| #1 Enviado: 05:24 10/01/2012 |


| 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. |

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| #2 Enviado: 06:17 10/01/2012 Editado: 06:28 10/01/2012 (2 veces) |
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| #3 Enviado: 16:26 10/01/2012 |
| #4 Enviado: 13:57 12/01/2012 |
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| #6 Enviado: 16:43 18/01/2012 |
| Roland Rizzo ha estado trabajando con la serie XCOM desde sus inicios. Originalmente, en el departamento de control de calidad durante los primeros X-COM; inmediatamente se enamoró de la atmósfera misteriosa del juego. Gran parte de ese tono clásico fue creado por el compositor del primer juego, John Broomhall. Algunas composiciones han envejecido mejor que otras, pero el trabajo del equipo Micropose es legendario. Ahora Roland Rizzo es el encargado del audio para XCOM: Enemy Unknown y tiene la tarea de recrear y actualizar el sonido atmosférico del original. Tomando elementos de la banda sonora de los primeros X-COM, el equipo de audio de Firaxis Games está creando algo actual y, al mismo tiempo, fiel al original. |




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| #8 Enviado: 14:41 20/01/2012 |
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| #10 Enviado: 16:48 20/01/2012 |

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| #11 Enviado: 17:00 20/01/2012 |

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| #13 Enviado: 13:14 23/01/2012 |
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| #14 Enviado: 20:29 03/02/2012 Editado: 20:33 03/02/2012 (2 veces) |
| Players will be able to watch their scientists and field officers wander XCOM’s halls as they go about their daily lives. But the ant farm has a practical purpose as well: this is where players will upgrade their tech and equip their field units before battle. Welcome to the XCOM facilities. It should be noted that this is far from an exhaustive list of every room you will be able to construct in the final game. Every game starts with a Hanger, a Mission Control room, a Situation Room, an Armory, and a Barrack, but you will be able to customize your base as you expand, adding rooms that augment XCOM’s ability to combat the alien menace. Satellite Uplink Facility (Not Pictured): The Satellite Uplink Facility allows XCOM to monitor the airspace over different countries around the world. Building multiple uplinks next to each other increases the number of satellites that XCOM can maintain. |

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| #15 Enviado: 00:24 04/02/2012 Editado: 00:28 04/02/2012 (1 vez) |