I could not possibly disagree more.
"Not a true X-com game"??
Why exactly?
Yes, all the annoyances said above are true, especially the damn UFO ceiling in certain alien crafts being in the way. It is also utterly unrealistic that during terror attacks I can dispatch just one squad to one place when I have 30+ soldiers and couple squadrons of interceptors, but seemingly I can have just one transport plane somehow.
But the inventory being more limited, your soldiers not be able to shoot at walls (actually, you can do exactly that, you just need to use explosives), the loss of some flexibility (but also the loss of all that damn micro-managing that bogged down the game so much in later areas) are minor things in my eyes.
The spirit of the original x-com is here, reborn for the new era. This game has the same great sense of urgency and lethality the original one had, it has the same free form mode that let you decide what to do next and even if it does not allow you to have multiple bases, it let you have interceptors all over the world and let's face it, that was what the extra bases were: radar station and interceptor bases. It has the same feeling of getting attached to your soldiers, even improving on that with the nicknames that somehow always end up being so appropriate (my crackshot veteran Colonel sniper got nicknamed "Omega" and she is really the end all for any and all x-rays around) and the same addictive feeling of one more ufo to shot down!
Plus it is turn based! in 2012! and it is amazing turn based at that! So I would really want to know what makes an x-com game now, because seemingly all the above is not, so what is?