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Thread: Angry Joe Interviews an XCOM Dev

  1. #1
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    Angry Joe Interviews an XCOM Dev

    http://www.blisteredthumbs.net/2011/...-xcom-e3-2011/

    TL;DW, the questions/answers are below (a lot is paraphrased, but I think I got the general idea):

    Q: Do you like our room?
    A: Yeah, you did a really nice job on this. It looks nice

    Q: Could you explain the strategy element in the new XCOM?
    A: I think one of the points we want to make is that you focus on strategy in the base, and tactics in the field. We're bringing together a real-time, third-person view of our interpretation of the battlescape and being able to look around and say "What are my options here? Where can I move my agents? What powers do I need to use?"

    Q: Is there any base building?
    A: We've been throwing that around, but we haven't settled on something yet. We think it's a cool idea, so we'll try to implement it if possible.

    Q: Any Psionics/Molecular Control tech?
    A: We're still playing around with all the abilities, so there's some stuff that could be implemented, we don't know for sure yet.

    Q: Are there random UFO encounters like in the original game (i.e. Interceptor missions)?
    A: I don't know if we're going to do interception missions specifically, but there are crash sites that you can investigate. The game follows a linear storyline with side-missions that you can go on (eg. grab a Titan, get research).

    Q: Where did the new alien designs come from and will we see the original aliens?
    A: We've all seen the little grey men, little green men, and they're not that alien anymore. We're used to it. So how can we bring about something fresh and different? There's currently no plans for appearances by the original aliens.

    Q: Will there be variety in aliens, how many enemy types are there?
    A: We're not settled on a specific number now, but there's some subtle variations on the Outsider enemies and some things people haven't seen yet, but I'm not going to put a number on how many varieties of enemies there'll be.

    Q: We know there's no competitive multiplayer, but what about co-op?
    A: The game is a massively single player game. We're trying to give the player as much agency as possible. Adding co-op, while it can be cool, would involve a completely different approach to balancing, particularly in terms of "fear".

    Q: Did Martin Slater's departure radically affect the game's direction?
    A: To be clear, there's not much to say on Martin. He left, that's that. I think the direction overall has always been a team effort. While there has been significant changes from last year to this year, it had nothing to do with Martin.

    Q: How is variety in the game?
    A: The goal is to have a lot of variety, whether it's research, building your agents, getting new weapons, and we want to make that as robust as possible. We just want to give the player as many tools as possible to make the game experience fun for them.

    Q: How long is the campaign?
    A: We're not sure how long the game is going to be yet, but I know it'll at least be longer than 4 hours. We'll have a better idea of how long it's going to be as we get farther along in development.

    Q: Are there plans for alien containment?
    A: There was a point during development when that was part of the game, but we're not sure if it'll end up in the final game.

    Q: Will there be more XCOMs?
    A: The plan is always to make great games and figure out how to continue making more.

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    It actually sounded fairly good up until...

    Q: How long is the campaign?
    A: We're not sure how long the game is going to be yet, but I know it'll at least be longer than 4 hours. We'll have a better idea of how long it's going to be as we get farther along in development.
    Sigh. Another $60 dollar game for an afternoon of entertainment.

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    Quote Originally Posted by Shrike View Post
    It actually sounded fairly good up until...



    Sigh. Another $60 dollar game for an afternoon of entertainment.
    Yeah. The largest time estimate mentioned was 10 hours, but I'm guessing whatever numbers they come up with will remain tentative until the game's release.

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    I also can't help but notice how he talks about base building being a "cool idea" like it never really occurred to them before if not for fan input. It doesn't really inspire much confidence that they're referencing X-COM at all with their design, or ever have.

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    Quote Originally Posted by Shrike View Post
    I also can't help but notice how he talks about base building being a "cool idea" like it never really occurred to them before if not for fan input. It doesn't really inspire much confidence that they're referencing X-COM at all with their design, or ever have.
    I'm more worried about the fact that they're still thinking about adding features when there's only ~nine months left in development. Doesn't leave much time to squash bugs.

    Also,
    The game follows a linear storyline with side-missions that you can go on (eg. grab a Titan, get research).
    This destroyed my soul.

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    Quote Originally Posted by Shrike View Post
    I also can't help but notice how he talks about base building being a "cool idea" like it never really occurred to them before if not for fan input. It doesn't really inspire much confidence that they're referencing X-COM at all with their design, or ever have.
    It is a cool idea - there's absolutely no way we missed the idea of base building in the past couple years (we didn't) - it's a matter of what works with the game.

    Same with gameplay hours - that can't be locked down until the game is locked down, so any estimates right now are just that: estimates.

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    The problem is, base building is something that should have been decided early in the games development cycle. If you're still undecided on it with less then a year to go...yeesh...you might as well just cross it off the list of things to do. Nine months just isn't enough time to properly develop and test a complex feature like that. It wasn't flawless in X-Com, given some of the bugs that came up in it (like the classic module disconnect, or the paying for dirt bugs)

    Heck, there are 5 features mentioned that they're still undecided on. And some of which, are no minor features. Interceptions, Psionics, alien types, alien containment, and of course base building. When you remember this is the studio that didn't fix vending machine soundeffects in Bioshock 2, that's a little concerning.

    Q: Where did the new alien designs come from and will we see the original aliens?
    A: We've all seen the little grey men, little green men, and they're not that alien anymore. We're used to it. So how can we bring about something fresh and different? There's currently no plans for appearances by the original aliens.
    Blobs and Mass Effect Husks are not exactly new and fresh. This comment really annoys me. I've mentioned a low budget film called "Alien Abduction in Lake County" (or something like that, been a while since I've looked at it) a few times, and even knowing that film is ficition, it still gives me chills watching it. Heck, when I was younger, and I saw it on TV, it had me checking behind doors for hiding aliens for a while lol. And it had all the tropes of alien encounters. Small greys, psionics, energy weapons, cattle mutilation...

    And they never talked. The closest was when they were controlling the little girl, and using her to calm the adults down, and ease them into a state where they were easily captured.

    Again, if they think the classic aliens can't be 'alien enough', they're wrong wrong wrong. It's all in how you use them.

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    It's also the fact that everything that made the original X-COM games what they are gameplay wise are "cool ideas" that they're only thinking about, while everything NOT X-COM has already made it into the game. It just... doesn't make any sense. They wanted an X-COM game, but they didn't want people to compare it to the original, that's a serious paradox that I can't wrap my brain around and likely never will.

    And there's also that this game has had more interviews with "We don't know" answers than any I've seen in a long time.

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    I'm still shocked that you are still thinking of base building after all this time.

    The problem is, base building is something that should have been decided early in the games development cycle. If you're still undecided on it with less then a year to go...yeesh...you might as well just cross it off the list of things to do. Nine months just isn't enough time to properly develop and test a complex feature like that. It wasn't flawless in X-Com, given some of the bugs that came up in it (like the classic module disconnect, or the paying for dirt bugs)
    Agree.

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    Quote Originally Posted by Shrike View Post
    They wanted an X-COM game, but they didn't want people to compare it to the original, that's a serious paradox that I can't wrap my brain around and likely never will.
    That's been bugging me ever since the first details started coming out. It feels like this game is going out of it's way to distance itself from the originals. With so many of the traditional mechanics sitting at a status of "Maaaaaaaaybe we'll put it in", all they really have is the name.

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    The sad thing is, I doubt we would have gotten even "squad control" either had we not spoken up about it and compared it to the originals. It clearly wasn't planned, and the more things they try to tack on now, the more of a Frankenstein the game's going to feel. If base building was never part of the design, I don't think I WANT them to implement it at this point. It's going to be too far detached and superficial to the main game because it was never designed or integral in the first place. It worked in X-COM because all the aspects of the game were designed with a purpose to fit together. This... this is a "design as we go" that reminds me of my classroom game design project I just finished with my random team. And let me tell you, it was not good.

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    Quote Originally Posted by Shrike View Post
    The sad thing is, I doubt we would have gotten even "squad control" either had we not spoken up about it and compared it to the originals. It clearly wasn't planned, and the more things they try to tack on now, the more of a Frankenstein the game's going to feel. If base building was never part of the design, I don't think I WANT them to implement it at this point. It's going to be too far detached and superficial to the main game because it was never designed or integral in the first place. It worked in X-COM because all the aspects of the game were designed with a purpose to fit together. This... this is a "design as we go" that reminds me of my classroom game design project I just finished with my random team. And let me tell you, it was not good.
    Squad and controls were in the game back a year ago when it was showed, although they took on a different form. The tactical elements you saw at this year's E3 are definitely new.

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    Quote Originally Posted by 2K Elizabeth View Post
    Squad and controls were in the game back a year ago when it was showed, although they took on a different form. The tactical elements you saw at this year's E3 are definitely new.
    We already seen the controls in last years trailer.
    w=foward
    s=back
    a=left
    d=right
    e=action
    m1=fire

    We seen the squad of 3 guys last year as well.

    He was talking about "squad control" those two words twined together not separate. So I'm sure he would like a clear answer to the implied question, was there "squad control" in the game last year.

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    Heh, yeah, thanks Tanki. I didn't even notice the "and" there until you said something. He's right, I'm talking about being able to give orders to your other squadmates. If it was there, nothing was ever said about it, nothing was ever shown, and that new feature was the "highlight" of this last E3. So... my point still stands.

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    Quote Originally Posted by Tanki View Post
    We already seen the controls in last years trailer.
    w=foward
    s=back
    a=left
    d=right
    e=action
    m1=fire
    There's clearly no jumping. I'm making Space Bar use.

    We seen the squad of 3 guys last year as well.

    He was talking about "squad control" those two words twined together not separate. So I'm sure he would like a clear answer to the implied question, was there "squad control" in the game last year.
    I kinda was thinking she meant there was a squad, and there were controls for said squad. Pretty sure that wasn't a reference to the controls of the PC.

    That said...now I'm curious. What WAS the squad controls going to be like before hand?

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    Quote Originally Posted by Tanki View Post
    We already seen the controls in last years trailer.
    w=foward
    s=back
    a=left
    d=right
    e=action
    m1=fire

    We seen the squad of 3 guys last year as well.

    He was talking about "squad control" those two words twined together not separate. So I'm sure he would like a clear answer to the implied question, was there "squad control" in the game last year.
    Oh, there's definitely "squad control" as in those two words together - loads has changed since last year's trailer! So while the concepts were there in a fashion, you are right, they are definitely different now in a more tactical sort of way.

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    Quote Originally Posted by 2K Elizabeth View Post
    Oh, there's definitely "squad control" as in those two words together - loads has changed since last year's trailer! So while the concepts were there in a fashion, you are right, they are definitely different now in a more tactical sort of way.
    I'm not really sure if that answered the question still, as you sound like you're talking in present tense now. We understand there's squad controls now, but where were they last year if they were present? And what were they?

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    Quote Originally Posted by 2K Elizabeth View Post
    Oh, there's definitely "squad control" as in those two words together - loads has changed since last year's trailer! So while the concepts were there in a fashion, you are right, they are definitely different now in a more tactical sort of way.
    Well aren't you all smoke and mirrors! XD

    No need to keep calling you out, I don't think its gonna happen, but I do have to admit you never lie. Anyways, right now I'm more interested in getting to know you Elizabeth and the team at Marin than I am the game.
    Last edited by Tanki; 06-25-2011 at 06:09 AM. Reason: You just lost it.

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    Sorry for this offtopic post, but Tanki, I hate you so very very much. That's like a full day and a half that I went without losing the game! CONFOUNDED GAME!

    Just like those confounded PONIES! Is there no escaping Pinkie Pie?

    [/offtopic]

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    Quote Originally Posted by Nosmirc View Post
    Sorry for this offtopic post, but Tanki, I hate you so very very much. That's like a full day and a half that I went without losing the game! CONFOUNDED GAME!

    Just like those confounded PONIES! Is there no escaping Pinkie Pie?

    [/offtopic]
    For you, Issac Clop: http://xkcd.com/391/

    Also, http://i.imgur.com/UK9xa.png

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    This is by far the most illuminating interview I've seen about this game thus far. For one, there is such a tonal shift in the way they are talking about the game and second because some REALLY concerning elements have been exposed.

    Quote Originally Posted by Quanta View Post
    Q: Could you explain the strategy element in the new XCOM?
    A: I think one of the points we want to make is that you focus on strategy in the base, and tactics in the field. We're bringing together a real-time, third-person view of our interpretation of the battlescape and being able to look around and say "What are my options here? Where can I move my agents? What powers do I need to use?"
    Powers? They really are taking the 1960s Mass Effect quite... literally it would seem. We'll have to see how the tactical elements work out overall. I wonder if the main character also has powers, or if they are meaning abilities like the fireworks and such under the general heading of "Powers". I have to admit, I find this answer confusing as to what they are trying to do here.

    Q: Is there any base building?
    A: We've been throwing that around, but we haven't settled on something yet. We think it's a cool idea, so we'll try to implement it if possible.
    Wow. That's a bombshell. For one thing, shouldn't this have been an integral idea or feature of an X-Com game? Then again, we do know this game didn't start out as X-Com (clearly at this point), so it's not surprising to see this wasn't a priority from the start. At this point though with the game due in - what, march? - next year they aren't leaving a lot of time to implement this at all well in the time they have left. So I wouldn't bet on this being added to the game, or if it is added to the game I'm not sure how much time they will have to implement it as a well thought out part of the game. This is just really disappointing to be honest. At the same time, I'd rather them not add base building if they haven't already planned to do it with the amount of time they have left before release.

    Q: Are there random UFO encounters like in the original game (i.e. Interceptor missions)?
    A: I don't know if we're going to do interception missions specifically, but there are crash sites that you can investigate. The game follows a linear storyline with side-missions that you can go on (eg. grab a Titan, get research).
    That's a bit disappointing. I wonder if in the current design the side missions still disappear like they did originally? Or if the side missions only disappear if you advance the story missions.

    The answer to this next question bemused me endlessly.

    Q: Where did the new alien designs come from and will we see the original aliens?
    A: We've all seen the little grey men, little green men, and they're not that alien anymore. We're used to it. So how can we bring about something fresh and different? There's currently no plans for appearances by the original aliens.
    I dunno about you, but I've played a lot of FPS games and the whole "glowy aliens with teleportation technology" isn't new either. Crysis 2 and Mass Effect both have alien races that use energy shields and love their glowing bits and pieces. This is an interesting answer tonally, because previously they were INSISTENT about not having humanoid aliens. We can see a huge change in development with the current Crysis 2 like humanoid glowing aliens of doom.

    Q: We know there's no competitive multiplayer, but what about co-op?
    A: The game is a massively single player game. We're trying to give the player as much agency as possible. Adding co-op, while it can be cool, would involve a completely different approach to balancing, particularly in terms of "fear".
    This is the first answer in the entire interview I am genuinely pleased about. More developers need to realize that adding MP for the sake of it will not help your game! You can't compete with the likes of MW easily, so unless you have something really special: Don't.

    Q: How is variety in the game?
    A: The goal is to have a lot of variety, whether it's research, building your agents, getting new weapons, and we want to make that as robust as possible. We just want to give the player as many tools as possible to make the game experience fun for them.
    This is a good answer. It's for this reason I hope they don't try to half-ass in base building just to appease older fans. Do it really well and robustly, or not at all.

    Q: How long is the campaign?
    A: We're not sure how long the game is going to be yet, but I know it'll at least be longer than 4 hours. We'll have a better idea of how long it's going to be as we get farther along in development.
    You can plow through ME quickly as well just going on the main quest (if you know what you are doing). I really think they've done themselves a massive disservice by even putting any kind of hour estimate this early.

    Q: Are there plans for alien containment?
    A: There was a point during development when that was part of the game, but we're not sure if it'll end up in the final game.
    :/

    Disappointing. Another definitive X-Com element, doesn't make it into the game calling itself "XCOM".

    Quote Originally Posted by 2K Elizabeth View Post
    Same with gameplay hours - that can't be locked down until the game is locked down, so any estimates right now are just that: estimates.
    Why give an estimate at all until the game is more complete? It's pretty obvious that the game will last much longer for completionists who do side missions vs. the main quest, which is how I interpreted the answer that was given. Personally I wouldn't have tried to give a solid hour rating until further along.

    Reading the interview, would I be right in an assumption that the game is still very much in a state of flux and things are still changing? I really hope that you'll give the game all the time it needs, because at this stage I'm really not sure how well it would be if released at the planned early 2012 next year type time-frame I've heard.

    At least this interview provided some good answers to really important questions - even if I wasn't that excited about some of the answers. Answers are answers, far more appreciated than random internet speculation!

  22. #22
    Quote Originally Posted by Aegeri View Post
    You can plow through ME quickly as well just going on the main quest (if you know what you are doing). I really think they've done themselves a massive disservice by even putting any kind of hour estimate this early.
    He didn't actually make an estimate. Joe asked if it would be at least four hours which was an odd question to begin with and the rep essentially answered with "well duh".

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    Ah, Quanta should definitely edit the OP then as that's really misleading (it seems like the answer was 4 hours in the OP). My current internet device doesn't like loading videos, so I haven't been able to watch it myself yet.

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    Q: Could you explain the strategy element in the new XCOM?
    A: I think one of the points we want to make is that you focus on strategy in the base, and tactics in the field. We're bringing together a real-time, third-person view of our interpretation of the battlescape and being able to look around and say "What are my options here? Where can I move my agents? What powers do I need to use?"

    If it's anything like what they show to us at E3, then I don't have a good feeling for it.

    Q: Is there any base building?
    A: We've been throwing that around, but we haven't settled on something yet. We think it's a cool idea, so we'll try to implement it if possible.

    Wow. just.... wow.

    1. How hard is it to add blocks to a base?

    2. Why are they talking about this after 2 years? They are talking as if they have all the time in the world.

    3. They should have shown base building at E3! Why even talk about it now? Are they only understanding now that fans don't want their combat?


    Q: Where did the new alien designs come from and will we see the original aliens?
    A: We've all seen the little grey men, little green men, and they're not that alien anymore. We're used to it. So how can we bring about something fresh and different? There's currently no plans for appearances by the original aliens.

    fresh and different, he says.

    The way the Human Alien/ Infiltrators act is no different from any other 2 legged aliens I have seen. And all the other aliens (Turret, Titan, etc.), looks like they will just act like robots, or bad AI.

    What I hate the most is not how he is damning the Sectoids, but all the other aliens too. poor ethereal. poor chryssalid. poor sectopod.

    Q: Are there plans for alien containment?
    A: There was a point during development when that was part of the game, but we're not sure if it'll end up in the final game.

    One of the best parts of X-COM is understanding the unknown. I would like to understand and research those weird alien things. I can't believe They are working on a X-COM game, and they don't even understand this.

    Q: We know there's no competitive multiplayer, but what about co-op?
    A: The game is a massively single player game. We're trying to give the player as much agency as possible. Adding co-op, while it can be cool, would involve a completely different approach to balancing, particularly in terms of "fear".

    What "fear"? I watched the BioShock Infinite 10 Minutes Gameplay, and felt more fear in the first minute of that, then anything in "XCOM". Just add co-op, and give the players what they want!

    Q: Any Psionics/Molecular Control tech?
    A: We're still playing around with all the abilities, so there's some stuff that could be implemented, we don't know for sure yet.

    After all this time? You are still 'playing around' with it?


    Q: Will there be more XCOMs?
    A: The plan is always to make great games and figure out how to continue making more.

    I would like another team to work on it. I'm sorry, I want some bloody Sci-fi, not this.... bioshock stuff. I lost my hope.

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    Quote Originally Posted by podtech115 View Post
    I lost my hope.
    Welcome to the party. Grab a front seat around the fire as we watch our beloved game warm our hearts once again.

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    Quote Originally Posted by Tanki View Post
    Welcome to the party. Grab a front seat around the fire as we watch our beloved game warm our hearts once again.
    Can we sing ork camp fire songs?

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    Q: Are there random UFO encounters like in the original game (i.e. Interceptor missions)?
    A: I don't know if we're going to do interception missions specifically, but there are crash sites that you can investigate. The game follows a linear storyline with side-missions that you can go on (eg. grab a Titan, get research).

    Linear StoryLine. Doesn't sound good at all.

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    Q: Where did the new alien designs come from and will we see the original aliens?
    A: We've all seen the little grey men, little green men, and they're not that alien anymore. We're used to it. So how can we bring about something fresh and different? There's currently no plans for appearances by the original aliens.
    Funny thing is, say what you will about Interceptor, but it managed to reveal new things about the old aliens, and I still not only felt surprised by their appearance, but nostalgic as well. They still felt alien. The logic still doesn't fly with me.

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    http://www.youtube.com/watch?v=Dfxo6zV2pCQ
    i want shoot ufo down!!!!

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    Q: Did Martin Slater's departure radically affect the game's direction?
    A: To be clear, there's not much to say on Martin. He left, that's that. I think the direction overall has always been a team effort. While there has been significant changes from last year to this year, it had nothing to do with Martin.
    I hate when they say it was 'a team effort', and other nonsense like that. You're telling me they *ALL* wanted a X-COM in the 1950s/60s? Do they have a hive mind or something? Which is ironic, because this whole game is about 'being different' (see 'Carter’s back story').

    Don't you think the guy who came up with the Titan would like to take the credit for making it? And who move the timeline to the 60s?

    I think they only said this because they don't want to take the blame like Martin Slater. And if one of them says that this game isn't X-COM....
    http://arstechnica.com/gaming/news/2...ve-reviews.ars
    http://www.gamasutra.com/php-bin/new...hp?story=20462
    Last edited by podtech115; 06-28-2011 at 04:05 PM.

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    maybe they want make beter version of enforcer?

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    Quote Originally Posted by 2K Elizabeth View Post
    you are right, they are definitely different now in a more tactical sort of way.
    Hey Shrike, I guess you will have to take this as her way of saying there was no squad control in the game last year.

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    Quote Originally Posted by Tanki View Post
    Hey Shrike, I guess you will have to take this as her way of saying there was no squad control in the game last year.
    Question: Who cares if the game last year didn't have squad control? It clearly has it now...?

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    Quote Originally Posted by Cpl_Facehugger View Post
    Question: Who cares if the game last year didn't have squad control? It clearly has it now...?
    I don't know, you'll have to ask Liz and Shrike that question. I'm not even sure why Elizabeth brought it up, but Shrike seemed interested in knowing it for reasons unknown. I just want to get questions answered for those who have questions, which requires the wall of plausible dependability between the company and its consumers to be broken down.

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    Quote Originally Posted by Tanki View Post
    I don't know, you'll have to ask Liz and Shrike that question. I'm not even sure why Elizabeth brought it up, but Shrike seemed interested in knowing it for reasons unknown. I just want to get questions answered for those who have questions, which requires the wall of plausible dependability between the company and its consumers to be broken down.
    I think I might be a bit confused as to what is going on (or what was being asked) but I think the best thing to do now is talk about the game *now* since that is the most important thing for us to focus on.

  36. #36
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    Jun 2010
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    Eh, folks are just curious what level of control there was in the build a year ago.

  37. #37
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    May 2010
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    I was merely curious for the sake of finding out how much thought was put into the X-COM side of things before the uproar started. But no worries, Liz, now I'm lost and confused, too. XD

  38. #38
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    Aug 2010
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    Don't get me wrong but if someone says "We don't know.." or "This is a cool idea but..." or "we haven't settled on something yet" it's mostly about stuff that won't make it into the game but let's the community keeping their "hope" until the bitter end to smoothen the waves. It's normaly a pure diplomatic answer to not have to say "it won't be done".

    And because in this interview the typical XCOM mechanics got such an answer and haven't been considered until now...i doubt anything will get into the game.

    I'm very sure that XCOM will be just a linear shooter with a blown up story like any other xy shooter with the only difference that you'll be able to have some fake choices, some crafting "lite" instead of just picking up a new gun from a box and that pretty much sums it up. No matter how pretty this "story" or "overlay" is..it's not even close to X-COM. To be honest. If someone put's a X-COM skin around something like ARMA 2 including the Warfare mode you'd have far more freedom and a closer game towards X-COM than what we see here.

    Just my honest 2 cents.

  39. #39
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    Quote Originally Posted by Shrike View Post
    I was merely curious for the sake of finding out how much thought was put into the X-COM side of things before the uproar started. But no worries, Liz, now I'm lost and confused, too. XD
    A good summary is "a bunch, but in the intervening year a lot of thought has been put into emphasizing the pillars of X-Com we think are important and bringing them out even more in this game".

  40. #40
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    Aug 2010
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    Quote Originally Posted by 2K Elizabeth View Post
    A good summary is "a bunch, but in the intervening year a lot of thought has been put into emphasizing the pillars of X-Com we think are important and bringing them out even more in this game".
    One of the pillars of X-COM would be to not have "main" and "side" quests marked somewhere on a map. Although it had it's progress you could only try to do your best and see if you fail or not. You could loose sponsors and even miss hidden alien bases or some vital tech because you killed a commander instead of capturing him. This non linear progression that wasn't marked as "main quest" or "side quest" was very special. I may no tbe happy what i've seen so far regarding XCOM but to be honest you should consider removing the mission linearity if you not allready haven't.

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