XCOM: enemy unknown (no not that one, not that one either) Page 8

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  • glaeken 10 Apr 2012 13:22:16 10,366 posts
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    Some additional footage from PAX demo. The xcom stuff starts at about 5 minutes into that video and ends at about 20 minutes.

    http://www.ggmania.com/cf.php3?show=32710

    This seems to be the same mission they have been talking about in previews for a while but its nice to see it in motion with the sounds effects.
  • LeoliansBro 10 Apr 2012 13:38:13 35,125 posts
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    Also, have you noticed that the Sectoid and Snakeman death sounds are used in a whole ton of sci-fi films and telly? Like the door sound from the original Doom.

    LB, you really are a massive geek.

  • glaeken 10 Apr 2012 13:42:56 10,366 posts
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    I have not noticed the sectoid or snakeman sounds but I hear the button press sounds from Xcom all the time.

    How awesome is this though :)

    http://www.youtube.com/watch?v=QiBPb1u56tk

    I was looking for the sectoid and snakeman sounds and found that. I had completely forgotten that opening film.

    Edited by glaeken at 13:49:29 10-04-2012
  • Bremenacht 10 Apr 2012 17:26:09 11,255 posts
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    glaeken wrote:
    Some additional footage from PAX demo. The xcom stuff starts at about 5 minutes into that video and ends at about 20 minutes.

    http://www.ggmania.com/cf.php3?show=32710

    This seems to be the same mission they have been talking about in previews for a while but its nice to see it in motion with the sounds effects.
    This has settled some doubts for me. It's looking great.

    btw - Has anyone seen some footage of this game with more than 4 squad members? They made reference to 'alpha squad' in the vid, so presumably you can have multiple 'squads', but are they number limited, or ship-size limited like the originals?

    This post is unsuitable for those with a high rumour-sensitivity.

  • glaeken 10 Apr 2012 17:37:30 10,366 posts
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    I think I heard the limit was 6 or 8. Not sure where I heard that. That is pretty low compared with the original game but could be Ok with the new turn methods. It's certainly disappointing but the game looks brilliant apart from that.

    Edited by glaeken at 17:39:33 10-04-2012
  • Bremenacht 10 Apr 2012 17:46:34 11,255 posts
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    Hmmm. Small levels perhaps? Maybe even no base defence, as you cannot defend a base with so few people - unless everyone gets to fight.

    No matter. I can smell quality baking in the Firaxis oven, and it's making me hungry.

    This post is unsuitable for those with a high rumour-sensitivity.

  • RedSparrows 10 Apr 2012 23:10:33 17,049 posts
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    BUT I WANT TO KNOW WHY I CANT HAVE SQUADS OF 20 OF WHICH I.ONLY USE 6 ANYWAY?!?!?!
  • shamblemonkee 10 Apr 2012 23:26:32 13,474 posts
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    It looks so incredibly awesome. Please let it be incredibly awesome, Please!
  • LeoliansBro 11 Apr 2012 05:44:51 35,125 posts
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    Awesome fact about the level of detail in the original game: Ethereals are wizened psychics in huge yellow robes. Their profile is such that the size of the robe makes for an easy target. However because their actual bodies are much smaller, a hit on the robe is not necessarily a hit on the ethereal, and so will do no damage. On the other hand, any injuries they do take will lead to death more rapidly than other races due to their enormous blood requirements to sustain their brains.

    That's what I call impressive.

    Edited by LeoliansBro at 05:45:25 11-04-2012

    LB, you really are a massive geek.

  • glaeken 11 Apr 2012 09:38:41 10,366 posts
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    RedSparrows wrote:
    BUT I WANT TO KNOW WHY I CANT HAVE SQUADS OF 20 OF WHICH I.ONLY USE 6 ANYWAY?!?!?!
    Part of the fun I think in the big squads was the massive attrition rate. Some of my stronger memories of the game is losing 5 or 6 guys before I could even get anyone out of the landing craft. If you only have 6 guys total in the new game you just won't be able to have that attrition rate and still be able to complete a level.

    I wonder actually if you will be able to abandon a level before completion like you could in the original game. I remember having to get everyone back on the landing craft and abandon the whole thing happening quite often. It really helped the feeling of being right up against it.
  • LeoliansBro 11 Apr 2012 09:45:32 35,125 posts
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    Yep, winning against the odds or just completing a level was huge on the higher difficulty.

    You really shouldn't be losing people out of the landing craft though. A few smoke grenades , a tank to distract the first turn alien campers and a bit of patience works wonders.

    LB, you really are a massive geek.

  • glaeken 11 Apr 2012 09:50:30 10,366 posts
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    Well it did not happen every time but every now and again you would get a level where the landing craft doors opened onto where two or three aliens could shoot in at you. They would probably call that a bug these days. It just felt very saving private Ryan.

    I do wonder how I will actually play the new game. I am not too used to not reverting to a previous save these days which is something I never did in Xcom. Let's hope they don't give you the option so I can overcome the gaming softness I have caught in the interim years.
  • LeoliansBro 11 Apr 2012 10:04:35 35,125 posts
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    I always played with a number of rapid response bases, with plasma armed interceptors and token rookies for defence, scattered around the globe to take down UFOs. I'd then have a fully kitted out central team who would travel to UFO sites for the missions. Obviously it was gutting to lose any of them, but you take these things on the chin and learn to be very, very careful.

    Waiting until the UFOs were over water before shooting them down didn't half help with crash-site management and alien infiltration as well.

    LB, you really are a massive geek.

  • Bremenacht 11 Apr 2012 18:48:16 11,255 posts
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    glaeken wrote:
    Well it did not happen every time but every now and again you would get a level where the landing craft doors opened onto where two or three aliens could shoot in at you. They would probably call that a bug these days. It just felt very saving private Ryan.
    Always (plasma?) grenades for me. The little buggers would be hidden behind a dune or whatever. You'd only catch a glimpse of them at the start of their turn and then a little grenade would come dinking over, followed by one or more to finish almost everyone off, leaving the choice of taking just one or two people back to base, or reloading. I have to admit to reloading on those occasions - it seemed terribly unfair.

    Was there a tank bug? I can't remember if it was Enemy Unknown or TftD, but I recall making tanks that couldn't fire.

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  • Bremenacht 12 Apr 2012 23:09:21 11,255 posts
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    Quite possible!

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  • millerlfc 13 Apr 2012 13:38:36 344 posts
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    I think the tank bug related to a method where you could build loads of tanks for the same price as 1? I never used it anyway, didn't like to cheat!

    Tanks were the best way of stopping your people getting killed as they stepped out of the ship - you sent them out first, they get get blitzed by the aliens and then you send your actual soldiers out once all the overwatch fire is finished. Often I didn't even bother giving the tanks ammo as they were just there as bait.
  • TechnoHippy 13 Apr 2012 14:01:16 14,256 posts
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    I'll never forget stepping out on to Mars and getting fusion bombed from every direction.

    The Cult of Me [ Blog ] [ e-book ] [ An Odd Quartet ]

  • RedSparrows 13 Apr 2012 14:32:49 17,049 posts
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    The feeling you get when a grenade lands on 5 troops is... awful.
  • MightyMetalMonkey 13 Apr 2012 14:36:24 599 posts
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    glaeken wrote:
    Well it did not happen every time but every now and again you would get a level where the landing craft doors opened onto where two or three aliens could shoot in at you. They would probably call that a bug these days. It just felt very saving private Ryan.
    Thats was why the first thing down the ramp was always a smoke grenade...
  • HoriZon 13 Apr 2012 18:16:14 13,196 posts
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    Do we know if its a retail game or XBLA/PSN yet?

    Even better can we have an iOS version!!!

    Everybody has secrets, life would be boring without secrets, don't you think...?

  • GloatingSwine 13 Apr 2012 20:46:42 2,668 posts
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    glaeken wrote:
    I wonder actually if you will be able to abandon a level before completion like you could in the original game. I remember having to get everyone back on the landing craft and abandon the whole thing happening quite often. It really helped the feeling of being right up against it.
    Most people only used abandon to show up at terror sites and then leave again because they couldn't be arsed to actually fight them and it was less penalty to show up and abort than not show up at all.
  • LeoliansBro 13 Apr 2012 20:54:05 35,125 posts
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    Abandon at terror sites would get you a horrible negative score due to civilians killed. Much better to use it at the larger UFO touchdowns, especially against early psychics when your facility wasn't built yet and so you couldn't hope to provide an effective defence - a score of 0 was poor but at least it wasn't terrible!

    LB, you really are a massive geek.

  • shamblemonkee 1 May 2012 21:49:26 13,474 posts
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    http://www.youtube.com/watch?feature=player_embedded&v=gz4NSUF359c#!



    Edited by shamblemonkee at 21:50:05 01-05-2012
  • glaeken 23 May 2012 13:11:04 10,366 posts
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    A nice preview on Gamespy.

    http://uk.pc.gamespy.com/pc/xcom-enemy-unknown/1224797p1.html

    The video in that is well worth watching as it covers base customisation and how that is going to work.
  • agparrot 23 May 2012 14:03:40 11,818 posts
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    October is such a silly month to release games in. They should just bring it forward to June, and be done with it.

    My foot is going to wear out from all the impatient tapping it is doing.
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