergeant (or whoever we have on the Personnel screen) will have an option to put new recruits through basic training. This will take 10 days and cost $10,000 per recruit (or something) give them a few points of accuracy and a promotion to Corporal. It is not possible for anyone already promoted to Corporal.

    There won't be any further training courses, other than that one. Things like doing an autopsy on an alien will give a global +5% damage to that alien type, or something to that effect. Only the research is needed, rather than any micromanagement. I think that's definitely the best way to run the training.

    That makes me sad. I liked Gazz's idea of a 'badge' or 'training course' system where you could train specific soldiers in specific things, like a Sniper course or a Night Combat course. Oh well:(

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