New XCOM Video

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chimeracreator

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The folks at Fraxis put up a new video showing off two non-story missions in the new XCOM reboot which can be found here http://www.twitch.tv/2k/b/330155062 and runs about an hour and a half. They didn't show any new aliens or features that hadn't already been brought up, but it's nice to see how a mission can play out and what effects the reduced squad size has so I thought I would share some of my thoughts and look forward to hearing some of yours:


1. It looks like the aliens don't use overwatch and always seem to lose the initiative against him. I never once saw a true xcom style ambush where a squad member goes off too far and gets shot by an alien in an alleyway.

2. Chryssalids aren't nearly as durable as in the original. It looks like they aren't as willing to make a beeline for a squad member as I remember from the first game, but then again looking back at other people playing it they did sometimes just around around in circles so it might just be part of their personality.

3. The damage doesn't seem to be very variable, outside of crits which double damage it seems like at most we see a two point variation in damage from the listed value. Supposedly you can turn off your ability to see alien health to make the game harder, but it's still a bit odd.

4. The smaller squads do seem to make turns a lot faster, which I like and the attrition percentages are still fairly similar where you can expect to lose 20% or more of your squad per mission. The only shift is that instead of that being 4 guys, it's now one guy.

5. Cyberdiscs seem like they're the early game nightmare opponent replacing chryssalids. That said they were pretty scary even in the original because of their high accuracy and loads of hit points / armor.

6. You can get civilians to run away during terror missions, that's a HUGE plus compared to having them wander around in circles blocking doors.

7. It looks like you will always be outnumbered by aliens instead of it starting out with you outnumbering them slightly and then finally being outnumbered by 2 or 3 to 1... and even more when it comes to Terror From the Deep.

8. The glam cam looks very nice in single player even if it will likely be turned off in multiplayer due to the time limit per turn.

9. It's good to see capturing aliens matters more early on instead of them treating capture as something that only matters to get your psionic powers and thus break the game horribly.

10. It's good to see that missing shots still happens and just how bad the results can be because of it. It does feel weird that the xcom troops have so many hitpoints, but I'm guessing that's due to the fact they were sporting fairly advanced armor combined with the limited squad size. So it looks like it's unlikely for a soldier to ever be killed by a single shot late game or to have six guys die to a single blaster bomb.

11. I loved it when the guy panicked.

12. It looks like ammo is still a big deal, and it even matters for laser weapons unlike in the original where the laser rifle was godly and to be used for almost everything except the final mission and base attacks where the heavy plasma comes into play in an effort to save elerium.

13. They said it would be showing up on Steam for pre-order, so w00t.
 

Uliana

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chimeracreator said:
1. It looks like the aliens don't use overwatch
They don't use overwatch in this vid, but the very first gameplay vid they showed for this game had Sectoids using overwatch as the first demonstration of the ability. So we know aliens can use overwatch, we just didn't see them use it here.

And they always note that the gameplay presented is for Normal difficulty, which means for those looking for an actual challenge, they should go up to Classic or Impossible mode.
 

Terrible Opinions

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Y'know, chrysalids could suck, but early-game cyberdisks always scared me a lot more. They absorbed an absurd number of bullets, and their AI was much better than the finnicky melee aliens. Especially bad when you'd get one or two right outside the skyranger at the beginning of the mission. That turn-one reaction fire could be withering.

Plus, snakemen kinda sucked.
 

The Madman

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That was fantastic, exactly what I'd have hoped for from Firaxis. Similar enough to the original series to be in-keeping with the X-Com spirit but also unique enough to have some identity of its own and a few new mechanics and elements to master.

The Terror mission in particular impressed me, not only visually but gameplay-wise as well. I loved seeing the civilians are able to be rescued now as well as the sight of one of the rookies panicking as another squadmate is gunned down nearby. The ability to hear enemies in the distance seems clever as well, seems like a great idea for a gameplay element!

Colour me extremely impressed, this is definitely something I want to play.
 

Zhukov

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Anyone else not able to view the video?

I just get a 'possible inappropriate content' warning, a 'continue anyway' button that doesn't fucking do anything and a few related video links.

Every other Twitch TV video I click on works fine though. Typical.
 

chimeracreator

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PieBrotherTB said:
This is being released for 360?

Some of the button prompts seem to suggest so.

/noresearch
Yep, they said it was coming out for it along with the PC and PS3 I think. Apparently the PC version also supports gamepads in addition to the standard keyboard and mouse which is what they were using.

The Crotch said:
Y'know, chrysalids could suck, but early-game cyberdisks always scared me a lot more. They absorbed an absurd number of bullets, and their AI was much better than the finnicky melee aliens. Especially bad when you'd get one or two right outside the skyranger at the beginning of the mission. That turn-one reaction fire could be withering.

Plus, snakemen kinda sucked.
I always had one or two guys with a rocket launcher or grenades early in the game which helped out against that problem. The way I see it if there's an alien six squares outside of the sky ranger it deserves a rocket to the face. That said I remembered learning about the fact they blew up for the first time... that wasn't a good terror mission.
 

Uliana

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Zhukov said:
Anyone else not able to view the video?

I just get a 'possible inappropriate content' warning, a 'continue anyway' button that doesn't fucking do anything and a few related video links.

Every other Twitch TV video I click on works fine though. Typical.
There's a Youtube link available if the Twitch one doesn't work.

Youtube Link [http://www.youtube.com/watch?v=azurpE8B5VQ]

PieBrotherTB said:
This is being released for 360?

Some of the button prompts seem to suggest so.

/noresearch
XCOM: Enemy Unknown is being released for PC, 360 and PS3.
 

Zhukov

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Dec 29, 2009
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Uliana said:
Zhukov said:
Anyone else not able to view the video?

I just get a 'possible inappropriate content' warning, a 'continue anyway' button that doesn't fucking do anything and a few related video links.

Every other Twitch TV video I click on works fine though. Typical.
There's a Youtube link available if the Twitch one doesn't work.

Youtube Link [http://www.youtube.com/watch?v=azurpE8B5VQ]
You, sir, are a gentleman and a scholar.

That is say, thanks.
 

zumbledum

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high hopes for this , the combat being much smaller scale i can get behind those 16 man squads got a little unwieldy so long as the research/manufacturing/base buildings is as good as the original im sold!

such fond memories of the original. it came at the perfect time , x-files was huge , crop circles and roswell were on the news
 

Henriot

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Holy guacamole, I have not been this excited for a game in a long time.

Civillians disappearing looks like an awesome change. While a minor annoyance in the first, in TFTD, they would actively block the one square hallways in the underground bunkers on the islands. (Problem solved by knocking them unconscious)

They didn't talk about the soldier progression in great detail, but I liked how in the missions shown the different types actively complemented the other soldiers. A product of having a smaller team I guess.
 

antidonkey

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This might be the very first game I actually preoder. I loved me some Xcom back in the day and this one makes me all giddy.
 

chimeracreator

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Henriot said:
They didn't talk about the soldier progression in great detail, but I liked how in the missions shown the different types actively complemented the other soldiers. A product of having a smaller team I guess.
That would be nice to know because if it's based on number of missions alone then it's very different than if XP is based on number of aliens killed or actions performed like in the original. Hopefully they aren't doing the number of actions performed to level up certain skills like the original which encourages having every member of your squad taking potshots at an alien across the map just to increase their accuracy score.
 

Xeorm

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Huh, looks interesting. It doesn't really have that feel of going up against superior forces while being only human. Not nearly as many death as the first, for sure.

Otherwise, it looks like plenty of fun. Seemed close enough, and I still plan on grabbing it.
 

Terrible Opinions

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Good video. Loved the jumping chrysalid. Not totally sold on the new movement system. Don't like that taking two steps to the side is the same as running through a whole building. Also not sure about the smaller squads. A lot more manageable, but you won't get the "Holy shit, I lost six people last turn!" anymore.

Regardless, I'll be all over this like a Guile haircut on Hans Ulbricht.
 

chimeracreator

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The Crotch said:
Good video. Loved the jumping chrysalid. Not totally sold on the new movement system. Don't like that taking two steps to the side is the same as running through a whole building. Also not sure about the smaller squads. A lot more manageable, but you won't get the "Holy shit, I lost six people last turn!" anymore.

Regardless, I'll be all over this like a Guile haircut on Hans Ulbricht.
True, the trick being that each person now counts for around 3 guys, and from the look of the video they're about three times as durable as the average xcom soldier in the original as well and have slightly more firepower than one soldier, but not much more. So a major loss accounting for half to a third of your squad will likely still have a huge effect, but the real change is that there won't be as many niggling losses one or two guys die nearly every mission accounting to between a 6% to 17% drop in forces because the smallest drop you can get now is 17%, ie 1 out of 6 guys which is as bad as losing two guys when deploying via a sky ranger with a limit of 12.

I suppose the fact that wounds will come up more often helps make up for the loss of deaths. Because a mission that would have killed a single soldier before now only removes 30% to 50% of a soldier's health which means they will be out of circulation for a while and will need to be replaced by an alternate for the time being. I suppose it was also rare to ever use the full limit because heavy weapon platforms cost 4 slots and often provided that extra bit of durability you needed... provided they didn't instantly die when exiting the skyranger. That said, I am so glad they removed the disembarking component of the game. :)
 

Terrible Opinions

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chimeracreator said:
The Crotch said:
Good video. Loved the jumping chrysalid. Not totally sold on the new movement system. Don't like that taking two steps to the side is the same as running through a whole building. Also not sure about the smaller squads. A lot more manageable, but you won't get the "Holy shit, I lost six people last turn!" anymore.

Regardless, I'll be all over this like a Guile haircut on Hans Ulbricht.
True, the trick being that each person now counts for around 3 guys, and from the look of the video they're about three times as durable as the average xcom soldier in the original as well and have slightly more firepower than one soldier, but not much more. So a major loss accounting for half to a third of your squad will likely still have a huge effect, but the real change is that there won't be as many niggling losses one or two guys die nearly every mission accounting to between a 6% to 17% drop in forces because the smallest drop you can get now is 17%, ie 1 out of 6 guys which is as bad as losing two guys when deploying via a sky ranger with a limit of 12.

I suppose the fact that wounds will come up more often helps make up for the loss of deaths. Because a mission that would have killed a single soldier before now only removes 30% to 50% of a soldier's health which means they will be out of circulation for a while and will need to be replaced by an alternate for the time being. I suppose it was also rare to ever use the full limit because heavy weapon platforms cost 4 slots and often provided that extra bit of durability you needed... provided they didn't instantly die when exiting the skyranger. That said, I am so glad they removed the disembarking component of the game. :)
Didn't the skyranger have an 18 limit? And the avenger even more?

I'll definitely miss hiding behind the wheels of the old 'ranger, but good god could that place ever be a deathtrap.
 

chimeracreator

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The Crotch said:
Didn't the skyranger have an 18 limit? And the avenger even more?

I'll definitely miss hiding behind the wheels of the old 'ranger, but good god could that place ever be a deathtrap.
Woops, it looks like I was wrong according to UFOpaedia. The skyranger was 14 and the Avenger was 26... egads. No wonder I went to Cydonia with 3 HWP and those late game missions took so long. If you take 1 HWP per 8 cargo room rounded down you get which isn't bad, but that's just one option and I was very very wrong :p

Skyranger: 10 + 1 HWP = 11
Avenger: 14 + 3 HWP = 17
 

Uliana

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There's also the psychological component to consider for soldiers in this game. From what we know, your troops can take permanent damage to their Will if they survive critical hits. So your troops may not get killed now, but down the line they may end up becoming useless if they take too much damage over the course of the campaign.