QUOTE(pyre @ Jun 4 2015, 07:22 AM)
RPS version is more enjoyable.XCOM 2
XCOM 2
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Jun 4 2015, 09:08 AM
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Senior Member
3,668 posts Joined: Jun 2006 From: Bikini Abyss |
QUOTE(pyre @ Jun 4 2015, 07:22 AM) RPS version is more enjoyable. |
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Jun 4 2015, 02:57 PM
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Senior Member
4,202 posts Joined: Jan 2003 From: THE ONE AND ONLY CHOO CHOO TRAIN KINGDOM |
WELCOME BACK COMMANDER !!!
yesssss pls no rm199 firaxis pls |
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Jun 4 2015, 03:22 PM
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Senior Member
852 posts Joined: Jun 2007 From: Sungai-Takda-Ara |
Plz more than 6man squad ffs
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Jun 4 2015, 05:16 PM
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Senior Member
3,668 posts Joined: Jun 2006 From: Bikini Abyss |
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Jun 4 2015, 05:41 PM
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Senior Member
852 posts Joined: Jun 2007 From: Sungai-Takda-Ara |
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Jun 4 2015, 06:25 PM
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Junior Member
54 posts Joined: Apr 2006 |
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 |
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Jun 5 2015, 01:21 AM
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All Stars
12,573 posts Joined: Nov 2008 |
*throws money to screen*
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Jun 6 2015, 02:45 PM
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Junior Member
28 posts Joined: Oct 2006 |
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. |
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Jun 9 2015, 07:03 AM
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Junior Member
28 posts Joined: Oct 2006 |
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 |
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Jun 10 2015, 05:37 AM
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Junior Member
54 posts Joined: Apr 2006 |
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Jun 10 2015, 06:25 AM
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All Stars
12,573 posts Joined: Nov 2008 |
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 |
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Jun 10 2015, 08:24 AM
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Senior Member
1,447 posts Joined: Mar 2006 |
I think they could do something like Sega Valkyrie Chronicles, that is one of the best SLG I ever play
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Jun 11 2015, 05:39 AM
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Junior Member
54 posts Joined: Apr 2006 |
let's meet the specialist (AKA support class):
» Click to show Spoiler - click again to hide... « |
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Jun 11 2015, 08:00 AM
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Senior Member
3,668 posts Joined: Jun 2006 From: Bikini Abyss |
QUOTE(-kytz- @ Jun 10 2015, 06:25 AM) Amazing new class!! that eye level view was already in the previous game when you aim. why anyone would wanted that to be default view?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 |
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Jun 13 2015, 07:45 AM
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Junior Member
54 posts Joined: Apr 2006 |
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... « |
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Jun 13 2015, 07:55 AM
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Senior Member
2,755 posts Joined: Dec 2004 |
Hope is more tactical then action. That is the core of xcom....
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Jun 13 2015, 11:30 AM
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All Stars
12,573 posts Joined: Nov 2008 |
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Jun 13 2015, 01:20 PM
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Senior Member
1,201 posts Joined: Jan 2003 From: Ampang |
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Jun 16 2015, 12:25 PM
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Junior Member
28 posts Joined: Oct 2006 |
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Jun 16 2015, 05:05 PM
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Junior Member
373 posts Joined: Jan 2006 |
wow it looks way harder than the first game. that Viper so dangerous...
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