Magazine details courtesy of zoner from Neogaf.
1080p screens available here: http://www.gamersyde.com/news_xcom_e...-12339_en.htmlI've got my digital copy. But I don't think there's any way to directly copy and quote the text.
There's apparently a 'Heavy Armed Mobile Cover Platform that serves as a powerful rock on which to anchor any tactical advantage' and you can directly customize the heavy troops armor and weapons individually.
Though they mention there's some story based missions that are not randomly generated and involve in-game cinematics of some kindOriginally Posted by Gameinformer
What I've read is
•randomly generated missions, terrain. Developer says you'll never play the exact same mission twice outside of a few story missions which feature in-game cinematics
•fog of war is confirmed. area starts off with darkness everywhere, and the average soldier can't see ☺☺☺☺
•enemy spawns are randomized
•mobile platform called SHIV; customizable for new chasis
•Sectoids and Mutons confirmed
•The base's screenshot is accurate. It is now a side shot instead of top down. You can also upgrade your base, like the satellite, with alien technology
•There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.
•You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources
•The sniper units have a grappling hook ability to get on top of buildings
•Gunners have a suppressing fire
•you can equip your xcom guys with all kinds of different guns. customization looks like a big deal
•Apparently there's some sort of cinematic view when your guys get killed. They didn't cite VATS or anything, so I doubt it's too in depth
•Unexperienced agents can panic, freak out, etc if something bad happens
•Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration
This is like the first half of the article
•In the scenario they showed, one member died. Because of this the other squadmates didn't get an experience bonus
•Without the bonus, the sniper leveled up still. He was able to choose from two abilities. Either Squad Sight(which means he can shoot anything a squadmate can see) and Snap Shot(which lets him shoot after moving. Something snipers aren't normally allowed to do)
•You can't recruit specific classes. You can only recruit rookies and then level them up to become specific classes
•The guys in suits in the screenshots are 'Thin Man' aliens. They're able to leap long distances
•Challenge is stressed a lot
•same quick save/load system though they are considering an iron man type mode where you can't load previous saves
•Firaxis states that they're not rebooting it, they're re imagining it. Using the same core gameplay with modern technology, weapons, audiovisuals, etc.
That's the stuff I saw that was worth noting
Game Informer has posted the first screens of the game, check it out:
They also provide some details:
Wasn't there another XCOM game?
Yes, 2K Marin is developing a previously announced first-person shooter, simply called XCOM. That game was originally scheduled to come out last year, but has since been delayed out of 2011.
How do those games relate to each other?
The shooter takes place earlier in the fiction, chronicling the aliens' first attacks in the United States. The strategy game we're talking about here deals with the global response to the later full-blown alien invasion of Earth.
So this is some kind of RTS?
No, not in the way the term "RTS" typically applies to games like StarCraft. The real-time element of XCOM is confined to the global view, where the player keeps track of known UFOs and abductions going on around the world. Managing research and development at the XCOM organization's secret base can be done at the player's leisure, and all combat is completely turn-based.
You switch between real-time and turn-based?
Yes. When your aerial transport lands at an abduction site, the game switches to a tactical view and you command your squad of personalized soldiers in battle against an unknown alien threat.
So what do you do in the real-time global view?
On the strategic layer, players direct research into alien technology, give their engineers and foundries fabrication requests, interact with the nations of the world (who have to be mollified to secure funding for XCOM), intercept airborne UFOs with jet fighters, level up their soldiers and recruit new ones, and dispatch the Skyranger transport to engage alien incursions on the ground.
Is this a remake of the original?
Kind of. Re-imagining is probably a better term. Firaxis' XCOM: Enemy Unknown doesn't directly copy the underlying game systems – for instance, soldiers have different stats than they did in the 1994 original – but the concepts are still here. Players still have to manage multiple resources and threats on a global scale in a seemingly hopeless war against extraterrestrial forces with far better technology and capabilities.
Is this going to be dumbed down for the "wider console audience"?
Firaxis is undeniably streamlining aspects of the game and removing no small amount of micromanagement, but from what I've seen I wouldn't call it "dumbing down" the game so much as getting rid of tedium and uninteresting mechanics. Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly.
Does it look awesome?
I came away from our visit to Firaxis' studio extremely impressed by XCOM: Enemy Unknown. The project is far from done, but I am personally thrilled at the prospect of playing the final game.