BvBPL
Pour Decision Maker
Looks like they are using character models based on Assassin's Creed.
Why do Snakemen have tits?
Why do Snakemen have tits?
Spoiler :
Because they are Snake women?
As someone who's just got back into XCOM I'm certainly interested in seeing how this pans out.
I'm hoping Mr. Solomon's second attempt at XCOM will be better than his first. I can't blame consoles this time. If it's just another mediocre title, he can go sit in the corner with Mr. Miller and Mr. McDonough.
...after the Temple Ship got taken down....
His first attempt was excellent, one of the best games in the last 5 years.
It felt like wasted potential when I played it. I had a constant feeling of "Why didn't they turn it up to 11?!?" This only happens when games are solid and above average, but handicapped by poor design choices.[...]I think it had a lot going for it, and was easily a solid 9/10 for me. But it stopped short of greatness because many of the ideas were not fully integrated or fleshed out.[...]
[...]I am quietly confident for this. I think Solomon struggled with the first XCOM. Eventually he came out with a winning formula, but it took so long to get there the final game felt a bit half baked, even if it was a very good half baked game. Now he knows what the formula is, he should be able to build upon that success.
If you focus on the tactical part, and more or less ignore the strategic part, I can understand. The strategic part is a half baked, tacked on, on-rails experience.
Can you clarify or elaborate on this? Do you mean that they had to sacrifice the winning formula because the game eventually was rushed? Or that the winning formula appeared too late in development? Or?
Article on IGN talking about the procedural map generation system:
http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first
Sounds pretty interesting, and the mod support means we should get a more or less endless supply of new maps. This is easily the upcoming game that I'm most hyped about at this point.
That is explained in the article. The reason they are able to combine random maps with environmental destruction is because the maps are randomly constructed from a pool of handmade map assets, so you get the best of both worlds. They can design the map assets to have a high degree of destructibility individually, then randomly populate them into maps. So there might be a large building. That building wasn't generated randomly, it was hand crafted, so it can have high destructibility. But the reason that particular building is on this map is because it was randomly selected out of a pool of large buildings. Think of each map as a blank slate with a number of small, medium, and large sockets. The sockets are randomly filled with pre-made map assets, generating random(ish) maps, while still allowing each individual piece that gets put into those sockets to retain that hand crafted feel that made the maps in EU/EW so good.
I think the main problem, modding-wise, is that XCOM is so closely tied to the main campaign. If they manage to open up XCOM2 to levels similar to Civ4/5 (i.e. custom text, graphics and scripting), this could really get some long-term staying power.I think it's feasible depending on how the mod tools are. I don't think that kind of thing will be in game in a big way at launch. But if the mod tools are robust enough we could certainly see the community start to produce lots of high quality content of that kind. Just look at how popular something like Long War was, the mod community for XCOM is potentially one of the strongest out there I think.
If you read some of the articles about the making of Xcom (I would provide a link but am at work behind an overzealous filtering system), Xcom took a looooong time to complete. I think there were 3 versions of the game. The first one was a failure and had to pretty much be totally reworked. The second one was much better. And the third one was the one released. The trouble is that so much money and so much time had been committed to it that in terms of cost to the company I think once it became releasable they basically just went with it. They only ever really started to properly get into designing it and implementing new ideas in Enemy Within. I think thats why at release it did feel a bit half baked.[...]
I am actually a bit intrigued by how this will work. In the first game they always talked about how it was impossible for them to implement random maps because of the destructible terrain they wanted to achieve. And now they are saying they can do this & have destructible terrain.[...]
(My emphasis)I think the main problem, modding-wise, is that XCOM is so closely tied to the main campaign. If they manage to open up XCOM2 to levels similar to Civ4/5 (i.e. custom text, graphics and scripting), this could really get some long-term staying power.
If you read some of the articles about the making of Xcom (I would provide a link but am at work behind an overzealous filtering system), Xcom took a looooong time to complete. ... The trouble is that so much money and so much time had been committed to it that in terms of cost to the company I think once it became releasable they basically just went with it. They only ever really started to properly get into designing it and implementing new ideas in Enemy Within. I think thats why at release it did feel a bit half baked.