The good, the bad and the WTF have they done to Xcom?
I loved the original Xcom and TFTD...the games after that sort of fell off a little but were still good games.
I have played and replayed the first 2 games countless times since the mid 90's and I used to play Laser Squad (of which Xcom was originally planned as a sequel to) in the 80's.
I love this style of game. I still play the original even today.
People talk of putting in 20-30 hours into a good, open world game like Skyrim. I have no idea how much time I've spent playing the first 2 Xcoms over the last (almost) 20 years....several months maybe?
I have been waiting for over a decade for a new game in this genre as the game market is becoming overtly stale with endless and inane PFS that keep getting rehashed and idiots keep buying the same game over and over...oh look a "new" CoD is out next week. Well "new" is hardly the right word to use.
At last we have a "proper" Xcom game. There is another one that's in development that is a (wait for it) FPS *sigh*. Well it's been in development for a while now and it's release keeps slipping. In fact when it was shown at some game coms a few years back, the fans HATED it (Spoony?). So they recalled the game and "tweaked" it and then showed it again. The fans still hated it, so they tweaked it again and showed it. The fans hated it. There is a pattern here.
Anyway nothing was even mentioned of this "proper" version of Xcom at all at any game shows anywhere. Yet it seemed to have appeared out of nowhere while the fans were "hating" on this FPS version that has been shown several times.
Which brings me to my first niggle with this game...
1) It's been rushed out, clearly it's been rushed out to appease fans and possibly replace the FPS version which seems to keep slipping and maybe never to be released at all?
You can tell it's been rushed out as the graphics are unappealing. They are not bad, they are just kind of "meh". The voice acting is TERRIBLE and the game seems to have been massively dumbed down over it's original concept. So many things missing that makes Xcom, Xcom.
Xcom has always been a game of thinking and strategy.
This version it seems to be more a game of luck. More on this later...
2) Lack of control of your soldiers.
In the original you had full control over your guys. You could make them move one square at a time (if you wanted) and sneak around the maps. You have a variety of different types of shots to use when firing a gun. You could prime a grenade and throw it at just the right time an element of strategy missing with this new game. You could crouch and increase your shot accuracy, etc. So much control over each soldier you had.
Here you have 2 moves you can make. Either 2 movements. Or you can make 1 movement and take 1 shot. Or you can use both movements in one go and run to a point on the map (within a certain distance). Plus shooting ends your turn regardless of whether you move or not. This, while does not ruin the game. It's clearly been "dumbed down" to make the game more "accessible" to other people. Your soldiers stop being highly trained soldiers and just become inane drones that seem to lack any skill at all.
Now there are specific abilities you can upgrade to get more out of your soldiers, but they are class specific..and I'll get to that problem later...
3) You can't surprise an alien...ever.
Going back to the original. If you spotted an alien you could effectively sneak up and surprise it. You could get a cheeky well aimed shot in before it knows you are there...not with this game. As soon as you spot and alien here, it gets a FREE move and runs away into cover. You can not sneak up on anything in this game...removing the interesting "stealth" style gameplay from the original.
You would and could be rewarded for taking a more tactical approach in the original Xcom. You have no chance of this here.
Now does this also apply to your guys if an alien gets the drop on you, do you get a free move to run to cover...NO! You just have to sit there and get shot to death. Now there is an "overwatch" option where you can have your guys sit there, weapon ready to fire a shot if an alien comes into sight yes. But this takes up one of your only 2 moves, plus remember this will end your move too...and the aliens also have this option...so they are still up on this deal and hold an advantage.
Which brings me to the questionable AI...
4) The questionable AI.
Sometimes the AI in this is really impressive. From aliens running to cover, to them trying to flank you and actually use tactics and teaming up. Then there are times when the aliens just run around in the open right in front of your guys wasting all their moves and making for very easy targets.
Then there is the questionable move you soldiers make...a lot. You move one of your guys into an area, it spots an alien. Now in the original, when this happened you guy would automatically stop in their tracks and allow you to rethink your plan. Not here, your guy will spot an alien and just keep running directly toward them and 9 times out of 10 into death. Why do they do this?
The AI is just so inconsistent to the point where it becomes detriment to the game.
5) The cover system and glitches.
There was a kind of cover in the original, it was not a "cover system". But you could get behind a wall, car, etc and use this to block enemy line of sight and fire.
They have built on the idea here and now implemented a full cover system where being behind certain scenery does provide cover and reduces the chances of being hit, etc...however, there are some rather nasty glitches which mean you (and the aliens) can shoot through the cover anyway, making the cover system pointless to begin with.
I was just playing a mission where one of my snipers took a shot through (and I counted) 4 walls of an alien ship and hit their target. Not through gaps, or doorways, or windows. Through 4 solid walls. So if it's possible to do this, then why is there a cover system in place if it does not work? Now shooting the cover to reveal the target would make sense (you could do this with the original), but shooting through the cover (or sometimes several pieces of cover at the same time) is stupid. Even more to the point, how did the alien get spotted through 4 solid walls? Yes, this also works against you and for the aliens too.
Other glitches I have noticed. Sometimes the animation of the fire fights will show the attacker (you or alien) aiming the wrong way to it's target but still the projectile goes the right way.
Then there are times when the animation clearly shows a connecting hit...but it counts as a miss. Plus I've seen times when someone has a high chance of a hit (95%) but the animation shows them miss by a mile.
This are only niggles that can and should be fixed with a patch...cos the game was rushed out.
6) Weapons, no inventory, unlimited ammo and no free aiming.
The weapons of the original had more of a point to them. Some were heavier, some were more accurate, etc. They each had +'s and -'s Which lead to a level of strategy in terms of what weapons you give to which guys for each mission.
Here this is not the case. Basically each time you come across a new weapon here, it's just more powerful than the last. It becomes a no brainier which weapons to use as outside of the power, they are all the same. Yes I know, class systems (I'm getting to this). Having to chose which weapons to arm which guys with in the original was part of the tactics approach that made the game so damn good. You had to THINK about the fight before it happened.
Why is there no inventory system? Again, this was an element of the original where you had to think about what you took with you. Heavier weapons may have done more damage, but they slowed your guys down an impeded their movements. Lighter weapons did less damage, but you had more points to spend of actions, etc. This made a more tactical game and each solider became important for very specific reasons as each one could play a part. Now there is no inventory and just a basic loadout screen where your guys are limited not only by what that can or can not carry, but also limited via their class too.
Unlimited ammo. Yeah sounds great, never run out of ammo. Yeah you have to reload your weapons, but you'll never run out of clips for the weapons. Again an element of the original that was important was how much ammo do you give each solider? Give them too much and it adds to their weight restricting moments. don't give them enough and they could be in serious trouble. Add this to the fact each weapon was different holding different amounts of rounds per clip, etc...again a part where you's have to think before you arm your guys up. Not here, does not matter as you have endless ammo. Something that ties into this factor was that when you took out an alien in the original you could loot it's corpse and use it's weapons (provided you had researched it). Again tactics, your guy is low on ammo in the middle of a fire fight. Do you risk running out of ammo and hope you come out OK, or do you risk going for that alien corpse and grabbing a new weapon/ammo?
As there is no inventory system and you have unlimited ammo, you don't have to worry about this any more. The fire fights do become no-brainers with this game, as long as you are standing in the right place...you can't lose.
Free aiming was so damn important in the original. Now you can free aim in this, but only with grenades and rockets. Your rifles, etc can not free aim. Why was this important? As free aiming meant you could shoot down walls/cover (if your gun was powerful enough) but do you want to risk wasting ammo to do so? You could aim at the gas pumps at the gas station and take out several aliens at once if there were standing near by. Again, the free aim provided another level of strategy sadly missing here.
7) Single base, single skyranger and six soliders.
I loved the base management of the original. Having the think about what you build, where you build it and the fact you could have multiple basses around the world each doing different things. I would segregate my bases and have one just for research, one for building weapons/air craft, etc, one for major storage. Then I'd have 3 basses that would be my attacking bases each with several interceptors and a skyranger.
Then when I first head that you can only have one base in this...I was fuming. One base...ONE? So I can no longer plan my bases out, I can no longer create a worldwide Xcom project...just one base? This is stupid...or so I thought.
Now I've played it, I love the single base idea. Yeah it's restrictive, but now means you have to be more resourceful and put a lot more thought into your base. Careful what you build and where as you have limited space.
But the single skyranger thing is terrible. This highly funded that has highly trained soldiers earth defence force can only have one form of attack/defence against a worldwide alien attack? When you get an alien attack it's normally three countries that need help and you can only help one. This is implemented to FORCE difficulty instead of actually making the game itself difficult. It's a cheap piece of programming.
Onto only having six soldiers per mission. This makes no sense. Again, worldwide alien threat and I can only send out six soldiers in one skyranger at any one time, despite the fact I have 30 soldiers back at base raring to go? In the original you could have loads and loads of soldiers in each skyranger and as many skyrangers as you could build and hold. This was a little "extreme" I admit and it did need scaling down yes. But to only six soldiers and one skyranger? Too much scaling down, way too much scaling sown.
And so, God came forth and proclaimed widescreen is the best.
Sony 16:9