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 XCOM 2

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cracksys
post Jun 4 2015, 09:08 AM

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QUOTE(pyre @ Jun 4 2015, 07:22 AM)
RPS version is more enjoyable.
Deimos Tel`Arin
post Jun 4 2015, 02:57 PM

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WELCOME BACK COMMANDER !!!

yesssss

pls no rm199 firaxis pls
bobohead1988
post Jun 4 2015, 03:22 PM

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Plz more than 6man squad ffs
cracksys
post Jun 4 2015, 05:16 PM

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QUOTE(bobohead1988 @ Jun 4 2015, 03:22 PM)
Plz more than 6man squad ffs
*
i think firaxis strike the balance with 6 man squad.

more than that, it would make the turn based mechanic tiresome.
bobohead1988
post Jun 4 2015, 05:41 PM

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QUOTE(cracksys @ Jun 4 2015, 05:16 PM)
i think firaxis strike the balance with 6 man squad.

more than that, it would make the turn based mechanic tiresome.
*
But that is the proper way to train rookies
sent out 20 man rookie squad
whoever survives the mission, congrats you're a corporal now,
phamtom X
post Jun 4 2015, 06:25 PM

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I just have a funny thinking of the XCOM 2.

the whole XCOM 2 is a close resemblance of the gundam 00 season 2.

here is what I have in mind:

» Click to show Spoiler - click again to hide... «


my 2 cent
-kytz-
post Jun 5 2015, 01:21 AM

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*throws money to screen*
pyre
post Jun 6 2015, 02:45 PM

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http://www.ign.com/articles/2015/06/05/why...be-pc-exclusive
QUOTE
“When we looked at what we wanted to do with the sequel, we had all these very, very ambitious goals,” said Solomon. On his must-have list were high-fidelity characters and environments, better-looking destruction, physically based rendering, and the crown jewel he’d wanted to get into Enemy Unknown but couldn’t: procedurally generated maps. “To do that, we had to use all of our studio expertise … and our expertise here is PC. That's our home, and that's where we're really comfortable.”


QUOTE
Focusing all of Firaxis’ efforts on the PC made logistical sense to DeAngelis, too. “Internally, with a relatively small team for the size of the game that we are, to be able to say we can focus on our platform that the studio has a pedigree for, and that X-COM: UFO Defense has a pedigree for, as PC-only... it just made a lot of sense, and that's how we wanted to dedicate our time.” XCOM 2 runs on a heavily modified version of Unreal Engine 3.5 (Firaxis’ customizations are too extensive to easily move to Unreal 4), which in some ways has been rewritten to the point of being “unrecognizable,” and it’s much simpler to make that work on one platform than three or more at once.


QUOTE
“We talk about ‘What is the experience like on PC? What does the mouse feel like in this experience?’” The most obvious change resulting from those conversations is how the team is optimizing the interface to be mouse-and-keyboard friendly, moving UI elements and grouping them logically so that buttons we’re likely to press one after the other aren’t placed on opposite sides of the screen. “It will certainly be recognizable, but there isn't one UI widget that's the same,” said Solomon. We’ll also see more tactical information (such as detailed explanations of why your chance to hit is increased or decreased) displayed on the tactical interface, since Firaxis can now count on players sitting closer to their PC monitors and being able to read smaller text. And though Firaxis plans to add it in the future, the current plan is to launch without gamepad support.


QUOTE
Of course, the one thing that a console version of XCOM 2 wouldn’t be able to handle at all is modding, which Solomon and DeAngelis consider to be one of it’s biggest features and key to offering the kind of long-term replayablity and value people have come to expect from the makers of Sid Meier’s Civilization. We’ll have more on how Firaxis is embracing modders in XCOM 2 next week.

pyre
post Jun 9 2015, 07:03 AM

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QUOTE
“People will see the gameplay source, all the scripting,” he promised. “This is the code that makes the game what the game is. Here's the editor and all the assets that went into this game.”

That’s all music to the ears of modders and fans of modding alike – especially since XCOM 2 will have Steam Workshop integration to make browsing, downloading, and installing the mods talented people create a one-click process. Sadly, we seldom see this level of support and open access to a game’s inner workings these days, so it’s terrifically refreshing to hear developers express such enthusiasm for embracing the mod community.

...

When asked what kind of XCOM 2 mods they expect to see, the team had a few ideas:

“We don’t have free-aiming. That will be one of the first mods, and that certainly will be fine,” said Solomon. “Maybe somebody will bring back time units,” he mused. “I'd be fine with that.”

Art Director Greg Foertsch had some words of encouragement for map makers: “If you want to make a completely static level, you can. If you want to make a basically completely procedural level - which is basically what our levels are in the game right now, that's 100% doable. It could be narrow; it could be square. It could be super big. And, again, it's super flexible. There's really no limit – you can do whatever you want. You could literally make an Enemy Unknown map.”


http://www.ign.com/articles/2015/06/08/xco...ntial-ign-first
phamtom X
post Jun 10 2015, 05:37 AM

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let's meet the ranger:



http://www.ign.com/articles/2015/06/09/mee...ign-first?watch
-kytz-
post Jun 10 2015, 06:25 AM

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QUOTE(phamtom X @ Jun 10 2015, 05:37 AM)
Amazing new class!!

Judging by the only gameplay picture released online: http://4d663a369f9f03c3c61e-870e77779efd63...x0.Z-Z96KYq.jpg

Can we assume that the camera angle is more like eye level? I think it's pretty cool! The previous XCOM camera angle was quite high up, like most 3rd person tactical/RPG games
0300078
post Jun 10 2015, 08:24 AM

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I think they could do something like Sega Valkyrie Chronicles, that is one of the best SLG I ever play
phamtom X
post Jun 11 2015, 05:39 AM

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let's meet the specialist (AKA support class):



» Click to show Spoiler - click again to hide... «

cracksys
post Jun 11 2015, 08:00 AM

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QUOTE(-kytz- @ Jun 10 2015, 06:25 AM)
Amazing new class!!

Judging by the only gameplay picture released online: http://4d663a369f9f03c3c61e-870e77779efd63...x0.Z-Z96KYq.jpg

Can we assume that the camera angle is more like eye level? I think it's pretty cool! The previous XCOM camera angle was quite high up, like most 3rd person tactical/RPG games
*
that eye level view was already in the previous game when you aim. why anyone would wanted that to be default view?
phamtom X
post Jun 13 2015, 07:45 AM

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XCOM 2 Ufopedia:

sectoid version 2.0 and viper (aka thin men's real form)



http://www.ign.com/articles/2015/06/12/mee...ign-first?watch

» Click to show Spoiler - click again to hide... «

chamelion
post Jun 13 2015, 07:55 AM

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Hope is more tactical then action. That is the core of xcom....
-kytz-
post Jun 13 2015, 11:30 AM

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Archaven
post Jun 13 2015, 01:20 PM

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QUOTE(cracksys @ Jun 3 2015, 09:33 AM)
most important of all, PC exclusive!

that means no dumbed down features to cater shitfuk.
*
dont care if games are multi-platform or not but it suxs nowaday games dumbed down to cater to masses.
pyre
post Jun 16 2015, 12:25 PM

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mukhlisz
post Jun 16 2015, 05:05 PM

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wow it looks way harder than the first game. that Viper so dangerous... sweat.gif

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