Author Topic: XCOM: Enemy Unknown (2012)  (Read 42867 times)

Offline eRe4s3r

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Re: XCOM: Enemy Unknown (2012)
« Reply #75 on: October 09, 2012, 05:52:20 pm »
In fact, always buy on GMG, it is cheaper than Steam, always.
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #76 on: October 10, 2012, 09:22:05 am »
In fact, always buy on GMG, it is cheaper than Steam, always.
Pretty much yes.
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #77 on: October 10, 2012, 09:23:26 am »
Here's some gameplay of Classic/Ironman mode with TotalBiscuit. I for one will enjoy this game loads. I have no doubts.
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Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #78 on: October 10, 2012, 01:40:32 pm »
I'm good, finally, downloading it now.  I missed this thread and the green man gaming recommendation so I'll keep that in mind for next time.

I'll write up a mini-review here with my impressions of it.  The demo was... reasonable.  My drooling adoration of XCom was somewhat perturbed when I couldn't flatten the entire landscape with 24 discardable rocket launchers on everything from the medic to the sniper, so it will be fan-boy biased.
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #79 on: October 10, 2012, 02:22:47 pm »
My drooling adoration of XCom was somewhat perturbed when I couldn't flatten the entire landscape with 24 discardable rocket launchers on everything from the medic to the sniper
What!?

Can you at least flatten it, eventually?

The "nevermind winning the battle, annihilate the battlefield and the rest will come with time" weapons and tactics were my favorite part of the original ;)
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #80 on: October 10, 2012, 03:04:24 pm »
No free aiming and severely limited explosive ammo doesn't allow for much wanton destruction I'm afraid.
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Offline Bossman

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Re: XCOM: Enemy Unknown (2012)
« Reply #81 on: October 10, 2012, 03:06:48 pm »
The equipment recovering mechanics actually make it a bad idea to use explosives willy-nilly anyway. You only get intact alien weapons by capturing aliens. Killing them causes their gun to blow up, leaving weapon fragments that can still be used in research. Killing them with explosives destroys the fragments. Which is why I'm taking the "Shredder Rocket" ability for my Heavies. It does less damage, but anything that gets hit by it and survives takes extra damage from attacks for the next four turns.

Speaking of abilities, choosing between Snap Shot and Team Aiming for Snipers doesn't seem as agonising as the other choices. Shoot then move or shoot twice at an aiming penalty sounds useful, but it's not as good as letting other squad members spot for the sniper. Especially when the sniper aims better the further away they are from the target.

Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #82 on: October 10, 2012, 04:09:11 pm »
No free aiming and severely limited explosive ammo doesn't allow for much wanton destruction I'm afraid.
What have they done with my XCOM!?  >:(

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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #83 on: October 10, 2012, 04:10:17 pm »
Silly question - Whats the difference between classic and the normal difficulty? I started a game on normal, and over like 4 missions only lost one guy so far. Seems to be a really good start so far.

But it doesnt seem anywhere near as difficult as TB was making it out to be. Then again, he also liked to run and gun those shotgunners into 4 extra alien spawns every other turn.
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Offline KingIsaacLinksr

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Re: XCOM: Enemy Unknown (2012)
« Reply #84 on: October 10, 2012, 04:11:03 pm »
Silly question - Whats the difference between classic and the normal difficulty? I started a game on normal, and over like 4 missions only lost one guy so far. Seems to be a really good start so far.

But it doesnt seem anywhere near as difficult as TB was making it out to be. Then again, he also liked to run and gun those shotgunners into 4 extra alien spawns every other turn.

Classic is more difficult, normal (as TB just tweeted) is way too easy.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #85 on: October 10, 2012, 04:16:08 pm »
Would you recommend someone who enjoys getting brutally murdered on every turn start out on classic then? (note; I never played original xcom, so I'm basically going in blind, outside of the  few hours i watched tb stream last night)
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Offline KingIsaacLinksr

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Re: XCOM: Enemy Unknown (2012)
« Reply #86 on: October 10, 2012, 04:17:41 pm »
Would you recommend someone who enjoys getting brutally murdered on every turn start out on classic then? (note; I never played original xcom, so I'm basically going in blind, outside of the  few hours i watched tb stream last night)

Umm yes? I have not played the game personally so I can't say how much harder it will be, but apparently Classic is harder.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #87 on: October 10, 2012, 04:19:10 pm »
EXCELLENT! Restarting on classic it is!
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Offline orzelek

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Re: XCOM: Enemy Unknown (2012)
« Reply #88 on: October 10, 2012, 04:47:43 pm »
Let me know how it goes..
I will try to figure out where to start when I get the game.

Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #89 on: October 10, 2012, 05:05:33 pm »
Keith: No, you're no longer leveling the landscape... not even close.  You get to blow up some boxes on occassion.  If you've got a heavy with you, however, you can use your *1* rocket (ONE!) to pop a hole in a wall to get at a particularly annoying target.

Alright, impressions.  I disliked how long the tutorial phase locked you into particular activities.  Once I've opened an 'area' I would have liked to have made some choices and played in it a bit.  Don't bother.  Ram through it until you're done with the interceptor/downed UFO mission.

I'm playing Classic/Hardcore.  No saves, no recoveries.  It's HARD.  Not necessarily good hard either but we'll see how things go.  What I *really* don't like is mid-mission spawns.  That's just crap, particularly since they're not map-edged.  Highly annoying.

I just massively lost my first mission.  Laid my entire non-rookie squad out into bits and pieces.

The skill trees for the individual characters is actually pretty decent.  It adds a lot of flavor to it.  The smaller squads invests me more in each particular character too... but I'm not naming anyone else after friends until I get some better blinkin' armor.

Reaction fire is crap.  It's not working the way I'd expect, ie: enemy moves from cover, SHOOT IT.  No, it only works on newly seen enemies.  Seriously?  I wonder if I'm just not using it right.

Gameplay itself is reasonable once you get used to it.  In/out of buildings is visually choppy and the controls are a little touchy, with no undo.  However, it's not meant to be speed chess either.  They're not horrible, it's just one of those little annoying things that will get on your nerves now and then.

If you start losing men to cover the flanks of your other guys, you're GOING to die.  I don't care how badass that one dude is.

You reload a lot.  I mean a LOT.  It's a bit rediculous, actually.  You'd think these guys would learn to burst fire... and they're HUGE, for gods sake, get a bigger clip on that thing.

The whole 'one item in backpack' bit is very tactically limiting.  You want to bring a taser?  No grenades for you!  Medkit?  No grenade, no taser!  It really eased the balance of the game on the developers, I'm sure, but frack, really?

First impression: It's a decent game, it's X-Com, but it tastes a little funny.  Like changing your brand of coffee and you're not sure if you like it yet funny.
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