There's something I always find amusing about the "dumbed-down" argument. It kind of hinges on this knee-jerk assumption of "I am very smart, and I enjoy games that are too complex for other kinds of gamers." Here's the problem, though:
Let's face it - even the most complex and difficult of videogames, is still just that: a game. I mean, if we're being serious about this... If on any given day, learning how to play the first X-Com was the hardest thing you had to do that day, then I'd say you've got it pretty easy.
Games just really aren't as difficult to grasp, or as complex to learn, as we seem to want to give them credit for. There's nothing in any of these games that a good modern tutorial wouldn't be able to walk a first-time player through. X-Com's just a strategy game (a very good one that I've enjoyed for something like a decade and a half, of course.) It's wasn't exactly rocket science to begin with.
So is a game "dumbed-down" (I won't even bother with the "for consoles" part.) Or could certain design choices simply have been made on the part of the developer as something that
they, at least, feel make for a better game?
I mean, pretty much everyone on here has admitted that there really never was much of a challenge to keeping track of ammo, to begin with. So it's not like this game is losing any challenge with this particular change. Deciding when to reload - now that's where the tricky part comes in, doesn't it? And it looks like that's going to still be in.
(But hey - it's no business of mine who is and isn't buying this game, for whatever reasons matter to them. Not telling anyone what to think - just throwing in my two cents.)