Tag Archives: firaxis

Thoughts: XCOM.

This is it. This is the game I have been waiting for ever since it was announced at the start of the year, and for a good decade before that. Watching literally every single attempt to “update” XCOM for the modern generation over the last ten years has been a painful experience, and I was more than a little aghast when it seemed like the official update would be a first-person shooter with lots of conveniently-placed waist-high cover. Then Firaxis said they were making a proper tactical squad-based TBS, and everyone rejoiced. Then Firaxis mentioned the things they were going to change – no time units, only one base, unlimited reloads on the guns, to mention just a few of them – and everyone said “Er.” Or at least I did. The lead designer on XCOM, Jake Solomon, did an excellent job of explaining the reasoning behind Firaxis’s tinkering and at least left open the possibility that it might not be a total disaster, so while I wasn’t all that hopeful for the game I decided to reserve judgement until I actually played it.  

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The Two-Fingered Salute.

Oh hey, that was serendipitous. After spending most of yesterday afternoon writing an excellent science article (oh, you are going to like this science article) I found myself at something of a loss for what to put in Wednesday’s slot. Usually I go on a nostalgia-filled ramble through my gaming past, but while I have several candidate ideas for things to write about they need a little bit of time to ferment while I clear the mists of blarney from my head. I was a bit stuck, so I did what I usually do in this situation: I said “Screw it” and went off to play a game instead. I went off to play Civilization V.

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X-COM Remake: It’ll probably suck.

suck

The issue of Game Informer with the preview of Firaxis’s X-COM remake has hit the streets. I don’t have a copy, but helpful people are culling the salient details and posting them on various forums. The major eyebrow raising changes are below.

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X-COM Remake: It Might Not Suck.

http://www.scientificgamer.com/blog/wp-content/uploads/2012/01/legendary.jpg
“Legendary” is probably pushing it a little bit.

Contrary to what you might think, I didn’t outright condemn the FPS XCOM “update” when I first saw it. I was sceptical about how good it would be, yes, but unlike some old classics there’s definitely room to adapt the basic tenets of X-COM gameplay to a first person game. Hell, game developers recognised they had this latitude over a decade ago when FPSes were still a hot new thing and not the tired old warhorse of gaming. Unfortunately after the screenshots and videos revealed scripted alien encounter cutscenes along with an uncanny proliferation of waist-high cover rather than the Rainbow Six-style tactical shooter I’d envisaged, any hopes I might have had for X-COM were dashed barring 2K Games suffering a sudden rash of sanity and also giving the licence to a dedicated strategy game developer like Firaxis.

Which is why I was somewhat surprised to discover, upon getting out of bed yesterday, that they had done exactly that.

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