Just in case my three-part, 15,000 word interview with Jake Solomon, lead designer on Firaxis’ XCOM: Enemy Unknown, wasn’t enough for you, here’s a follow-up chat with the effusive main brain behind the X-COM remake. This time, we’re finding out about how much soldiers’ special abilities define the game, what’s been done to ammo and why the perception that this new version only has one base isn’t quite right. > (more…)
Last week, I finally got to see XCOM: Enemy Unknown, Firaxis’ X-COM remake, with my own failing eyes. I have various things to post about it over the coming days, but let’s start with a break down of what made my little belly flutter with excitement and what made my weak jaw clench with anxiety. It’s X-COM, but… not. Here’s why.> (more…)
Up until January 5, 2012, the mega-ambitious Xenonauts, Goldhawk Interactive’s Cold War-set tale of alien invasion, was our number one hope for a modernised X-COM. Then, on January 5, 2012, 2K and Firaxis announced they were making an official modernised X-COM. We’ve already chatted to Firaxis about XCOM: Enemy Unknown at length, but what did that shock news mean to Goldhawk lead Chris England? Here, I chat to Chris about his initial reaction, why it doesn’t spell horror for his project, where he’s at with Xenonauts at the moment, what’s planned for the future, how he believes Xenonauts will be better than X-COM and whether spending his life savings on making the game has paid off.
Also, IKEA UFOs and drinking eight pints.> (more…)
You’ve read an awful lot about XCOM: Enemy Unknown, Firaxis’ remake of the original, the legendary X-COM, in our fact’n'theory-fat 13,000 word interview with project lead Jake Solomon here, but the only images we’ve been able to show you thus far are tiny 600 pixel jobbies you need to squint at to make much out. How cruel we were. But how lovely we now are: here are 16 high-res shots to scrutinise for signs of extra information, tribute and/or betrayal. Click on each – including the one above – for an embiggened version. (more…)
In the third and final (for now) part of my enormo-chat with Firaxis’ Jake Solomon, head brain on XCOM: Enemy Unknown, the official remake of the legendary X-COM, we get into the nitty-gritty. To whit: why throw out time units, how the replacement system works, modding support, difficulty, soldier classes, country funding, Julian Gollop, ‘ZCOM’ and why he feels this new game has to bear the X-COM name.>
OK, here we go. Brace for impact. Barricade yourself in your home. An American magazine has just put the first screenshots of the XCOM remake ‘reimaginging’, some teasy details, plus the vital answers to to whether it’s linked to the XCOM shooter and if it’s been… altered for consoles.
Good news! Well, ish. (more…)
Firaxis making a new, true X-COM remake is the best gaming news of the year, and I fairly much expect to still be saying that on December 31 2012. Of course, it isn’t that simple. There are things this game needs to do, to get right, if it is to be both a successful homage and a successful modern strategy game in its own right. Here’s what I want from it. (more…)
EDIT: added Gamersgate deal.
Steam’s daily deal sees the complete X-COM bundle reduced to £3.05, while the complete pack is £2.49 at Gamersgate. It’s as if they think the whole internet is talking about the series. You probably don’t want Enforcer and Interceptor but if you don’t have them, you almost definitely want the other three. They are £1.01 each on Steam. I still play the original on a regular basis and find it laughable that it’s available for a pound and a penny. HA!
Night will always follow day, controversy will always follow a highly-anticipated game scoring less than 9/10 on a mainstream videogaming website, and X-COM will always see remakes. Xenonauts is the one to watch at present, of course, but Xenowar caught my attention because it’s going for a hyper-stripped down, simplistic, scrappy mini-take on the oft-aped formula. (more…)