Who's preordering X-COM?

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irishScott

Lifer
Oct 10, 2006
21,568
3
0
Finished the demo, and while good it was very... basic.

Meaning it's only about 30 minutes of gameplay if you take your time. "Difficulty" is nonexistent. No multiplayer. 1 almost entirely scripted tutorial level and 1 ridiculously easy UFO abduction mission. The only enemies you encounter are the sectoids, floaters, and a couple of thin men (re-make of snake men) in very limited numbers on a small map.

For the good news, the demo ran flawlessly at max settings on my rig (Phenom II X3 710, Radeon HD 6970, 1920x1200). Probably a result of consolization, but I'm not complaining. The graphics were adequate to good overall.

Level design, from what little I saw, was excellent. The art/style is very atmospheric and engrossing. The layouts were also excellent. If the aliens had been tougher (they all died with a single shot) and/or more numerous it would have been quite a challenge. Multiple avenues existed in most places, and your units have the ability to climb drain pipes/ladders, smash through windows, blow up walls, kick down doors or open them quietly, etc. They can also readily jump down from rooftops. This adds a 3D component to the game that I didn't see much in the original X-Com. Creativity will definitely be rewarded.

The alien AI was undoubtedly set to the easiest level (I didn't see any option to up the challenge), as the furthest aliens got with my squad was an appearance, maybe 1 shot. Then my guys got into position and killed them next turn. They did however immediately jump into heavy cover upon seeing my squad and fire. If my guys were less accurate or the aliens tougher, it would essentially be like the original.

Overall, I'm disappointed in the lack of material, but it is only a demo and the real deal's coming out in 2 weeks. I only have one minor nitpick which may well be remedied at launch: The camera. It's not bad, but it has the annoying configuration of keeping whatever character you have centered. This wouldn't be so bad if it didn't automatically switch characters when they run out of move/action points. Ex: You order someone to dash to a location, they run about 100 ft away from the squad, the camera follows them and then instantly snaps back 100 ft to the next unit. Not game breaking, but it can get disorienting and requires me to regain my orientation for a second after almost every move.

The catch is that there were configuration options missing which we've heard will be in the game, so I'm assuming they stripped down the gameplay options for the demo. I'm hoping the ability to have a static camera will be one of the options.

But worst case scenario, that's a minor nitpick and one I could (and did over the course of the demo) get used to. I'm still psyched.
 
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thespyder

Golden Member
Aug 31, 2006
1,979
0
0
I am curious. Did you use KB&M? or controller? From the game play demos I have seen, either has advantages and disadvantages and i was curious about your experiences.

As far as it being a demo and the amount of content included, lots of times the Demo has been sitting around for months prior to even it's release. So hopefully what you find lacking is merely not put into play yet.

Anyway, thanks for the feedback.
 

irishScott

Lifer
Oct 10, 2006
21,568
3
0
I am curious. Did you use KB&M? or controller? From the game play demos I have seen, either has advantages and disadvantages and i was curious about your experiences.

As far as it being a demo and the amount of content included, lots of times the Demo has been sitting around for months prior to even it's release. So hopefully what you find lacking is merely not put into play yet.

Anyway, thanks for the feedback.

KB&M. Didn't have a controller to try. Interface was intuitive enough. Although it looks relatively organic, the levels are actually divided into a grid. Each unit occupies one square at any given time.

You can select a unit by left clicking and right clicking tells them to move, RTS style. You could also cycle through units with tab. Individual unit abilities/commands were automatically assigned to keys 1-9, or you could click the appropriate icon. Space-bar brings up the unit's "tactical interface" where you can browse through available targets and see chance to hit, hit points and such, as well as execute offensive commands.

Path-finding was excellent. Just move the mouse to a desired grid-square, and it shows you everything from the level of cover to the exact path the unit will take to get there. It also operates in 3D. Whether a unit can, say, climb a drain-pipe and get to a roof-top is included in its movement range. You simply move the cursor to the roof.

Like the original, there are multiple layers. These can be cycled through with the c and f keys or the mouse wheel. If a unit is standing at a window and looking into a building, cursor placement determines what you see. If the cursor is outside the building, you'll see the outside. Move the cursor into the interior of a building, and assuming it's visible you'll see the inside.

Bottom line, it was very smooth, efficient and a good example of "keep it simple" without sacrificing gameplay. Certainly a far cry from the original's obscure pictographs.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
Seemed ok to me so far but I got the impression that this will very much be a console-style game, not the free and open design of the originals.

I like the tactical combat, but I have concerns regarding the base management, weapon selection, etc. Also the re playability, as it sort of seems like the missions are going to be set in a linear order with branches as opposed to just randomly generated based on your actions.
 
Feb 4, 2009
34,720
15,972
136
Well played the demo, its pretty easy but yes its a demo. It does have a minor case of consolitis but definitely not a fatal case. I'll wait for some reviews and a good steam sale, not sure if I like the one base and tough soldiers to start with. Doesn't seem to have friendly fire either.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
My predictions are that the game will be decent in its own right, but it's not going to be a true to form re-make or replacement for the original. It sort of reminds me of the GBA game Rebelstar (which was awesome btw).
 

thespyder

Golden Member
Aug 31, 2006
1,979
0
0
Have any of you been following Xenonauts? Aside from the general graphics upgrade, how do you think this one will stack up to that? I almost want to say that because it is an independent, that it will be closer to the original. But who knows if it will ever come out.

Anyway, so far I have hopes, but am still going to wait till I see several reviews before putting my money down. Shame that the game companies have done that to me in the last few years.
 

pandemonium

Golden Member
Mar 17, 2011
1,777
76
91
I've given up on pre-ordering stuff. I've done it so much and been let down (and I usually do the collector's editions; hard copies for artwork and additional trinkets - ya, I'm a nerd).

I'm certainly interested though. Of all of the offline games I've played, the original XCOM definitely holds the record for gametime for me. <3
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,803
581
126
Having to click the big dumb okay button after every action you choose is awful. I also need to be able to click fire and then click/hover on the alien I want to shoot at instead of taking me to that aimed view, which can make it confusing who you are actually targeting. Overall, I really can't comment on the game without seeing how hard the upper difficulties are, as that will make or break it. Also, overwatch and fire need to be the SAME hotkey on EVERY character.

Does anyone know if you end the turn with movement points left it automatically puts you in overwatch? Because if not it damn well should.
 

irishScott

Lifer
Oct 10, 2006
21,568
3
0
Having to click the big dumb okay button after every action you choose is awful. I also need to be able to click fire and then click/hover on the alien I want to shoot at instead of taking me to that aimed view, which can make it confusing who you are actually targeting. Overall, I really can't comment on the game without seeing how hard the upper difficulties are, as that will make or break it. Also, overwatch and fire need to be the SAME hotkey on EVERY character.

Does anyone know if you end the turn with movement points left it automatically puts you in overwatch? Because if not it damn well should.

You didn't catch onto the keyboard commands? Enter or spacebar = clicking the OK button.

Aside from moving troops around and scanning terrain layers, I essentially never used the mouse.
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,803
581
126
It just feels like too many button pushes to get the job done, and the big non-info popup is annoying.

Edit: Hmmm... actually, disable the 3rd person view option and it makes everything a lot better. Leave action cam on for now until we get sick of it after a play-through or two.
 
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GoodRevrnd

Diamond Member
Dec 27, 2001
6,803
581
126
Heads up, in Basegame.ini you can change the difficulty
GameDifficulty=+0.0

0.0=Easy
1.0=Normal
2.0=Classic
3.0=Impossible

I'm assuming. This does not change the number of aliens encountered on the mission though, since it is not random. Impossible is pretty crazy. Aliens are good shots at cover, do hella damage, and floaters really take advantage of their mobility.
 

motsm

Golden Member
Jan 20, 2010
1,822
2
76
Changed the difficulty to Classic and was carefully making my way through the docks, only to have two of my soldiers get killed through walls. Mind you, the walls didn't get destroyed or damaged, and the aliens didn't have line of sight. I read later on the official forum that aliens shooting through walls is a known bug, great. Glad I wasted so much time being careful.
 

irishScott

Lifer
Oct 10, 2006
21,568
3
0
Changed the difficulty to Classic and was carefully making my way through the docks, only to have two of my soldiers get killed through walls. Mind you, the walls didn't get destroyed or damaged, and the aliens didn't have line of sight. I read later on the official forum that aliens shooting through walls is a known bug, great. Glad I wasted so much time being careful.

To be fair, my guys shot through walls (specifically corners) several times. I just chalked it up to demo bullshit (who actually releases a good demo these days?). At the very worst that's something that'l be patched quickly.
 
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