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  #1  
Old 12-11-2015, 02:20 PM
Kinthalis is offline
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That's XCOM (II) Baby!!!


Love me some Jake Solomon, guy's got style, and so does his new game: XCOM2!

The game is looking fantastic, sporting a much improved destruction model for buildings and cover, a bunch of new enemy types, and new gameplay mechanics like stealth sequences, and the fact that the aliens are playing towards a win state as well, and it's your job to stop it!

The graphics have also received a nice update, and soldier customization is even more in depth this time around, both in terms of game mechanics such skills and abilities, gear, etc, and in terms of making them look just like you want them to.

There's only been glimpses here and there of the game so far, but we finally have actual gameplay now released into the wild, along with a new trailer.

TRAILER:

https://www.youtube.com/watch?v=j0qHZG1-rEg

BEAGLERUSH's GAMEPLAY VID:

https://www.youtube.com/watch?v=I9vG-N0ILB0

Here he shows off the first mission they got to play (that wasn't a tutorial) and how the new destruction model can really help turn the tide.

MORE VIDS FROM CHRISTOPHER ODD

https://www.youtube.com/watch?v=dUz6udJ7mpo

Looking so good, AND it's coming out on my b-day! SO I'll be playing this naked, while eating lots of yellow cake with extra butter frosting, and drinking sparkling cider.

Now that's something to look forward to!

Last edited by Kinthalis; 12-11-2015 at 02:24 PM.
  #2  
Old 12-11-2015, 05:54 PM
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It all sounds awesome, except for this bit:

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Originally Posted by Kinthalis View Post
... and soldier customization is even more in depth this time around, both in terms of game mechanics such skills and abilities, gear, etc, and in terms of making them look just like you want them to.
That's a bit of a turn off for me. I have limited time to play games and I find that games that give a lot of customisation, particularly necessary customisation such as skill trees etc, soak up too much of my time with the customising and not enough time for actual playing. I have a few choices, I can either go by gut feel about how to upgrade my characters, I can research the individual abilities properly and make a more informed decision, or I can get on the net and find out the optimum skills for my character and use those.

Gut feel inevitably results in a sub optimum build but it's fast and gets me playing the quickest. I'm left with a nagging feeling that I could be having more fun if I'd chosen better things for my characters though, particularly when the going gets tough.

Properly researched upgrades takes too much of my time and still results in a sub-optimum build because I'm not that good at this type of decision making and I inevitably don't research fully even though I intend to.

Doing an internet search feels like cheating and the game may as well have just presented me with the optimum build itself, in which case why bother with customisation?

I actually really liked the level of customisation the first new Xcom had. It was enough to be able to feel like I had an effect on my soldiers attributes without soaking up too much of my time. So, I hope that they aren't taking it too far. I realise other people might like to micromanage their characters/soldiers to the nth degree, but we are all different and Xcom is one of the few games that I have played and finished and played again.
  #3  
Old 12-12-2015, 12:29 AM
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The technical side of the new game looks great. What they've chosen to do with it looks like arse.

I really, really don't like the idea that we lost the first game by developer fiat, and then XCOM just sat around for 20 years to justify the timeskip. I much prefer my alternate idea, that XCOM2 should have been an alternate timeline where the aliens were sneakier, meaning XCOM was never activated because the aliens arrived pretending to be friendly until they could mind control our leaders. This game would then happen 5 years after their arrival, once XCOM activated itself in response to the aliens' sinister plan becoming increasingly more apparent to them.

I also don't like the new aliens. The infiltrator unit in particular looks like crap. I would much rather that they'd done the sensible thing and reintroduced the Thin Man as an infiltrator unit that sometimes begins the game posing as a civilian instead of adding Clayface as an enemy.

So unless they've gone back to the drawing board w.r.t. the story since I last saw their plans for the plot, I will not be buying this game until it's on deep discount with all of its DLC.
  #4  
Old 12-12-2015, 03:52 AM
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Originally Posted by Richard Pearse View Post
It all sounds awesome, except for this bit:
That's a bit of a turn off for me. I have limited time to play games and I find that games that give a lot of customisation, particularly necessary customisation such as skill trees etc, soak up too much of my time with the customising and not enough time for actual playing.
You're entitled to your opinion of course, but I strongly disagree. Unique characters are at the core of a game like this. The game was extremely skimpy on real choices - stats weren't so terribly important, only two skill choices per class per tier (and often only one) meant that characters were more or less roles, rather than unique individuals. I didn't think "That's the guy I trained to be a really stealthy sharpshooter, who has a natural aptitude for spotting danger", it's just "Well, I gotta bring my generic sniper"

I want every character I create to actually feel unique, and to bring different skill sets to different missions, so I don't feel like I'm just bringing the same batch of generic classes each time.

I think you put too much emphasis on min-maxing, in any case. That's a limitation/requirement you're placing on yourself. Go with what seems interesting to you - think of the characters as real people and create their story in your head. Don't stress over min-max details of customization.

Quote:
... but we are all different and Xcom is one of the few games that I have played and finished and played again.
It sounds like you had time for a play through with more depth, then, just that you don't like that aspect of the game.
  #5  
Old 12-12-2015, 04:18 AM
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Originally Posted by SenorBeef View Post

I want every character I create to actually feel unique, and to bring different skill sets to different missions, so I don't feel like I'm just bringing the same batch of generic classes each time.
Yeah, see I'm not really interested in them as characters anymore than I'm interested in a pawn in a game of chess as a character. I enjoy the gameplay for itself and would be quite happy with generic sniper, heavy guy, etc. It won't stop me from playing it, it's only a minor annoyance.
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Old 12-12-2015, 10:31 AM
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Huh, I thought XCOM 2 came out years ago, i.e. Enemy Unknown. Why don't they just call it XCOM 3?
  #7  
Old 12-12-2015, 01:21 PM
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Originally Posted by Richard Pearse View Post
That's a bit of a turn off for me. I have limited time to play games and I find that games that give a lot of customisation, particularly necessary customisation such as skill trees etc, soak up too much of my time with the customising and not enough time for actual playing. I have a few choices, I can either go by gut feel about how to upgrade my characters, I can research the individual abilities properly and make a more informed decision, or I can get on the net and find out the optimum skills for my character and use those.

Gut feel inevitably results in a sub optimum build but it's fast and gets me playing the quickest. I'm left with a nagging feeling that I could be having more fun if I'd chosen better things for my characters though, particularly when the going gets tough.
Yeah...well...there are always Min/Max people out there but you need not do it to play the game.

I mean, you may "feel" there is a more optimal strategy to build your characters but a game like this is usually tolerant of less optimal builds (unless you are playing Ironman). Not to mention different styles of play (stealth, run-and-gun, etc.).

Which is to say you can still have fun playing a suboptimal strategy. That said if you knowing a better build exists bugs you then yeah...stick with chess (not being snarky...we all like what we like for our own reasons and chess is awesome).

In my experience different players gravitate to different builds that suits their play-style No right or wrong (ignoring a min/max player). Just what works for them and they enjoy playing. This does however require some experimentation which you may not like. For me it is the game's biggest draw as I explore better ways to do things.

Last edited by Whack-a-Mole; 12-12-2015 at 01:22 PM.
  #8  
Old 12-13-2015, 01:37 AM
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Originally Posted by Whack-a-Mole View Post
Yeah...well...there are always Min/Max people out there but you need not do it to play the game.
I think I was better off without the internet. I do a search to find out how some perk actually works and then I find that there is some "perfect" build for a character (not talking Xcom here, just in general), then I feel like I should be creating that build. I would have more fun just not knowing.

Quote:
I mean, you may "feel" there is a more optimal strategy to build your characters but a game like this is usually tolerant of less optimal builds (unless you are playing Ironman). Not to mention different styles of play (stealth, run-and-gun, etc.).

Which is to say you can still have fun playing a suboptimal strategy. That said if you knowing a better build exists bugs you then yeah...stick with chess (not being snarky...we all like what we like for our own reasons and chess is awesome).
I'm not actually a fan of chess, it was just an example of how I view my Xcom characters. It would be different if I had four characters from start to finish, I'd care more about them then, but when they die frequently I don't want to invest time in anything other than making them useful soldiers.

Quote:
In my experience different players gravitate to different builds that suits their play-style No right or wrong (ignoring a min/max player). Just what works for them and they enjoy playing. This does however require some experimentation which you may not like. For me it is the game's biggest draw as I explore better ways to do things.
To be clear, I love the game, it's just that more detailed soldier development is not one of things I'm looking for in the sequel.

Last edited by Richard Pearse; 12-13-2015 at 01:37 AM.
  #9  
Old 12-14-2015, 09:00 AM
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You're entitled to your opinion of course, but I strongly disagree. Unique characters are at the core of a game like this. The game was extremely skimpy on real choices - stats weren't so terribly important, only two skill choices per class per tier (and often only one) meant that characters were more or less roles, rather than unique individuals. I didn't think "That's the guy I trained to be a really stealthy sharpshooter, who has a natural aptitude for spotting danger", it's just "Well, I gotta bring my generic sniper"
Of course, the ORIGINAL game didn't offer any choices about your characters AT ALL and yet it's held up as some paragon of greatness by many people.

I don't think there's any real need for heavy character customization. It's not what the game should be about. Certainly, it didn't make me enoy The Long War any more. It just made it feel tiresome.

Quote:
I want every character I create to actually feel unique, and to bring different skill sets to different missions, so I don't feel like I'm just bringing the same batch of generic classes each time.
Because nothing improves a game like having to keep track of a dozen individually customized units....?

Quote:
It sounds like you had time for a play through with more depth, then, just that you don't like that aspect of the game.
His point was that unlike games that require him to a do a lot of min-max fiddling, he was INTERESTED in doing another playthrough. None of this is a question "there's not enough hours in the day to do this, ever" and it's all entirely a question of "Is this a pleasant thing to do with my time that has a net positive effect on my enjoyment." Not sure how you got any other sort of message out of his post.
  #10  
Old 12-14-2015, 02:17 PM
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Of course, the ORIGINAL game didn't offer any choices about your characters AT ALL and yet it's held up as some paragon of greatness by many people.
Aside from the obvious, the better graphics and cleaner interface, that's the only thing they did to improve the original game.

Quote:
I don't think there's any real need for heavy character customization. It's not what the game should be about. Certainly, it didn't make me enoy The Long War any more. It just made it feel tiresome.
It was having a third perk to pick from when leveling up your characters, rather than the 200+ missions and 150+ hours of The Long War that made it tiresome for you?

Quote:
Because nothing improves a game like having to keep track of a dozen individually customized units....?
Yes. The game is simplified enough down that the optimal strategy is pretty obvious and you can become a near-optimal player in about 2 hours of play time. The actual strategy involved in the first game is trivial. So having the ability to make units at least a little unique, rather than just pawns, adds some depth to it. The base game is about as complex and offers as much actual strategy as minesweeper. It can be played very mechanically.

Quote:
His point was that unlike games that require him to a do a lot of min-max fiddling, he was INTERESTED in doing another playthrough. None of this is a question "there's not enough hours in the day to do this, ever" and it's all entirely a question of "Is this a pleasant thing to do with my time that has a net positive effect on my enjoyment." Not sure how you got any other sort of message out of his post.
Who's requiring min/max? That's a ridiculous thing people put upon themselves. "Oh, the game offers me a choice? Shit. There must be a min/max option of that choice. I must take that min/max option even though I hate it! Argh! I hate choice!" The game is not that hard. In no way will min-maxing be required. You can just pick your characters at random and do fine. There will be templates to choose from, too, I'm sure. Getting irate because they give you an optional system of being able to customize your characters and give it some depth sounds very "I'm angry that people enjoy different things than me!"

Last edited by SenorBeef; 12-14-2015 at 02:19 PM.
  #11  
Old 12-14-2015, 02:59 PM
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Aside from the obvious, the better graphics and cleaner interface, that's the only thing they did to improve the original game.
Huh. I came to the games much later in life, and lack nostalgiavision. The original game had some great ideas in it, but the interface makes it almost unplayable. Cleaning up the interface in these ways are game-changers:
-Loadouts that persist with characters between missions
-Reduction of action points (I know this is a big debate; I did not find the earlier game's system of action points actually led to very interesting decisionss, any more than it would have been interesting to add a tip calculator when my team went out for burgers would have been interesting; it was just extra bookkeeping for me)
-The reduction of troops, so that you don't want a hundred troops or so wandering around.
-The sound quality is of course far far better.

I honor the original game, but I never made it through an entire campaign, it was just too annoyingly clunky. The reboot is, next to Starcraft, the campaign I've played through the most times of any game. I love it.

YMMV, of course .
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Old 12-14-2015, 05:09 PM
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Who's requiring min/max? That's a ridiculous thing people put upon themselves. "Oh, the game offers me a choice? Shit. There must be a min/max option of that choice. I must take that min/max option even though I hate it! Argh! I hate choice!" The game is not that hard. In no way will min-maxing be required. You can just pick your characters at random and do fine. There will be templates to choose from, too, I'm sure. Getting irate because they give you an optional system of being able to customize your characters and give it some depth sounds very "I'm angry that people enjoy different things than me!"
Irate? Is that what you take from my posts?

We don't all have the time or inclination do a lot of gaming. If I can devote a couple of hours a week to it, I would prefer for those hours to be doing the things I like (getting out and murdering some aliens) and not doing the things I see as being a "chore". I happened to enjoy XCom a lot, despite it being "simplified enough ... that the optimal strategy is pretty obvious and you can become a near-optimal player in about 2 hours of play time." Maybe that is why I liked it?

Last edited by Richard Pearse; 12-14-2015 at 05:11 PM.
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Old 12-14-2015, 08:35 PM
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it was just extra bookkeeping for me
Heh. I just realized that after I wrote this post, I went to create a Google spreadsheet for loot in the new Pathfinder game I'm playing, and spent 10 minutes learning the SUMIF command so that I could create a running total of how much loot each character had received as well as what we were selling.

Boy do I hate games with bookkeeping!
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Old 12-17-2015, 11:19 AM
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It was having a third perk to pick from when leveling up your characters, rather than the 200+ missions and 150+ hours of The Long War that made it tiresome for you?
The third perk option that resulted in a bunch of guys being mostly the same but not really because it wasn't really a meaningful choice but more of a busywork decision 9/10? It made character levelling and management tedious, yes. This is independent of other factions.


Quote:
Who's requiring min/max? That's a ridiculous thing people put upon themselves. "Oh, the game offers me a choice? Shit. There must be a min/max option of that choice. I must take that min/max option even though I hate it! Argh! I hate choice!"
Did you read what the OP wrote? He admits this is an emotional effect, but that doesn't stop it from ruining the game for him. You have emotional reactions to games too. :P
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Old 12-17-2015, 12:40 PM
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It was a much more meaningful choice than in the vanilla game, certainly.

How many extra dozens of hours would you say you spent on the game doing the busywork of selecting from three options instead of two? I would assume reading all three options required at least a half hour every time.
  #16  
Old 01-17-2016, 06:20 AM
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Totalbiscuit put out a 1 hour overview of the game that looks amazing.

Aside from my main complaint, the simplicity of the one-move-one-shot mechanic, they seem to have improved every aspect of the game. Well, it's disappointing that class leveling only allows to choose between two abiliities, but at least they seem to be more unique and interesting and less mandatory than xcom 2012. Or at least I hope that's the case.

Designing the game around being on the offensive improves the mechanics in a lot of ways. The geoscape looks a lot more interesting. There's an in-game reason why you'd only have one base. The fact that you're on the attack in missions makes the whole gameplay make more sense - you don't get the same "discover aliens, they get a free turn" giant flaw the first game has. The stealth system is interesting but probably not that tactically interesting trying to model stealth in a turn based game. But between the stealth element, and the fact that reinforcements can get dropped in your rear, the game will be much less mechanical. In XCOM 2012, you pretty much attacked every map in the exact same way - here you may actually have to move in different directions, take different approaches, make real tactical choices.

The cosmetic customization looks pretty sweet. It's nice that they let you design characters and then import them into your game as a separate mechanism. I like the weapon modification system, making the weapons unique rather than having to choose things like scopes as one of your item slots.

Then just more. More maps, more alien types, more types of missions.

The sequel looks better than I had any hopes of it being. And that's not even counting the modding support, which could potentially make it one of the greatest games of all time. If the modding is flexible enough, people could add the detailed character skill/ability trees I crave, or re-create the xcom 1994 systems within the polished interface of the new game, or countless other ideas.
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Old 01-17-2016, 06:33 AM
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Yeah, I am pre-ordering the game. It looks like great.

I like that there is a melee option and it seems you can shot and then move in the same turn, which is huge.
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Old 02-01-2016, 10:34 AM
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First 29 reviews say 91 metarating.

GMG has it for $46 on their VIP page.

I'm actually kinda talking myself into not buying it (yet), because I spent more on games around Christmas than anticipated, and I'm in the middle of a xenonauts campaign and I meant to finish up my long war campaign from long ago and I know both will go out the window, and I've always been patient waiting for discounts on single player games, but temptation will probably get me.

Last edited by SenorBeef; 02-01-2016 at 10:36 AM.
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Old 02-01-2016, 12:45 PM
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I got the deluxe $74 version (discounted to $60 at GMG).

I Can't WAIT!!!
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Old 02-01-2016, 11:41 PM
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Quite looking forward to this one. I loved XCOM, but found the Long War a bit too fiddly to get into. I have high hopes for this one, and the mod support sounds like this has the potential for incredible expandability. I'm quite pleased they seem to have fixed the enemies get a free turn on reveal mechanic, which was kinda BS.

Looking at the action points vs. simplified movement + action system discussion here, I am very much in favor of the latter. I think a lot of gamer-types tend to confuse complexity with depth. Action point systems often seem like they allow more flexibility and greater depth, but more often than not there are only a few really optimal choices and a whole bunch of ways to make stupid mistakes. For example, you move your guy just far enough to still have enough APs to attack, but whoops, you forgot you need to spend an AP to turn to face the enemy. That's not an interesting choice, that's you having to spend your time doing arithmetic instead of thinking about tactics.
  #21  
Old 02-02-2016, 07:42 AM
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Looking at the action points vs. simplified movement + action system discussion here, I am very much in favor of the latter. I think a lot of gamer-types tend to confuse complexity with depth. Action point systems often seem like they allow more flexibility and greater depth, but more often than not there are only a few really optimal choices and a whole bunch of ways to make stupid mistakes. For example, you move your guy just far enough to still have enough APs to attack, but whoops, you forgot you need to spend an AP to turn to face the enemy. That's not an interesting choice, that's you having to spend your time doing arithmetic instead of thinking about tactics.
Yup, my feeling exactly. "Mental load" is something I think about a lot: what are you doing with your brain? If a game is requiring you to do a lot of computation, that's mental power you're not using for other things. My ideal game has got a ton of interesting choices that are enough to keep my brain occupied without tiring me out with a bunch of addition and subtraction.

I'm playing Enemy Within again, and remembering that near the end of the game, decisions become easier: as characters become more powerful, the choices are less interesting. Hopefully in XCom II, decisions will stay interesting through the endgame.
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Old 02-02-2016, 08:35 PM
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I think you're right about the differences in action systems. In Chrono Cross, they had a system I would love to see in more JRPGs. The stamina bar gave more options without being overwhelming and added some strategic depth as characters recovered while others took actions. Somewhat more complex than the older Square ATB (or pure turn based) system but less complex than some systems I've seen.
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Old 02-02-2016, 10:48 PM
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I'm not quite as keen on the Chrono Cross system. As I recall, 99% of the time your best course of action was weak attack -> medium attack -> strong attack -> magic, repeat with another character. The main complication was that if you missed or if an enemy hit you in the middle, you might have to muddle around a bit until you could get back to that pattern. It was more interesting for how it did away with traditional MP and cut out a lot of the tedium of going into the menu and healing up all your guys after every battle. I think it succeeded more because it established a comfortable rhythm rather than because it pushed the player to make interesting tactical choices.

Easily my favorite game soundtrack of all time, though.
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Old 02-03-2016, 12:04 AM
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Anyway, I don't think I can run the game. Processor should be fine (i7 2.5 GHz), RAM should be fine (16 GB), but the video card is only an AMD Radeon HD 6770M with 1 GB VRAM. It's a MacBook Pro, so there's no way to upgrade the video card.
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Old 02-03-2016, 09:06 AM
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Your GPU is just on the cusp of being supported (it's basically an under-clocked HD 6770), it runs the original Xcom at 2560x1440p https://www.youtube.com/watch?v=drJk6rSQXRE mind you, it looks like it's a bit south of 30 FPS, but it is at 1440p.

I think you should be able to run the game just fine at 1080p with some graphics options turned down/off.

Finally, remember that Steam offers full refunds, so buy it with confidence. If it doesn't run, you cna return if for a refund.

You'll need to run windows though, an OSX version isn't out yet, but is coming later.

Last edited by Kinthalis; 02-03-2016 at 09:11 AM.
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Old 02-03-2016, 09:08 AM
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TB updated his look into Xcom 2 with a new WTF is video.

His main complain is that there are some camera bugs and performance isn't what it should be, specially during cutscenes.

Otherwise he loves the game to bits. He also recommends people good at Xcom not bother with normal difficulty, and instead go for commander or legend.

Linky: https://www.youtube.com/watch?v=W1dLGihV0No

Last edited by Kinthalis; 02-03-2016 at 09:12 AM.
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Old 02-03-2016, 09:12 AM
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Shouldn't we have a pre-load option by now?
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Old 02-03-2016, 11:18 AM
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I don't know if anyone here played Long War, a mod for XCOM 1, but the guys who did it are apparently already working on mods for the next game that will be available on day one. From here:

Quote:
Long War Studios to provide release day mods for XCOM 2
Jan. 21, 2016

Long War Studios announced today that it has partnered with Firaxis and 2K Games to provide multiple mods for XCOM 2 that are planned for release when XCOM 2 launches on Feb. 5. Details on mod content as well as XCOM 2's modding tools will be available when LWS design lead John Lumpkin appears at the Firaxis Megapanel at PAX South in San Antonio at 12:30 p.m. CT on Jan. 30. The panel will also be webcast live here.
Long War mod for XCOM: Enemy Unknown / Enemy Within released
Dec. 28, 2015

The final version of Long War, the critically acclaimed mod for Firaxis' 2012 game XCOM: Enemy Unknown, went live today, after nearly three years of development. Led by John "JohnnyLump" Lumpkin and Rachel "Amineri" Norman, the Long War team consists of more than 50 coders, artists, voice actors and translators, and the mod has received almost half a million unique downloads on the Nexusmods web site. Grab it here.
Long War Studios web site goes live
Dec. 28, 2015

Long War Studios, founded by the masterminds behind the Long War mod for XCOM: Enemy Unknown, began operations in August 2015, announced its existence to the world today with the release of the final version of the Long War mod for XCOM: Enemy Unknown. The Colorado-based company will develop strategy games to be funded by Kickstarter campaigns and/or in association with other developers.
  #29  
Old 02-03-2016, 12:37 PM
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I hear the preload is up, 25gb. Still haven't gotten my keys from GMG though.

It looks like modding support for this game is going to be top notch. The three mods available day 1 are: a new SMG that makes troops move faster/makes them more difficult to detect (but with reduced dmg and ammo), a new class called the leader with some buffing abilities, and a modified Muton called the Muton Centurion which is introduced as a mini boss of sorts.

http://www.pcgamer.com/xcom-2-launch-day-mods-revealed/

Last edited by Kinthalis; 02-03-2016 at 12:41 PM.
  #30  
Old 02-03-2016, 12:43 PM
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Got my key from GMG just now. Anyone remember the incantation for feign death? It's been so long since I D&D'd
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Old 02-03-2016, 01:49 PM
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I just started my pre-load. I may have to go back and Play the original for some fun...
  #32  
Old 02-03-2016, 03:17 PM
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Anyone remember the incantation for feign death? It's been so long since I D&D'd
From the spell casting instructions found in Drakkenomicus: You close your eyes, place both of your hands over your chest, palms in. Bend over (forwards) slightly, and incant the phrase "OUCHyergotme!". Then allow your body to go limp, and fall to the floor/ground. You must ensure that you make no attempts to consciously move any body or facial muscles. Remain prone (and not moving) until spell effects expire.
  #33  
Old 02-03-2016, 03:21 PM
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I just started my pre-load. I may have to go back and Play the original for some fun...
I'm gonna try my hands at some The Darkest Dungeon to my X-com-like fix till Friday (or maybe tomorrow afternoon if the VPN gods don't fail me).
  #34  
Old 02-03-2016, 03:27 PM
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I'm gonna try my hands at some The Darkest Dungeon to my X-com-like fix till Friday (or maybe tomorrow afternoon if the VPN gods don't fail me).
Huh. Darkest Dungeon is like X-Com? That's the best recommendation for it I've heard. Is it really like X-Com, or is it gonna disappoint me like Shadowrun did?
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Old 02-03-2016, 03:35 PM
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Huh. Darkest Dungeon is like X-Com? That's the best recommendation for it I've heard. Is it really like X-Com, or is it gonna disappoint me like Shadowrun did?
Shadowrun disappointed you? Which one? Dragonfall has got to be one of the best cRPG game's in recent history, and Hong Kong is fantastic as well.

I've barely touched the game so far, but it's Xcom-like in that you recruit adventurers that are likely to die at some point, can be upgraded and equipped, and the combat, while not the same, is still turn based and tactical (it's 2D). It's also a very punishing, hard game.
  #36  
Old 02-03-2016, 10:22 PM
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Huh. Darkest Dungeon is like X-Com? That's the best recommendation for it I've heard. Is it really like X-Com, or is it gonna disappoint me like Shadowrun did?
They're really not remotely the same, except in the most generic sense. Darkest Dungeon is a side-scrolling fantasy rogue-like that uses Final Fantasy-style combat: all your guys lined up on one side of the screen, all the bad guys on the other, and each character takes turns making an attack. It's a cool game, and a lot of fun, but it's not a natural comparison with X-Com.

I'd suggest Hard West or the Blackguards series for a more X-Com style experience.
  #37  
Old 02-04-2016, 06:03 AM
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They're really not remotely the same, except in the most generic sense. Darkest Dungeon is a side-scrolling fantasy rogue-like that uses Final Fantasy-style combat: all your guys lined up on one side of the screen, all the bad guys on the other, and each character takes turns making an attack. It's a cool game, and a lot of fun, but it's not a natural comparison with X-Com.

I'd suggest Hard West or the Blackguards series for a more X-Com style experience.
I've barely touched the game, and only have watched some of it on streams. It definitely gave me an x-com like vibe, but I'll defer to Miller
  #38  
Old 02-04-2016, 06:18 AM
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Huh. Darkest Dungeon is like X-Com? That's the best recommendation for it I've heard. Is it really like X-Com, or is it gonna disappoint me like Shadowrun did?
The easiest way to put it is this: the strategic game is similar to XCOM, the tactical game is not. It's a game about putting together squads of adventurers and sending them on dungeon crawls, but the tactical side only cares about marching order, not about positioning around the dungeon.

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I'd suggest Hard West or the Blackguards series for a more X-Com style experience.
I would not suggest Hard West, as apparently it's boring even to a person trying their hardest not to admit it is bad.
  #39  
Old 02-04-2016, 08:48 AM
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Xcom 2 will have a Steam controller profile on release, yay!
  #40  
Old 02-04-2016, 10:58 AM
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I played through the first chapter, and enjoyed it well enough, but I suppose it might not hold up in the long run.
  #41  
Old 02-04-2016, 11:26 AM
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VPN unlock in t minus :30 min.
  #42  
Old 02-04-2016, 03:27 PM
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Xcom 2 will have a Steam controller profile on release, yay!
Do you happen to have the Steam Link as well?
  #43  
Old 02-04-2016, 06:59 PM
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It's on order, but I don't have it yet.

Meantime, haven't had time to play more than the tutorial mission, though it's ready and unlocked for me to continue in a little bit.
  #44  
Old 02-04-2016, 07:02 PM
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Can't figure out how to enable ironman mode, though, didn't see it on any of the options.
  #45  
Old 02-04-2016, 07:06 PM
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I have a steam link but I can't figure out how to change the resolution. It isn't coming through to the TV quite properly.
  #46  
Old 02-04-2016, 07:22 PM
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Can't figure out how to enable ironman mode, though, didn't see it on any of the options.
You're better off doing it manually (just keep one save) rather than risking a bug killing your playthrough.
  #47  
Old 02-04-2016, 07:36 PM
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I just wiped. On the FIRST mission after the tutorial. These ain't your granddaddy's sectoids.

Last edited by Kinthalis; 02-04-2016 at 07:37 PM.
  #48  
Old 02-04-2016, 08:12 PM
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Like game over wipe?
  #49  
Old 02-05-2016, 06:17 AM
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Not sure, not playing ironman, but the first missions after the tutorial is still story critical, so it might have been game over, not sure. I got a "retry" option without ironman though.

You can't play this game like the previous Xcom. Crawling accross the map when there's a timed objective is a bad idea.

I did much better on that mission and the following one by making quick, stealthy progress toward my objective, and then developing a plan of attack - deciding who I'm ambushing, who's moving up to the objective, and their access route, and what my route of escape is going to be. It doesn't hurt to have a backup too in case things change mid way.

Also, for those of you who might be thinking about a Steam controller, you can get 40% off if you purchase it along side Xcom 2.

Last edited by Kinthalis; 02-05-2016 at 06:17 AM.
  #50  
Old 02-05-2016, 09:46 AM
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You can't play this game like the previous Xcom. Crawling accross the map when there's a timed objective is a bad idea.
This is great news to me. I've been pretty much avoiding most of the media sincei t was first announced. EU got boring once every level became "Move forward, overwatch, repeat." EW helped with the Meld, but I would just give up on it if I didn't think I could get to it in time.

Now, I'm trying not to spend to much money, so I'll just wait for it to go on sale...

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Also, for those of you who might be thinking about a Steam controller, you can get 40% off if you purchase it along side Xcom 2.
Damnit.
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