Hands-On: XCOM: Enemy Unknown

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Hands-On: XCOM: Enemy Unknown

Unread postby News Portal » 30 May 12, 10:01 am

James Cottee recently got the chance to go hands-on with Firaxis' highly-anticipated reboot of the XCOM RTS games in Sydney, and now returns to us with his impressions. Is it the faithful remake we all wanted?

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Re: Hands-On: XCOM: Enemy Unknown

Unread postby caitsith01 » 30 May 12, 10:43 am

Ok, I officially don't like how much they're messing with the aliens now that I've seen the chryssalid.

IIRC many of the aliens in the original were carefully put together from the prevailing myths about alien encounters. These ones look like rejects from Quake II or a PS3 cover shooter. They're too hardcore looking, too tough and pointy, not creepy enough.

I also don't understand why they would streamline base management - that was a fun part of the original.

Can I ask how far you were able to zoom out?
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby Cyrinno » 30 May 12, 11:17 am

aye it's not just the tactical or strategic view or base building that makes XCOM it's also the lore, the game is a mash up of every alien thing you can think of which is what made it so spooky at least to me.
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby James Cottee » 30 May 12, 1:53 pm

caitsith01 wrote:Can I ask how far you were able to zoom out?

A fair way -- far enough to get a better look at the lay of the land. The maps weren't that large overall; they felt about the same scale as the original.

Holding the left trigger would zoom out by a fixed amount. Presumably you'll be able to fine-tune zoom with the mouse wheel, but again, they didn't let us try out the PC interface.
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby caitsith01 » 30 May 12, 3:11 pm

Interesting - thanks.

Another question which you may be able to answer - how "natural" was the destructible terrain. I.e., did you get a sense of whether buildings are destructible in a free-form way, or are there just pre-programmed holes in the walls/roof that you can open up?
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby spawneh » 30 May 12, 4:18 pm

Do you have to use a stun stick to capture a live alien? I loved having to do that in the original :D
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby James Cottee » 30 May 12, 9:42 pm

caitsith01 wrote:How "natural" was the destructible terrain. I.e., did you get a sense of whether buildings are destructible in a free-form way, or are there just pre-programmed holes in the walls/roof that you can open up?
The destructibility seemed to be fairly natural/free form – again, in this regard, it felt a lot like the original. Waist-high cover like cars and rooftop air conditioning units degrades/gets destroyed by enemy fire; rockets can take out wall segments.
spawneh wrote:Do you have to use a stun stick to capture a live alien?
Capturing/interrogating aliens seems to be a big part of the game. If you put your home base in South America, you get the 'We Have Ways' bonus, which gives you the results of interrogations and autopsies instantly.
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby Gnavin » 31 May 12, 12:56 am

James Cottee wrote:Capturing/interrogating aliens seems to be a big part of the game. If you put your home base in South America, you get the 'We Have Ways' bonus, which gives you the results of interrogations and autopsies instantly.

Morbid, yet exciting. I like it.
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby Polarice » 31 May 12, 6:01 am

Nice wrap up!!
Hope it doesnt get dumbed down too much. Simple is nice, unless its xcom!
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby obi_one_kaboozi » 31 May 12, 6:15 am

One question. I notice in the screen shots where the target is selected and there is a button for "more info". Did you have a chance to review what information was available and if it possibly changes with advancements in research (such as if it would indicate any kind of known weakness against weapon types like laser, kinetic, plasma etc.).
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby spawneh » 31 May 12, 11:04 am

So I think I remember reading from one of the previous articles, that squad size is limited to something like 6 or 8? In the original the squad size was limited by your drop ship size, which could be upgraded. Also is there no hover tanks? :(
Last edited by spawneh on 31 May 12, 11:40 am, edited 1 time in total.
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby Marius » 31 May 12, 11:07 am

Are all the soldiers bald males?
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby Cyrinno » 31 May 12, 3:19 pm

Can I delete my characters so I can get ones with high psi scores :P
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby caitsith01 » 31 May 12, 7:22 pm

spawneh wrote:Also is there no hover tanks? :(

There are definitely tankish things, which are in addition to your squad IIRC.

The squad size thing is lame - rules out "sacrifice" strategies where you send a bunch of newbies out as bait.
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Re: Hands-On: XCOM: Enemy Unknown

Unread postby Trickster001 » 2 Jun 12, 6:46 pm

caitsith01 wrote:
spawneh wrote:Also is there no hover tanks? :(

There are definitely tankish things, which are in addition to your squad IIRC.

The squad size thing is lame - rules out "sacrifice" strategies where you send a bunch of newbies out as bait.



Agreed this was a great strat. Hated losing one of my best men id nurtured only to lose straight away by some hidden alien grenade attack at the start of a mission :S
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