Spock, it’s not that you don’t have to make decisions in XCOM - of course you do, no one is putting that in doubt.
But (especially on the geoscape) the decisions are a lot more linear.
If you can’t see how progressing through the new game is far more predetermined I’m not sure what to respond, because I think it’s just so blatantly obvious.
You can say it’s a good thing and/or a game design decision, of course - those are valid opinions, but it’s still pretty obvious.

Your remark on money/resources being tight is spot-on, but I find myself being less pleased by this than you. It’s almost as if this was a F2P game - buy more Alien Alloys for $5, $15 or $50!
I’d day I’d prefer optional research paths that I can not hope to complete in one game, but the game actually has this - the Forge projects (though I guess a better player than me can unlock them all in one game).

As previously discussed even by others, the mechanics of the game are very boardgameish, and once again, you can like or even love this decision.
Me, I remember being delighted about computer games early on - no longer did the shackles of having to simplify everything so the players could keep track of things hold games back. Now the computer would crunch all the numbers thrown at him and for the player, it would be just as easy.
And twenty years later, with multi-core computers that could crunch more numbers than ever, with powerful GPUs and entire software packages about calculating physical behavior of stuff (PhysX), I’m being told everything has to be simple as a boardgame again because people can’t fathom the complexity of it all otherwise? Looks like we have come full circle.


rezaf

Ack. To me, this horrible DLC reflects a worrying mindset – that of forcing a specific narrative experience for the player instead of developing a robust, expandable underlying system.

I find this to be especially vexing when it’s applied to scenario-based TBS games that became classics for their elegant simplicity and not for any kind of pasted-on “story” (shudder HOMMVI shudder). Hope they don’t go further down that route.

The DLC really mystifies me. The base game Is so good and seems to “get” original XCOM and that DLC really does not sound like it does.

Agreed. The DLC seems very much like a decision made by corporate rather than by the design team.

Can anyone confirm if this is true?

If so, I’m a little irritated. I’m in the middle of a second wave enabled game and would hate to see the additional options (that make the game more difficult!) suddenly reversed when I load my campaign.

Not to mention that I hope this doesn’t corrupt the save and make it unplayable.

WTF.

(if you didnt know, today firaxis made it so that when you have an internet connection the game “calls home” and fetches the configuration files from the developers, instead of using the ones in the .exe file, meaning that any modding done to the game will be circumvented)

That sucks, if true. I would not have bought the game early if I knew it was going to call home all the time. I would’ve waited for the $10 sale next year.

What I heard (and it must be true since it’s on the internet) is that the Second Wave mod was one of the reasons for this move. Apparently the plan was to sell is as part of a DLC package once it was fixed and working, and obviously a free mod makes that impossible.

That DLC sounds like there is almost no way it could be worth what they will charge for it.

Finished my Normal/Ironman game last night.

Thoughts:

Squadsight Sniper and Triple Medkit Support are the most valuable skills. My Squadsight/Doubletap sniper had almost double the kills of the Snapshot/IntheZone sniper, and went on fewer missions. Squadsight sniper had 4x the kills of the closest non-sniper…

Some skills are annoyingly bugged and this is a problem with Ironman. Namely, it looks like Snapshot gives the -20% accuracy penalty more than it should and the Assault’s Close Combat Specialist does not trigger all time time.

Heavy is the weakest class. Rockets are ok, but 1 shot per map unless you choose that Colonel skill. And even though its 90% to hit…that 1 out of 10 times it doesn’t really sucks. Suppression is awesome but Support can get that. HEAT is the best reason to take a long a Heavy. Sectopods are way less devastating when you can 2 shot them.

Archangel armor…what is the big deal here? I found it difficult to use well. Ghost or Titan seem like the way to go. Ghost is like a get out of jail free button. The last armor…not a huge fan of that either. Would have been helpful earlier in the game.

They need to clean up/streamline the Hangar view. Need to be able to order Firestorms from this screen and not have to go to Engineering. I also think that the Aerial armaments should have their cost upped, but be unlimited like the frag grenade. Lots of upgrades here…phoenix to laser to plasma to emp…I only ever used plasma and got the job done just fine as long as I had 2 aircraft in each continent, and wasnt chasing the UFO type you need the Firestorm to catch.

Started some Classic games after…what a punch in the balls. The game is frustrating and unfun. I handled Sectopods but I had a wipe to Thin Men and then the first Outsider I met slaughtered 3 guys by himself. Thanks panic!

This first DLC underwhelms me too, but maybe there’s more to it than it sounds.

Rezaf, yes, there’s some linearity, in that we now have “quests” or “goals” that are always pursued in the same order. If every decision I made were in pursuance of such a goal, I suppose I’d lose interest fast. But it’s not like that. Most of the time I’m doing something other than pursuing a particular quest. In fact, the vast majority of one’s time in this game, as in the original, is in the tactical battlefield, is it not? The core gameplay there is the same.

Even in strategic mode, where the goals present themselves, more often than not I’m doing something other than directly pursuing a goal. E.g, in my current (Classic/Ironman) game, I ignored the game’s recommendations that I research an Arc Spanner early or that I build an Alien Containment Facility. I have a friend who is ready to do the final mission but is having fun shooting down UFOs and farming Ethereals, so that’s what he’s doing instead.

All that said, I would certainly play a mod that scrambled the goals, or varied them more from game to game. That would be great. (I have no idea whether it’s feasible.) But as it is, I rather like them.

As for boardgame-iness: I’ve read the arguments here that new XCOM is more like boardgames, whereas X-Com was more like a computer game. There’s something in that. But I play lots of board games, and in particular I’ve played wargames my whole life. Some tactical board wargames do involve one or two actions per turn, a la XCOM: e.g., Conflict of Heroes (which is now also a PC game, published by Matrix). But other tactical boardgames have something more like TUs, a la X-Com: Advanced Squad Leader. In my youth, I preferred ASL, with its number-crunching and minute calculation of movement points and terrain costs. In my middle age, I gravitate more toward games like Conflict of Heroes, which often give a greater feel for tactical combat, at the loss of a bit of detail (and rules load). Maybe that explains why I’m more interested in playing XCOM than X-Com now.

Anyway, I think the distinction isn’t so much PC vs boardgame, but rather a choice of how to represent tactical warfare. Both methods are fun and workable. ASL (X-Com) has the advantage of greater detail and control and brain-cramping goodness; CoH (XCOM) has the advantage of greater fluidity, less emphasis on mechanics and rules, more on tactics.

If the reward for doing the DLC is the Blaster Launcher (and it is according to the interview on IGN) then every time this mission comes up (and it sounds like every game it does) you’d be a fool to not do it. That’s sort of counter to what I enjoy about XCOM EU.

Sure, no one is holding a laser pistol at my head or anything, but I also don’t avoid plasma sniper rifles late game because they are too powerful, either.

Ouch, if DLC is really the reason for actively blocking modding I’m a sad panda. I guess I should appreciate Bethesda and Paradox and others more. But then again, Civ 5 had DLC and did have at least decent mod support.

Here’s hoping they were trying to add dynamic balance chances to multiplayer but accidentally made the system apply to singleplayer as well.

Those of you that have said the game is utterly forgettable or not worth replaying, have you played through iron man style on classic difficulty? Because I find it utterly compelling and extremely memorable at that level. You don’t have to worry about iron man being buggy, just play without iron man enabled, but don’t reload from saves and always save over your previous save. Best exeperience I’ve had playing a game in years.

Come on, this is just… this is just a stupid, bullshit thing to claim. The original X-Com is my favorite game of all time. I and many, if not most of the fans of the original game have grown up and yes, we’ve changed. We’ve come to understand that some key elements – like less tedium and more dense decision-making – can actually make a game better. The flipside of your specious criticism is that some fans – let’s call them the hardcore because that’s how they like to think of themselves – are still stuck in 1994. You’re right, Jake Solomon was aiming for a different audience: the fans who understand that game design might actually improve over time.

Sure, ultimately I might want a more dynamic, freeform game. But the gameplay in the incarnation we have before us is, against all odds, good. Brilliant, even. I am extremely grateful for that. A new standard has been set for squad-based tactics, and it was set with a remake of X-Com that wasn’t fucked up. It’s a time for rejoicing.

A little less rejoicing, maybe, now that marketing appears to have blown it on the DLC.

It makes sense in a way because as Enemy Unknown is now, I think many times you’ll be unlikely to get the Blaster Launcher at all during a regular game. The Battleship doesn’t show up often (I’ve seen it only once per playthrough), and if you’re not ready when it shows up, you just lost out on the chance to use the Fusion Lance and the Blaster Launcher.

Still, seems odd, like you write. But will the mission come up randomly, like the other Council missions? Or will you have to wait a set amount of time before getting the mission? Having an early Blaster Launcher would be devastating.

But I assume that you’ll get the Fusion tech research topics, which means that you’ll still have to build the Blaster Launcher. Even if you get the mission early, you’re probably unlikely to have the necessary material to make one until much later.

Wow, that sucks.

Well, you just used different wording - I agree with this paragraph.
However you want to describe it, and whether you like it or not, the feel of XCOMs combat is greatly different from X-Coms combat.

Thanks for the kind words. It’s always a sign of sophistication when someone can stay polite even when faced with diametrical opinions.

Actually, I wouldn’t go that far. It’s one of my favorites, but I wouldn’t say it’s #1.

Sure, I’ve grown up and changed since, too.

Even with that part I can agree. Some steamlining? Sure. But overall, this should mean increasing the quality of the UI and overall usability, not just scratching features.
For example, I don’t think doing away with TUs/APs is a terrible idea. With like 4 actions/round and a bit more granularity, I might even prefer the system to that of the old X-Com, too.
Especially in the geoscape, they went MUCH too far with the steamlining, though.
To me, one of the things that made X-Com such a great game was that it allowed people to enjoy and love it for vastly different reasons.
I actually had a friend back in the day that wanted nothing more than an auto-resolve feature so he could skip doing the (in his eyes) boring tactical battles and do more geoscape management instead.

Sure, you can put it that way. I’d prefer to say, we (though I wouldn’t call myself a hardcore fan) remember the olden days. Of course, you will claim it’s blind nostalgia, but I disagree. Chances are we won’t be able to agree on terms here.

I agree he was aiming for a different audience, and you called that bullshit in this same post. All that differs is our definition of what defines that group.

Yeah, me too!

Lo and behold, I agree!

Well, now you’ve lost me. It’s solid and slick, and with a little work, the combat system could leave me with little criticism, but to me, brilliant it is not.

Finally … the DLC doesn’t interest me the slightest, and man does it suck that Firaxis are now going out of their way to actively prevent modding.


rezaf

Well, that kills any interest I had left in playing the game through.

Thanks Firaxis - Greed is not always good, you know!

No, but that was my theory when I finished my Classic non-Ironman game and didn’t see any reason to play it again that way.

Wow, I just noticed the radar.

AIUI it’s only there on Escort and Bomb missions.

I skimmed the forums, it seems more likely Fireaxis meant to simply make it extremely easy to update multiplayer balance. I don’t think they specifically intent to block single player mods to sell more DLC.