Rock, Paper, Shotgun

Unhidden Movement: XCOM Demo Is Go

By Alec Meer on September 24th, 2012 at 4:07 pm.

Aha! If you’ve been fretting about whether XCOM Enemy Unknown is the second coming or an act of outrageous vandalism, now you can – partially – find out for yourself. A two-mission plus base-browsing demo has just arrived on Steam, which sounds like it’s primarily tutorially but should give you a flavour of Firaxis’ 21st-century reimagining of the classic 90s TBS. Get it from the link on the right of this page. Be warned it’s a chubby old six gigabytes, however.

The download process is a bit squiffy here at the moment, so I don’t know if the demo is fully live yet, but 2K claim it “will be available today”, so keep trying. I’ll update as and when it works properly here. Update: it works properly here! So there.

Also, there’s some of batshit bonus incentives thingy unlocking new stuff as more and more people pre-order the game. We already know about the Guile ‘do, there’s also a bunch of TF2 customisations and now they’re promising a free copy of Civ V to all pre-orderers if enough extra people pre-pay. It’s currently 47% of the way there. 47% of what, I don’t know. But it seems likely it’ll pull it off before the game’s release on October 12.

I don’t know as yet (due to those download problems) whether this demo is an accurate reflection of the full game, but I do hope so – and that you like it as much as I do.

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342 Comments »

  1. jthmmdom says:

    Best news all year. Let the downloads commence.

    Quick Nathan let us ascend to Jake’s computer.

    Looks like I will have a break from FTL.

  2. JoeGuy says:

    Sweat, bought the game but this will do nicely for now.

    edit: LOL – (Sweet!!!) I am terrible at spell checking. Are you happy RPS? Are you?! :(

  3. Nallen says:

    Well this is a pleasant surprise!

  4. pakoito says:

    Definitely not netbook friendly. I got soooo spoiled by Torchlight 2.

    • Moraven says:

      My netbook was new for the time and ran Torchlight 1 like crap in netbook mode. =/

      While I can still play WoW enough to do 5mans or solo questing. (With the occasionally BSOD in 1 or 2 zones.)

  5. QualityJeverage says:

    Never played the original unfortunately, but I’ve been looking forward to trying this out nonetheless. Human Revolution got me to play the original Deus Ex. Maybe this can do the same :)

    Guess I’ll wait a few hours though, the “Download Demo” button is currently functioning as a “Freeze Steam for 30 seconds or so” button.

    • jthmmdom says:

      I just finished human revolution. There were many useless upgrades and the last third of the game left me disappointed. I was very happy with the beginning since it felt like the darkness and vtmb mixed. Overall it was a mediocre experience that I kept hoping would get better.

      Sorry to derail your comment but it was brought to mind.

    • deadly.by.design says:

      Funny timing — I JUST got to the final boss in Deus Ex:HR yesterday, and plan to finish today on lunch break. I’m satisfied with the game overall, but I agree that you run out of useful/necessary augmentations pretty early on. Then again, I was going nonlethal and hacking pretty much everything I could for the first half of the game.

      Why is this a good thing? Two reasons:

      1) I didn’t want DE:HR to become another half-finished part of my Steam library
      and
      2) Now I can stop staring lustfully at my Black Mesa install

  6. briktal says:

    Why does this have a Codemasters tag?

  7. LXM says:

    Oh god you’ve just made my monday at work all the more excruciating

  8. SAeN says:

    Hmmm, upon requesting the demo Steam is going into a state of not responding and doesn’t initiate the DL. Think I’ll have to wait until later.

  9. Ian says:

    So this won’t spoil/much anything if I play it, then?

  10. Drake Sigar says:

    *Freeze frame punches the air*

  11. Trithne says:

    What’s this about a free copy of Civ V? Does it count if I pre-bought it from somewhere other than Steam? Because I live in Australia and I’m not paying the ludicrously high cost for games on Steam when I can buy them at Gamersgate and have my currency’s strength matter.

    • LXM says:

      Pretty sure this is only a steam pre-order incentive, and it only comes with Civ V if enough people pre-order it

    • Gummi says:

      I doubt it. At least people who pre-ordered Sleeping Dogs somewhere other than Steam did not get the TF2 pre-order bonuses, so I wouldn’t expect it. That said I’m getting it from Gamersgate as well as I have a 15% discount there, I have no interest in TF2 items and I already have Civ V unfortunately, so the extra $7.50 on Steam for an extra copy of Civ is not worth it to me.

      You do get the first reward tier though, that’s included with every pre-order, so that reward “unlock” was a bit of fluff.

      Gah, I wish RPS didn’t post this so soon as now I can’t stop checking to see if the demo is working or not.

    • Stromko says:

      Free Civ 5 would be a misnomer anyway. Yeah you get the base game, but if you like it, why wouldn’t you want all the DLC (or at least the major DLC)? The first hit is always free ..

      Personally I found Gods & Kings rather meh, did nothing to rejuvenate the old flame, but if I were picking up the game at this late date I would certainly want the extra variety.

    • Caiman says:

      Yeah, as an Australian buying it on Steam over Gamersgate (which registers on Steam anyway) is like getting Civ V for $20 (assuming they get enough pre-orders). Hardly the deal of the century. Oh yeah, you get some silly TF2 hats as well (actually a disincentive to buying it on Steam as I’ll have yet more useless TF2 stuff cluttering up my inventory).

      Steam will continue to lose out to other retailers while they continue to impose their 25-50% Australia tax on games. Not that this makes a skerrick of a difference to them either way, but at least I feel better.

      • sebmojo says:

        It’s the publishers that set prices, not Steam.

        Still bullshit though (in NZ here). Greenmangaming can be a good place to get US prices – I think they have a 20% off coupon active as well.

        • jalf says:

          And you say this based on what actual information?

          Beacuse no, The publishers and Steam set prices on Steam. You’re deluding yourself if you think Valve has no say in the matter. Of course, so do publishers. Anything else would be really really absurd.

          But ask yourself for one moment if Valve goes out to every single publisher to ask permission every time they run a sale. Of course not, they would never get anything done then. Valve can certainly shuffle prices around by themselves.

          • JiminyJickers says:

            The publishers definitely set the cost. The games on Steam sell for a bit less than you get if purchased in a store.

            They charge Aus and NZ more than US and UK and they always have. Nothing new here, happened before Steam was around too.

    • zaphod42 says:

      The free copy of Civ 5 is DEFINITELY STEAM ONLY, and is part of a steam promotion that isn’t even guaranteed yet. Its a kickstarter style “if X people buy this than we’ll also give you Y”

      Other sites had the game available for preorder long before Steam, and offer different bonuses.

      Steam offers the bonus everybody else is (character customizaitons), plus some TF2 items, and possibly free Civ.

      Free Civ is Steam Only.

  12. SlappyBag says:

    I verbally screamed “YES!” when I read the posts title. =P

  13. marbled says:

    Demo? You mean a free slice of a game that enables you to experience what it’s like before buying it? That’ll never catch on.

  14. Tom OBedlam says:

    Is it downloading for anyone yet?

  15. horus_lupercal says:

    grrr no download yet, steam just freezes for a few seconds then nothing. ah well I’ll be trying every 10 minutes or so at least. I haven’t anticipated the release of anything this much since I was a teenager!

  16. TechnicalBen says:

    I was worried about the pre-order bit, but if they release a demo (during the pre-order time) then that’s alright in my books.

  17. Cooper says:

    An actual demo for a contemporary game from a major publisher.

    A PC game with an interface designed for PC controls.

    Wow.

    It’s like the last ten years didn’t happen.

    • tur1n says:

      Don’t get too comfortable. Once the next console generation is released, you shall once again be treated with barely veiled contempt.

      • TechnicalBen says:

        I’m actually looking forward to the first publisher stupid enough to force a dev team to “port” an EyeToy/Move/Kenect only game over to the pc before realizing their error…

        (Although Kenect for PC might change that soon)

    • Moraven says:

      Agree! Demo, out before the game is out! Even over 2 weeks!

      Its like we hit a space time continuum.

    • Balm says:

      Actually controls scream “Console!”

      Actions require ‘confirm’-presses, target selection menu is called up by ‘space’ and there is no button on UI for it, camera can be turned only in 90° segments by “Q” and “E” buttons, no free angle spining of it, screen can be scrolled by usual cursor to border or arrow buttons but not by click and drag.

      UI of the base is console centered too. Also all text screens are tiny and unscrollable: mission briefings, research reports, council demands are displayed in little window that scrolls slooowly while actors read them out, with no way to scroll it through read and close. Well, you can close, but that will interrupt voice and close text not giving you chance to finish reading.

      • Toberoth says:

        Maybe I’ve missed a memo somewhere, but none of that screams console to me. It sounds perfectly functional with a mouse and keyboard.

        • GHudston says:

          A lot of his complaints are also completely inaccurate.

          I didn’t encounter a single “confirm press” during my play through. You right click to move or select an action and left click a target. They couldn’t reduce the amount of clicks if they tried.

          You can bring up the targeting menu by clicking the “shoot” button on the UI, or pressing the corresponding number key. The same goes for all the other actions too, there’s no need to press space or Q and E if you don’t want to, but at least the option is there. You can also press tab to cycle through your available targets. It’s exactly what I wanted the UI to be like, they’ve done an absolutely wonderful job with it.

  18. The First Door says:

    Excited Kermit arms!

    Although less exciting is the having to be a grown up before I download this, or nothing will get done.

  19. byteCrunch says:

    XCOM demo is a no go, they have now took it down. Shame, was excited to give it a go.

    • horus_lupercal says:

      it’s just worked for me mate. downloading as we speak, well as I type anyway!

      oh and it’s it’s just shy of 5GB, I may be getting told off by my ISP!

      • Donkeyfumbler says:

        Downloading at full speed for me too, although it’s closer to 5.5gb according to Steam on my PC.

        • horus_lupercal says:

          I’ll admit to having a wild stab in the dark in relation to the size, I always forget how many MB in a GB. My only problem is the missus will be home in the next hour… just as the demo will have finished downloading. hmmm priorities… ;-)

          • Mandabar says:

            The reason for the high GB of the demo probably relates to the full 3.78 GB of movies included on the demo.

            Yes. 3.78 GB of movies. Every Movie. Every Damn One. End Game Spoiler alert….

            I mentioned it on the gamespot livecast and the Hat/Bald Guy mentioned it to JS:GA in addition to another question, and we didn’t really get a response. So I hope they just glossed it over and actually noticed it and will get around to correcting the Steam Demo download. DELETE DELETE.

            Only thing better would of been releasing the FULL game as the demo ;-)

    • Harlander says:

      They haven’t… I’m getting it. Getting it now.

    • Hardlylikely says:

      There is a broken entry for the demo in the Demos box at the bottom of my Store page, next to a working one. Click the one with the picture and you’ll be away.

    • Drake Sigar says:

      It’s downloading, get out of my way everyone! *pushes and shoves*

  20. MistyMike says:

    Why can’t these turned based ‘strategy’ games… okay, okay, I won’t try that this time :)

  21. Maritz says:

    Yep, it’s working for me too.

    Now all I need is a Dishonored demo so I can work out what to buy on 12th October.

    Edit: supposed to be a response to byteCrunch

  22. konrad_ha says:

    5 fucking GB? For a demo! Are you trying to kill me with anticipation?

    • Harlander says:

      No, we’re trying to kill you with –

      Aha! Almost had me there, you sly dog.

    • Baines says:

      It is probably a full game, just with the bulk of the content locked. Companies do that because it is easier on them than creating a stand-alone demo.

    • Mandabar says:

      Repost:

      The reason for the high GB of the demo probably relates to the full 3.78 GB of movies included on the demo.

      Yes. 3.78 GB of movies. Every Movie. Every Damn One. End Game Spoiler alert….

      I mentioned it on the gamespot livecast and the Hat/Bald Guy mentioned it to JS:GA in addition to another question, and we didn’t really get a response. So I hope they just glossed it over and actually noticed it and will get around to correcting the Steam Demo download. DELETE DELETE.

      Only thing better would of been releasing the FULL game as the demo ;-)

  23. Hardlylikely says:

    A pre-release demo! Not waiting a month to milk the fanboy pre-orders and the hype machine, nor waiting until after the console exclusive release day reviews (9.5/10!). Thank you 2K and Firaxis people.

    Still not paying the antipodean Steam tax, so no pre-order bonuses for me, but I’ll get over it by paying comparable prices to the rest of you. At this point I only buy indie and discounted games via Steam, any release large enough to be marked closer to our rip off retail prices I simply wait or buy somewhere that charges a fair price.

    • horus_lupercal says:

      I’m normally the same mate and, tbh, I was gonna do the same here but my brother pre-ordered it as a birthday gift for me. Otherwise i’d be waiting for a steam sale as per usual.

    • GHudston says:

      The early demo says to me that they believe the game speaks for itself. From what I’ve seen, it really does. It’s nice to be hyped for a game and be reasonably certain that it’s not just empty hype.

  24. LMarkus says:

    I still remember getting the original XCOM demo on a 3.5″ floppy inside a gaming magazine. Totally hooked and bought the original immediately. Been waiting for this sequel for 18+ years…. damn-it I’m getting old.

  25. karthink says:

    A demo! Before the game releases! And it’s X-COM!

    Firaxis just made my day.

  26. Tilaton says:

    Just got it to start installing. Firaxis, I love you.

  27. Auspex says:

    First nothing happened which I clicked download and now I get an error: “An error occurred while installing XCOM: Enemy Unknown Demo (No subscription)”.

    Doesn’t look like I’ll be playing it any time soon. D:

  28. JB says:

    If you can’t get it downloading, restart Steam, go in through the “Demos” tab and access it from there.

    e: I was having the “no subscription” thing until I did this.

  29. mrmalodor says:

    edit: JB’s instructions worked.

  30. Azradesh says:

    Doesn’t seem to be on the UK steam or work if I click on it on the US page.

  31. Ntk says:

    XCOM demo on my birthday? Thanks Firaxis and 2K!

  32. Vesuvius says:

    Took many a re-start of Steam and some patience, but it’s downloading for me and I should be starting it up and playing in about 30 minutes!

  33. Dark Nexus says:

    Dear Firaxis,

    Love.

  34. TsunamiWombat says:

    Yes but can you talk to the aliens?

    Imagine that.

  35. Stellar Duck says:

    This is how they can convince me that their game is worth my time/money. How splendid!

    Now to actually download it and see if I like it.

  36. CaLe says:

    The level of polish is just amazing. This seems like a dream game for any fan of XCOM. The demo doesn’t go very deep, but what’s there is a great indication of what to expect in the full game.

  37. Haphaz77 says:

    YAY! Thank you Firaxis. It might take all evening to download though.

  38. mrmalodor says:

    Finished the short demo, took only 37 minutes. Impressions:
    1) Low resolution textures.
    2) Zoom won’t stick. Unacceptable in a strategy game where you need to have a wider overview of the battlefield. What’s the point of even offering a zoom feature if it just resets every time I switch to another soldier???
    3) Interface is clearly built for gamepads and is very clunky and uncomfortable. WASD controls camera movement, but then suddenly it controls something else and I end up pressing and getting unwanted inputs and everything is just a big mess. And the keys can’t be reconfigured, so you’re stuck with that.
    4) Just lacks that X-Com feeling.

    Won’t be pre-ordering this one, I’ll wait for deep discounts.

    Xenonauts it is, then!

    • TCM says:

      How can the interface be built for gamepads when they had _entirely separate teams_ do the PC and Console interfaces?

      Methinks you had a conclusion you wanted to reach, and worked backwards from there.

      • Captain Joyless says:

        1. Have you played the demo? No? I have, and I agree with him.

        2. “entirely separate teams”? Oh I guess that just makes it completely impossible that they could have had similar design directives or goals or that just could have done a console-y feeling UI on the PC.

        • TCM says:

          1) I haven’t played the demo, it is installing — but what I have gathered is that people who don’t want to like the game haven’t liked it, and people who went in with an open mind have enjoyed it. This is regardless of prior experience with XCOM, nostalgia, or anything else — again, some people went in with a conclusion they wanted to reach, and worked backwards to reach it.

          2) Educate yourself. http://news.softpedia.com/news/Firaxis-Says-PC-Version-of-XCOM-Is-Important-to-the-Team-291172.shtml

          • Captain Joyless says:

            So what you are saying is that you had a conclusion about some people’s arguments and interpreted their arguments to reach that conclusion instead of considering them on the merits?

            I’m going to love the contortions you’re going to make when you come back here and try to explain how the demo represents a good game.

          • TCM says:

            Here’s my conclusion:

            I’m not the one doing contortions.

          • Captain Joyless says:

            It’s a bad game.

            See how contorted that is?

          • mckertis says:

            http://news.softpedia.com/news/Firaxis-Says-PC-Version-of-XCOM-Is-Important-to-the-Team

            Riiiiiiiight….
            “Educate yourself” – wikipedia\marketing.

          • Trithne says:

            The UI *is* console-y – It’s things like the lack of tooltips, needing to press a button then press it again to confirm an action, and the utter lack of mouse targeting outside of area effect weapons.

            Mouse is sluggish, at least to my tastes. Antfarm wobbles.

            However, I do not think these things are ‘SHITTY CONSOLE PORT BURN IT’ level issues. As for the gameplay itself, it’s fine. The demo sucks because both missions it puts you on are disgustingly linear and hand-holdy, the first massively so and the second is basically a straight line with a bit of variety in what you do.

            But the base design is good, although cover is… weird. You see it a lot in the glam-cam where shots are fired through solid walls to hit targets, since being in cover means you’re also sort of occupying the open space next to you.

            It doesn’t feel like the original X-COM, no. It lacks, as someone said somewhere, the feeling of dread. But it’s a decent enough game in the same vein, and it’s a bad demo. I don’t regret my pre-order. UFO Defense isn’t going to stop working because I installed this.

      • mrmalodor says:

        Play it first, then talk.

      • bakaohki says:

        Entirely separate teams? Wow, this sounds great! Then it mustn’t be a port at all!
        Pardon me sir, but as a developer separate teams have nothing to do with port or build quality.

        • ItalianPodge says:

          Well, the textures aren’t fantastic (but it allows my laptops piddly 540M gpu to run it native res and with all options on high but with low AA) so given that the art style is very nice I’m more than happy.

          No issues for me with the interface, looks entirely unintrusive either with a xbox controller or the mouse.

          Demo is such a tiny drop in the ocean, but had my injured sniper take a headshot to reduce the last two aliens to one and then my shotgunner burst through a window and took out the other one before he finished off the sniper. It went right, could have gone oh oh so wrong. I want MORE!

      • jalf says:

        Wow, listen to yourself for a moment.

        “What you saw in the demo cannot possibly be true, because of some statement Firaxis made about how they developed the game”.

        His point #4 is clearly subjective (as is its significance. It didn’t feel like XCom to me, but that’s ok, I still enjoyed it, and I didn’t really *expect* it to feel like XCom).

        But 1-3? Those are objective statements, facts, descriptions of how the demo works.

        This doesn’t ruin the game for me, but I’d be lying if I said it wasn’t an annoyance.
        I don’t usually care much about graphics, but the low-res feel of the demo was really noticeable. Firaxis games have never been great lookers, but even so, it felt like it was designed to run at an extremely low (console) resolution, with low-res textures (to fit into a console’s limited VRAM).

        #2 and #3 were a pain in the ass.

        The controls *are* designed for gamepads, and it *does* prevent me from doing simple things that I’d want to do.

        For the most part, it was just an annoyance (when firing you can’t select targets with the mouse. You have to use A and D. In the base view, you can’t click on rooms, you have to click on the menu entries at the top of the screen with the *names* of the rooms), but there was one point for me where it affected the gameplay. I was unable to throw a smoke grenade onto the roof of a building because in the grenade-throwing view you can’t zoom/change elevation. And of course, if you do that before selecting the “throw grenade” option, it resets the elevation and re-centers on your soldier.

        100% subjective, biased and personal bottom line:
        this is a console port, and as ports go, it’s not a particularly good one. But the gameplay still seemed fun, and I’m still looking forward to playing it.

        Methinks you had a conclusion you wanted to reach, and worked backwards from there.

        Says the person who hasn’t played the demo, attacking those who have.

        You know that setting about a pot and a kettle? Can’t quite recall the details, but maybe you can jog my memory?

    • Captain Joyless says:

      Pretty much this. This isn’t xcom. I felt like I was playing some kind of weird cross between splinter cell and company of heroes.

      • TCM says:

        Considering neither of those are a TBS and this most certainly IS…

        • Captain Joyless says:

          What’s your point? I said “I felt like” – this is a subjective impression of an experience.

          Again, have you even played the demo yet? How do you feel about all the little mission advisor guys? The way the animations are presented? The graphic style?

          Oh, wait, you can’t talk about any of those things at all BECUASE YOU HAVENT PLAYED THE DEMO YET.

          • TCM says:

            You have not talked about the gameplay. At all. Everything you have said has been related to graphics, sound, or presentation choices.

          • Captain Joyless says:

            Oh, oh, so now we’re talking about GAMEPLAY? I’m sorry, it’s bad. It is a turn-based version of Company of Heroes/DoW where you move a few guys from pre-defined cover to pre-defined cover and shoot aliens.

            It is called XCOM and it has aliens and shooting, but it is as similar to Mass Effect 2 with pausing-issue order as it is to X-COM.

          • subedii says:

            I HAVE played the demo,and I’m just going to go ahead andI agree with TCM. I cannot get where you’re getting Splinter Cell from, other than maybe “military dudes”.

            And CoH is an RTS with a very different feel. I love CoH, played lots of the multiplayer too, but yeah, I can’t say I felt anything like that here. I mean the very nature of it being turn based makes the gameplay feel wholey different for a start.

          • Lowbrow says:

            I’ve played the demo and I agree with TCM. I does need tooltips, but I liked the keyboard commands when I gave them a shot.

            This feels like Xcom to me, and I was happy that it ran well on my laptop (which was my main reason for the demo).

          • arccos says:

            I’m in the middle of an X-Com playthrough, and XCom certainly feels like an X-Com sequel to me. It’s surprisingly similar considering how long it’s been since the original came out.

            Battlefields are multiple levels, there is destructible cover, soldiers have multiple strategic options, and they made a point in the very first level of killing off most of your squad without much comment. I think they’ve done pretty well making a new game with significant callbacks to the original. I don’t want something slavishly copying the original; I still have X-Com and soon Xenonaughts if I want that.

            I preordered it based on this.

    • ynamite says:

      Just finished the demo myself and sadly, I have to agree. I sooo wanted this to be good, honest. And maybe it’ll still be great, but the demo left a very bland taste in my mouth.

      Makes me wonder why RPS had such high praise for this game. Are they playing a different build? Or is it simply the demo bit that kinda sucks?

      I thought the graphics were generally fine (also, when it comes to XCOM I could honestly care less about the visuals).

      The interface is really strange (and it felt like it was made for gamepads to me as well). So strange in fact that I wasn’t sure whether I was missing something. So I went to check out the key bindings in case I was doing something wrong. Guess what! No key bindings for you my friend … I hope this is just a demo thing.

      For instance, changing the floor (level) is bound to the mouse wheel, while zoom is bound to first clicking the mouse wheel and then moving the mouse. Seriously? WTF? I mean, SERIOUSLY? Beside the fact that zooming seems way more important than changing the floor level, clicking the mouse wheel AND moving the mouse just seems way too complicated for such a simple action … That is just wrong, on so many levels *cough* They could have used just one key for zooming in and out and it didn’t even need to be on the mouse, y’know.

      I wouldn’t say it doesn’t feel like XCOM, not yet anyway, but I have to admit that the demo didn’t exactly assure me that the full game would. I preordered this straight after reading RPS’ thoughts on the preview code they received.

      I’m a little concerned now thb. Alec? Care to comment on how the demo differs from the code you got to play? Is it just a really bad demo? Or are/were expectations to high? Or were yous just talking out of your A-holes?

      • Adam Smith says:

        The demo covers much less than half of what I played when I first saw the game – written up here. I was worried about the linearity, the feel of those early missions – it’s a shame in a way that the demo might dissuade people rather than persuade them since I’m glad it exists, in principle.

        I reckon Jim and Alec would agree that the first thing they do when they start a new game on the preview code we have is switch off the tutorial. It really is there to be a tutorial rather than an opening. In all the time I’ve spent with the game, less than an hour of it has probably been with the tutorial.

        • Trithne says:

          That’s pretty much what I thought. It’s a bad demo because it’s just tutorial. Linear stages and forced actions. It should be a research/plot progress-limited demo, with restricted options. Civ V’s demo was good like that. This is poorly thought through.

        • ynamite says:

          Thanks for getting back.

          That’s good to know, maybe it really has to do with the tutorial. Can you confirm that there is no way to change key bindings and is this generally the same UI as in the finished game?

    • Zenicetus says:

      I like the low-res textures and overall feel of the artwork. It borders on a cartoon look, but it’s easier on the eyes than Borderlands. It seems appropriate for the game, and I don’t think it would necessarily work better with more detailed models.

      The controls on the other hand… ugh, the mouse feels sluggish. Maybe there is a VSYNC on/off option in the actual game, or maybe it can be forced in the video card settings? That really needs fixing. The camera constantly changing POV and zoom level without the player’s input is annoying, but I suppose I can get used to it. But they need to improve that mouse latency.

      I was on the fence about pre-ordering, and I think this just put me on the “wait and see, maybe wait for the first couple of patches” side of the fence.

    • cybrbeast says:

      I would hardly believe it if they released the full version without keyboard config settings, that would be ridiculous especially as they’ve been calling themselves PC friendly.

    • Loyal_Viggo says:

      Agreed, there are many things my Spider Senses were detecting before, but now I’ve played the demo I can safely this this hatchet-job-console-port is a terrible, awful remake of one of the best strategy games ever.

      It’s just so… weak, almost treating the player with contempt even.

      not worth pre-order, or full price, even half price sale would be pushing it.

      *Sits down and waits for Xenonauts*

  39. JFS says:

    I didn’t believe this was possible. Downloading rrrriight now!

  40. pbrand says:

    I’m getting nothing but crashes after the second cutscene. This is abominable.

  41. mwoody says:

    Kudos for the pre-release demo.

    That said, WOW does this feel like a console game. My preorder still stands, but this demo has shaken the confidence I’d gleaned from recent previews.

    • Unaco says:

      How so?

      • Haxavier says:

        My best buddy (been playing xcom most of his life) played through it and I watched, and we both shared the following concerns:

        1. Almost complete lack of options. No graphics options, not even any options to change keybinds. Could be it’s just a demo, but most demos (even console ports) have allowed me to rebind.
        2. No confirmation click for movement or shooting? Why not? Almost any TBS worth anything has a click-to-confirm function. Ruined positioning a couple times thanks to an accidental mouseclick that you can’t renege upon.
        3. Combat interface is just clunky. You should be able to mouseover the combat abilities while in your overview to get a blurb about them, but you gotta hit spacebar to get into VATs-a-like first to read any of them.
        4. Weird LOS stuff that doesn’t seem right. Seems odd that a squaddie can see and shoot through a solid shipping container wall at a grounded floater who’s in cover himself.
        5. Base interface is clunky. Why can’t we just click on one of the antfarm holes to go to it, why do we have to cycle through the buttons at the top, and why is the mission control button at the bottom? It’s just all over the place…

        Don’t get me wrong, it looks like it has the trappings for solid gameplay and all that, it just feels…weird. And exceptionally consolized. At least this demo anyway.

        • DuddBudda says:

          I’m too washed out to get clinical about these ‘features’ and how they undermine the tactical foundations of XCOM, I just wanted to vent

          Move or shoot and then move or shoot again

          Spot an alien? keep on trucking

          A progression of knee high walls

          Skills on cooldown

          Nonexistent facing – overwatch 360 degrees for the win

          Recruits all have the same stats

          Small, high-survivability squads

          One base

          Binary choice of missions

          Scaled-down economy (200 simoleons for helping the chinese? whtf?)

          Please, someone tell me it gets better, that these simplified elements add up to substantive strategy gaming

          • cybrbeast says:

            The demo got me worried too, but it might not be that bad. Remember this demo is on the easy setting so that should explain your squaddies surviving.

            Progression of knee high walls? I don’t really agree, the second mission had pretty diverse environment and the original X-COM was all about knee high walls and buildings for cover.

            This demo was very much run and gun, but I think your strategy will change a lot once the enemies get tougher and your soldiers get more abilities and weapons.

            I hope it’s not always a binary mission choice, actually doubt it, but that would be silly indeed. Maybe it’s only for some scripted encounters, which do have me worried, how many encounters are scripted?

            I agree this demo does anything but shine especially the consoley feel irked me. But the game still seems like it could be a lot of fun. And I’ll also have Xenonauts soon.

        • The First Door says:

          To be fair there are graphics options in the game, although the lack of keybinding is a bit odd! Also there is a confirm to shoot. You press space/click to go into the aiming mode and then press space/click again to fire.

        • Zenicetus says:

          “Combat interface is just clunky. You should be able to mouseover the combat abilities while in your overview to get a blurb about them, but you gotta hit spacebar to get into VATs-a-like first to read any of them.”

          I knew something was bothering me there, but couldn’t put my finger on it. That’s it!

          There isn’t much sense that I’m looking at the tactical situation from the overhead view and getting all the information I need right there. Instead, you have to move through these different modes and changes of perspective. I mean, the VATS-alike is kind of interesting, but I shouldn’t have to jump around and practically inhabit the bodies of all my guys, to get the tactical overview of the situation.

        • Mandabar says:

          Huh, In reaction to #5. I think I remember from when they went indepth on the PC UI they showed people just clicking and zooming into parts of the base easy w/o using the top interface. So this might all be demo glitches.

          This demo might be the Demo they are getting ready for the Xbox ported quickly to PC with PC UI Haphazardly ported in? Less work then doing 3 different demo builds?

          • jalf says:

            but also giving people a worse impression of the game? Wouldn’t that be kind of counterproductive for a demo?

    • ynamite says:

      I have to agree …

      It wasn’t baaad, but just not as good as many people who played the preview code made it out to be. I suppose my expectations were just too high.

      Oh well … here’s hoping that the full game will be better. maybe it’s just the demo that’s ass.

  42. Tuckey says:

    Mouse cursor lag (wtf!), unskippable intros, unskippable cutscenes, cinematic first mission. Tutorial mode first mission. Low resolution textures. Weird zoom.

    • bakaohki says:

      Oh Christ, then I’ll buy the xbox version – if I buy it at all. Thanks for letting me know, mate.

    • The First Door says:

      Try turning off V-sync! I get that problem loads with Unreal Engine powered games, for whatever reason.

      EDIT: Yeah, fixed it for me in the demo.

  43. Foob says:

    Hm, camera controls are buggy enough to break the game for me. It just scrolls to the top left of the map and stays there…

  44. Captain Joyless says:

    The last time I played a PC game demo it was Dragon Age 2. I uninstalled after about 5 minutes and cancelled my pre-order.

    I’m about 3-5 minutes in to the XCOM demo. Not looking good.

    Oh cool, rag-doll physics, too. Awesome.

    • TCM says:

      RAG DOLL PHYSICS RUIN THE TRUE XCOM EXPERIENCE DESPITE HAVING ZERO IMPACT ON THE GAMEPLAY WHATSOEVER

      Jeezum frig, are you one of those people who thinks that the glam cam takes away from strategy?

      • Captain Joyless says:

        Wow, man, just wow. You are being insanely defensive about a demo YOU HAVENT EVEN PLAYED. Stop spamming post replies and just shut up until you have some kind of actual experience to talk about.

        • bakaohki says:

          Maybe he’s one of the developers – just ignore him and his caps locked ways.

          • TCM says:

            You can question a frigton of things about me, but do not dare question my motherfrigging integrity.

            Why are you even here, anyway? Everyone at RPS who has played the game has enjoyed it, clearly they were all liars, all of them, pushing the pisspoor console port on you.

          • mckertis says:

            You think they’d get all these interviews with Jake if they were being all negative ? Of course not ! And interviews draw in visitors.

          • ynamite says:

            @TCM

            How can one not question your integrity when you defend the game like a rabid fanboy? I mean, you hadn’t played the demo yourself but you felt justified to slam the opinions of others who had played it?

            Sure, RPS did enjoy the game but the fact is some of us don’t. RPS felt they did a great job on the PC version, while some of us don’t think so. Both are valid opinions to have. The point is that now that we’ve played the demo (emphasis on “played”), we can actually participate in the discussion of the game (hint: because we have first hand experience).

            You on the other hand can’t, because apparently you haven’t played it yet. If all you’re going to do is defend the game by saying how great it is, based on someone elses opinion, then you’re not really in a position to discuss the game. So do yourself (and everybody else) a favor and go play it.

            If you still think it’s sooo great afterwards. good for you, that is a valid opinion to have, just as everybody elses.

          • jalf says:

            I will absolutely question the motherfriggin integrity of someone who not only prefers his delusions over cold hard facts, but also expects everyone else to abide by the same delusions.

            You said in your own comments that you hadn’t yet played the demo, and yet you refused to believe people who had played the demo when they said that the UI is very much a console-port.

            Now please grow up, take a deep breath, relax, and just go play the f’ing demo, instead of jumping at everyone who comments it in less than worship-like praise.

            I enjoyed the demo, but it certainly isn’t without its issues. And even though I *do* like the demo, even though I did *not* cancel my preorder, I find your behavior to be completely and utterly absurd, immature and needlessly offensive.

            Take a deep breath, and realize that this is just a game. It’s a game, and it’s a console port, and that doesn’t mean that it’s a bad game, because whether or not it’s a bad game is subjective.

          • RegisteredUser says:

            “I will absolutely question the motherfriggin integrity of someone who not only prefers his delusions over cold hard facts, but also expects everyone else to abide by the same delusions.”

            If american voters were like you, the republican party would no longer exist.

  45. TCM says:

    asdf what does no subscription mean

    YOU ARE TEARING ME APART XCOM

    MY STEAM ACCOUNT IS BEARING YOUR NAME RIGHT NOW _I JUST WANT TO PLAY YOU_

  46. flipflop mcbop says:

    hmm pre-ordered yesterday if I had known about the demo definitely would have waited.

    If I had actually played the demo first, I would not have pre-ordered.

    • Loyal_Viggo says:

      You know you can cancel Steam pre-orders, not sure about other digital distribution, they should.

      Most retailers will also cancel a pre-order too as the product is not even out (Amazon and and Gamestop for sure as I’ve done that).

  47. Adekan says:

    Thought it was pretty fun, if a little short. Admittedly never played the original X-com. Don’t see the issue with people talking about the first mission being a tutorial, having never played it gave me some idea of what was going on ( although I already had a decent idea from watching the hour long video posted here a few weeks ago ).

    I had no issues with the interface, what is the big deal with pressing 1-6 for abilities and clicking where you want it? Everything you could want to do has a keyboard shortcut, or can be clicked with the mouse.

    Will probably wait a week or two and then pre-order.

  48. snv says:

    What? I ignored this to do work. I could have been playing XCOM for hours!!!

  49. Deadly Habit says:

    I know the demo didn’t go very deep, but it just didn’t feel like X-Com. I understand the hand holding tutorial mission is a must since no one seems to read manuals anymore, but the game just feels dumbed down, at least that’s the impression I got from the demo.
    It was fun, but not in the same sense I get when playing the originals or Xenonauts, that and all the cinematic mission briefings I could do without, I wanna get to my tactical combat.
    Also encountered some lovely animation bugs and such, managed to blow an enemy off the map with the rocket which launched him into some grey void. Also when firing at an enemy directly next to me the troops fired forward instead of aiming at him which was kind of surprising with all the emphasis on the cinematic style cuts in between.
    My hype meter for this has gone down, but I’ll probably still get it as tactical strategy games are too far and in between.

    • JoeGuy says:

      I’m about to try out the demo myself but I’d say it would be like that first mission in Mass Effect 3, where they tell you how to jump, reload and all that. It really wouldn’t represent the game experience or unlock all the options, its just showing you the basic mechanics and possibly helping them find potential bugs before launch. Thankfully the tutorial is skipped entirely on repeat play-throughs.

      • Haphaz77 says:

        Without any strategic gameplay and only limited to first level tactical options, it does feel quite limited I admit – although a similar level demo for the original XCOM would be equally unimpressive I think. RPS and everyone who’s played a more detailed build seem to like it though – I think of this as a tech demo; it could have been better, but still very exciting!

        +1 Adam’s point: please don’t discourage devs from doing demos!

  50. peschi says:

    some terrible mouselag, also no way of adjusting mouse sensitivity.

    gameplay itself looks okay, a lot of handholding though

    • The First Door says:

      I found that too, but you could try turning off the V-Sync, that fixed it for me. Also having just played through the demo, it’s seems they’ve put in the tutorial segment in. Once it took the training wheels off, I found myself really, really enjoying it.

    • Haphaz77 says:

      There is a mouse sensitivity scroll bar isn’t there? or was that something else?

  51. moltobenny says:

    Insanely positive previews everywhere in gaming media?

    Sperging RPS cooze-faced jackass commentors slagging the game as quickly as possible??

    PREORDERED.

    • subedii says:

      Certainly feels that way.

      The demo made the game feel far more polished than I was ever expecting of an XCOM game. It really does add a lot to the atmosphere, and definitely gave me that XCOM vibe.

      Interface took a little adjusting to, but was fine.

      Other than that? Lots of little things I liked. They’re already putting a heavy emphasis on making sure that every choice matters. The way that the briefing screen plays whilst loading. The generally slick style of the whole thing. The gameplay definitely has potential. Impossible to fully judge from a 2 mission demo that’s primarily tutorial, but yeah, this looks as promising as all the previews and interviews I’ve been reading. Moreso.

    • Stromko says:

      Seriously Molto how long have you been following games before buying them? Previews are always glowing, for everything. Partly it’s because developers only show what they’re really proud of, and partly it’s what I’ll just call optimism and leave it at that. RPS is pretty trustworthy, it’s why I read them, and gamers definitely come from all walks and have different tastes… but just what, exactly, do they gain from ‘slagging off’ a good game?

  52. JiminyJickers says:

    Yeah the demo didn’t show much at all, just a very low level tutorial. The interface is cleary not as PC’ised as they promised because it behaved exactly like it was designed for the controller. Sure, you can acomplish everything with the mouse, but not as quickly or smoothly.

    I’m a bit dissapointed after the demo, I hope the full game will be better. I’ll still buy the new version but I just hope it lives up to the fun moments in the original.

  53. Chronos1985 says:

    I did have a question that I didn’t think to ask on the previous “Hands On” Articles. Knowing it cannot be answered yet with the remake, i’d like to know what everyone’s impressions of the old X-Com’s endgame. I tend to find myself losing steam with interest with many strategy games like Total War, and Civ. Naturally i’m hoping it’s not the case with the upcoming release.

    • TCM says:

      Classic XCOM has a pretty neat endgame — unlike various other strat games, it never feels like you’re WINNING, since the alien attacks just keep growing in ferocity and number. You need to make a final run on the alien home base, once you have enough research to reveal it, and THAT is a frigging hard mission, imo.

      God save you if there’s a bunch of Ethereals there.

    • BestFriends4Ever says:

      The original has awesome endgame. But only if you play it right. If you become all powerful then everything becomes a chore.

      In my first playthrough, that’s when I was like 8 or 9, I didn’t really get psy powers working that well so went more or less without them for the last mission. I was losing on Earth, slowly but steadily, and needed that last ditch attempt to win the game. Lost more than half the team on Mars but did it, killed the fucking thing. It was epic. Dreamt about it all night.

    • ynamite says:

      I have to disagree a little with what TMC and BestFriends4Ever are saying, but I suppose it heavily depends on how you play and whether or not it’s your first time playing it.

      The first time around the endgame is rather hard and nerve wrecking (in a good way). But the second time playing through it, it’s simply a breeze and it almost always feels like you’re superior (and as TCM puts it: WINNING).

      I play throught the game at least once every 2 years or so and I usually don’t use PSI powers at all. Just never felt they are that useful.

      The best part about XCOM I find is the beginning, when you’re clearly overwhelmed, equipment and money is an issue and so on. If you know what to research the game becomes really easy about half way through imo.

      anyway, just my 2 cents.

      • cybrbeast says:

        But do you use blaster bombs? They were quite unbalancing IMO. You could just keep a guy and a ton of ammo in the plane and have your scouts find the aliens and then send your magic missile.

        Also do you play iron man mode?

  54. Slinkyboy says:

    I didn’t like it. I barely finished it to make sure I didn’t miss anything. It looks like I’m not the only one either. Damn damn damn ><

  55. Torgen says:

    #1 – Can’t find how to access the map, though the maps are so small, maybe they think it isn’t needed.
    #2 – No sense of dread. Need spooky music, not what they have playing. It sounds like the old Geoscape techno beat, but looping on the battle map.
    #3 – no save on the demo. :(
    #4 – wish the science advisor would shut up during the fights and tell me what she thinks afterwards.

    I’m most likely still going to get this, though.

    • Captain Joyless says:

      “No sense of dread” is perfect. To be honest I felt like I was just playing a generic action shooter with random stupid horror elements, like the flashing light on the eviscerated guy in the bus stop.

  56. Hanban says:

    Loved it. Where these people get “consoley” from I do not get.

    I have to say though. XCOM feels like the type of game where a demo is never gonna do it justice. My anticipation level, however, remains high! Yay!

    • Anders Wrist says:

      I feel the same way. Very enjoyable experience.

    • Chris D says:

      I think mostly they’re getting it from not being able to click to select things. Having to cycle through your soldiers and base rooms to pick one feels very much like a console UI design choice. Lack of a free camera is another, and also the lack of any tool tips.

      It’s not a deal breaker for me but it is a bit disappointing given that Firaxis seemed to be saying all the right things up to this point.

    • Hanban says:

      I’m pretty sure I clicked rather than cycled through my soldiers! I know the tutorial asked me to cycle through, but I’m fairly I could click to choose the ones I wanted. Regarding the base rooms, however, I am unsure if clicking was possible!

      • jalf says:

        It wasn’t. You can’t click on base rooms.

        You’re right, when not using any actions, you can click on soldiers.

        However, when performing action’ey stuff, you have to click to switch targets. If you have two aliens in sight when you click “fire”, you can’t just click on the one you would like to attack. You have to switch targets with A and D (or maybe it was tab).

        So yes, I absolutely see where people get the “Console!” thing from. It does feel like a console game. (The primitive low-res graphics don’t help in that department either).

        But “Console!” doesn’t necessarily mean “bad game”. Let’s try to keep those two things separate for some perspective. It *does* feel like a console port, and I find it hard to imagine that anyone could disagree with that.

        However, whether or not it’s a good/bad game is far more subjective. I haven’t seen enough of the game to judge yet, but I’m optimistic. But no matter how brilliant the game is, that doesn’t cancel out the “console” feel. Even if it’s the game of the year, it’ll still feel consoley. The two aren’t mutually exclusive.

        It’s not a single linear scale with “console” at one end and “good game” at the other end.

        • The First Door says:

          At that stage you can also click on the alien heads to switch alien, I found. You can then click on the targeted alien to shoot it.

  57. The First Door says:

    Just finished the demo and I absolutely loved it! I really don’t get where many of the negative comments are coming from. It didn’t feel like a console port at all. The interface all reacts to the mouse, you can click on every part of it or use hot keys from what I found. Just what I wanted! Anyway:

    The game felt slick and presents its information really well. I slipped into the controls much quicker than I thought I would and the exploration of the level felt really tense. More than that, though, the sense of horror I felt when a new alien appeared and took a shot at one of my guys made me want this game more than ever!

  58. Greggh says:

    I actually whelped a little when I saw this. I was at work. My colleagues now think I’m deranged.

  59. Bootsy81 says:

    While I wouldn’t say the demo was fantastic, it’s hard to say anything as extreme as fantastic or terrible from only two missions and a bare minimum look at the base, I would go so far as to say I thought it was good with potential to be great.

    I thought the polish was top notch, the cutscenes actually helped the atmosphere rather than detract from it, I can easily see how after a few missions in you can get attached to your squad. I picked up 3 kills with a sniper and I was already thinking “you the man”. If they’d got killed in the next mission I’d have been a bit pissed and after ten or so outings I’d have probably been gutted.

    The controls maybe weren’t immediately intuitive but after two play throughs it was all working smoothly enough, I certainly didn’t think “this is just a crap console port”. Although there were one or two things I still didn’t figure out. Is it possible to zoom into the rooms in the base like I’ve seen in game play vids in the demo? I couldn’t get it to do that for the life of me. Also didn’t figure out if you can zoom right in on your soldiers to get a closer look at details and line of sight etc. But I’m sure I’ll work it out in the full game.

    I did play the original back in the 90′s and again just recently in anticipation of this new version. As far as how it reflects the original it’s a bit different but, to my mind anyway, that was always going to be inevitable. The original was out in 94 and things have changed far too much for them to keep absolutely 100% faithful to it. TU’s were a great system back when it was the easiest way to manage movement etc but it would be far too clunky today in my opinion. I think they’ve done the right thing getting rid of them, although it may make it a little tempting to rush in too quickly. I can see myself dashing a bit much when I probably shouldn’t. Hopefully a few deaths will teach caution. But all things considered I can see the X-com vibe coming through.

    Overall, while it was a short demo I think it showed enough to keep me quietly confident in it. Still looking forward to the full game here.

    • ffordesoon says:

      This.

      To me, the demo is a great introduction to XCOM for casual players, and will probably convince many of them to buy it. That makes it necessary.

      I feel a bit bad for Firaxis, though, because the people who always post about this game in the RPS comments section are the people for whom this demo not only feels unnecessary, but actively insulting. And it’s not for them, it’s for people who are on the fence, or have never heard of XCOM. There are probably a few RPS readers who fit both categories. So when they come here and see people moaning and groaning about it, they’re not even going to bother trying the demo, and will extend their negative impression to the full game even though it’s obviously going to be quite a bit better.

      And I do mean obviously; it’s very clear from the demo that once the game hands you the keys to the Skyranger, it’s spectacular. The last mission hints at this, i think, but it’s hard to get a sense of what true progression feels like when the only mission where you’re not being railroaded to hell is the last one in the demo. I can see how some people are coming away with the impressions they’re coming away with, particularly the sky-is-falling types who all but want the game to be a load of scripted twaddle. But it’s so obviously not.

      @Everyone reading this:

      The idea that the PC UI is bad is fiction. If there’s one thing I hate about PC gamers, it’s their utter intransigence when it comes to UIs that don’t immediately conform to their expectations. It took me all of thirty seconds to get used to the thing, and then I wasn’t thinking about it anymore.

      That said, the base navigation controls do feel rather lame. They’re not terrible, exactly, but everything about the “ant farm” design suggests that you should be able to click the departments rather than their names. It doesn’t seem as though it’ll be particularly bothersome in the full game, but it does feel like a bit of a missed opportunity.

      • Bootsy81 says:

        To be honest I have a feeling the “click to go to an area of the base” feature might have been disabled for the demo, simply because they didn’t want you selecting engineering for example and seeing things in there. Most of the base is greyed out for the majority of the demo and it only wants you to visit the barracks, the labs, mission control at certain times. I would guess the full game will be more open and might let you click to get around. It seems too obvious a feature to not have it in.

  60. Mr Wonderstuff says:

    I’m happy this is a tutorial…gives me the basics before I play my pre-ordered copy. Oh and at least playing this won’t spoil the main campaign.

  61. Puppy says:

    Am I the only one who enjoyed the demo?

    I loved how easy it was to get into, especially having some original xcom experience myself. What I loved about it was how the new details kind of filled in all the things you used to imagine as a kid.

    But I also loved how they chucked out a lot of the clunky gameplay that’s made xcom a chore to play at times. I totally don’t miss having to count my fucking TUs. (I’m on the fence about not having to prime grenades though.)

    Sadly, having to hit spacebar all the time and the lack of mouse of tooltips was a bit strange for a turn-based strategy game.

    But overall, I’m pretty pumped for the release. And to think that I haven’t even pre-ordered yet.

    • Bootsy81 says:

      No, I enjoyed it too, see my comment above.

      I agree 100% about how the new things fill in some of the details you imagined as a kid. It’s cool to be able to see some of the people who inhabit your base instead of just having 50 scientists and 30 engineers. I was also quite pleased with how well they seem to be voice acted. The lady in charge of your labs and the mission controller both seem to be pretty well done.

      As far as gameplay goes, I’m not missing TU’s really. I quite like the new system. I found it making me use my squad more as a team already, moving them up in pairs, one taking point then overlapping into cover etc. And not having to click buttons to move up and down levels is great. I imagine that’ll be a relief especially when flying units become available. I’m not too bothered about the grenade mechanic myself. Move, shoot, throw grenade, I think it’s reasonable to do one of those in the space of a turn.

      Tooltips might have helped in some places, yeah. But I found you can use the number keys instead of the space bar quite a lot. I think things will get better the more we get used to them as far as controls go.

      • subedii says:

        I have to agree with the comment regarding teamwork. TU’s aren’t a loss for me, and the gameplay design here really does feel like it focusses you more on tactically coordinating your squad more. As with all aspects though, it’s difficult to tell much for certain with a two level demo.

  62. Stromko says:

    Personally.. Demo is disappoint. I was fine with the first mission being a scripted tutorial, that’s to be expected. Second mission … Okay really hoping the rest of the game isn’t that scripted as well, but, actually from the huge-long preview videos I’ve watched, it IS.

    It feels like the aliens don’t even exist until you hit an invisible trigger in the level that makes them spawn in. This can’t possibly be the case, but …

    Overall it was a really guided experience. To some extent that’s because it’s a demo meant to introduce people to the game, but then there’s other bits that are clearly part of the narrative structure of the game.

    It worries me that playing the full game isn’t going to feel like I’m making my own way like in the original X-Com, but instead following a sequential story track that’s been preordained, with only temporary / end-game deviations to represent binary failures and successes.

    I also don’t like spending all this time having NPCs spoonfeeding me exposition and dialogue while I’m locked in my high-chair. Less is more, and I feel like the narrative I could form in my head from less scripted game events would be a hell of a lot more interesting than what Herr Doctor and Tactical Assistant GeneriGuy are yacking about.

    Little annoyed by the human aesthetic as well. All the men are roided-out linebackers, which in real life are never the guys you got to worry about. From the soldiers I know IRL, the ones you got to be afraid of are around 5’6 and all compact muscle, because speed (and a chip on your shoulder) kills. On the other hand, of course the women are all petite (which aren’t the kind of girls typically picked for front-line combat but whatever right?), so petite in fact that their guns are half-sized compared to that of the men. I have to wonder why the X-Com board of directors bothers to order 5.56 for the ladies and .808BMG for the guys instead of just giving everybody the same guns. I know it’s a little nitpicky, but I would hope that Firaxis would have a less mainstream gamer view on gender.

    • khomotso says:

      The videos left me with a very different sense, that the AI was making unscripted things happen offscreen. This is an area where I think the demo is clearly misleading.

    • Bootsy81 says:

      Well, I kind of get your point about the scripting but I kind of got the impression that as the game progresses it’ll be more in your hands. In the second mission it starts with being told what to do but after the first encounter you’re pretty much left to your own devices. And if, as the devs have been saying, the aliens are randomly place and patrol semi-randomly then it couldn’t be that scripted. I’m sure I read Jake Solomon say the missions are mostly up to you except a few that drive story or are special, like defend a military base to get a special reward like a levelled trooper. Or something like that anyway.

      Hopefully it’s better as the game goes on. I wish they’d included just one more completely independent mission though.

      I did agree about the size of some of the troops though, mostly the male ones. Especially as in the original the squad were all fairly unremarkable looking. They were a perhaps a little on the Gears of War/Warhammer 40K side of the size spectrum. And maybe the female troops were a tad dainty. But maybe that’s just because of the armour the guys are wearing. Or something. But wouldn’t that have bulked the women too? Ah well, it’s not a huge gripe I suppose, I think I can live with it. I do think that they looked appropriately militaristic though so in that sense I think they got the art direction spot on.

      I actually disagree about Vahlen (?) and Bradford, I thought they were pretty well done and I think they’ll be a pretty good addition to the game. Bradford in particular has the inklings of a bromance for the ages already. But that’s just me, I can see how someone might prefer them to not have been there. I don’t think you’ll be listening to them after every mission either but that’s just a guess.

    • Captain Joyless says:

      I was extremely annoyed by the soldier builds too. The big linebacker thing is right on.

      Also, no helmet.

      No helmets. Wow.

      • Bootsy81 says:

        I think that’s just a customization thing. I’m pretty sure you can give them helmets if you want to. In fact I think one of the devs said they gave their squaddies helmets until they get a nickname then they took the helmet off cause they earned a face.

  63. khomotso says:

    The demo is pretty sparse, and imo only good for getting a whiff of the tactical mechanics. The earlier videos told me more about the feel of the game, and I’m still looking forward to less dull maps and the strategic and character building dimensions.

    I did find the interface clumsy, but the only real doubt the demo raised for me is how the TB movement is being handled. Turning everything into a beeline dash for cover really seems to take something out of the spaces, and I find myself missing action point systems, where distance matters as well as cover.

    At any rate, hard to form firm conclusions from what is about a quarter hour of play, and half of that a tutorial on rails, but my enthusiasm is a bit tempered for now. Still plan to purchase.

  64. moltobenny says:

    I think most people enjoyed the demo, there are just a group of malcontents on this site who had already typed “dumbed down console port” into the comment box three weeks ago and were just waiting for this article to be posted so they could hit “ENTER” and register their petulant indignation.

    • Stromko says:

      It doesn’t feel like a console game to me, it just doesn’t feel like a good game. The maps aren’t convincing places, at least in the demo. Disregarding the tutorial level, the ‘real’ mission we get is supposed to be a dockyard, but it feels too ‘mechanical’ from a gameplay perspective, more like a corridor with some obstacles in it.

      Also, why they don’t let you actually click on the ‘ant-farm’ rooms to go in and interact with them, I can’t fathom. All the work they did to differentiate the rooms are kind of meaningless if we never look at them during play.

      I don’t know if I’ve seen anyone calling it a dumbed-down console port on this page. Before accusing everyone of having predetermined opinions, perhaps you should have a bit of perspective on your own.

      Personally this game has been on my Steam wishlist for three weeks now, and I’ve intended to buy it at the start of October, so it’s not like I intended to dislike it. I’m not sure, now, but I’ll probably still buy it because there’s nothing else out that I’m looking forward to and it’ll probably be a relatively fun, polished experience. It probably won’t be great, though.

      I mean I spent a good couple hours (yay Comcast and its constant outtages), and about six gigs of bandwidth (which they also track, yay). I was kind of hoping it would be really good, or I wouldn’t have gone through the trouble.

    • Captain Joyless says:

      Ah, the sweet sweet smell of cognitive distortion:

      “I think most people enjoyed the demo,”

      Ah, based, on… what, exactly?

      “there are just a group of malcontents on this site who had already typed “dumbed down console port” into the comment box three weeks ago and were just waiting for this article to be posted so they could hit “ENTER” and register their petulant indignation.”

      Aha, so they couldn’t possibly be right, because they’re “petulant” “malcontents.” Anyone registering any unhappiness with the product couldn’t possibly have a legitimate complaint about the UI and controls, about the graphic style, about the combat mechanics, about the talking advisers who pop up incessantly, about the removal of the entire business management side of the game…

      Face it, your post would be equally credible if it said:

      “I think most people did not enjoy the demo, there are just a group of fanboys on this site who had already typed “you are just a bunch of malcontents” into the comment box three weeks ago and were just waiting for this article to be posted so they could hit “ENTER” and register their unconditional adoration.”

  65. Tomhai says:

    Hmm.. it defenitely is not your typical old school TBS, is it? And of course it does not have to be, right? With Xenonauts in the making why would you want another remake of the original XCom

    But, daaam… I just have a hard time liking this game based on the demo. For startes the UI is console based. All that talk of having a separate team working on the PC interface etc…. cant feel it. From the very first moves you make, it’s not intuitive. But it’s not unplayable because of that. Might get used to it. What worries me more is that it seems to be streamlined to the point where I had a hard time seeing what where the choices I could make. Just choose which crate to go take cover at next?

    By the time I finished the demot It came to me what that game reminded me of – a boardgame. And I do like me some tatical boardgames, make no mistake. But while its understandable why boardgames have to be streamlined – too many different mechanics would just make them cumbersome – I’d expect a little more complexity from a PC game. I remember from some of the reviews something in the line “that they have taken away the cumbersome stuff of the original XCom so that you can focus on the tactical decision.” But I just cant feel it. I like my paperdoll inventory management, crouching, crawling, spendinf AP-s etc. This felt just run and gun.

    So it’s not your typical XCom, Fallout tactics, Jagged alliance, Silent Storm etc. It’s different. Gotta put my trust into RPS team and belive that it’s still great on it’s own term… if yougive it some time.

    • JFS says:

      I’m totally with you. I like everything *outside* of the tactical combat: soldier customization is great, cutscenes are nice – you have the actual soldiers you’re gonna be using in them! -, and like the base view and its atmosphere.

      However, the combat itself is… uninteresting. Jump from cover to cover. Move/move or move/shoot. It just feels a little underwhelming. Also, the controls are somewhat consoley (and please, I do own a PS3, it’s okay to have a console and okay to have such controls, but not on a PC game), and I’m disappointed that the game’s requirements seem to be more than what Steam says they are.

      I got everything at “recommended” level except the graphics card, and its playable but somewhat stutterey with everything (!) turned to low and lowest possible resolution. That can’t be it. I hope it really is an ATI issue only, as they say on the Steam forums.

      • ItalianPodge says:

        The problem is that the graphics card is 90% of performance in most games. So even if you are running top kit but don’t have a good gpu then it’s not going to work very well.

  66. marbled says:

    Hmmm, interesting comment thread here. I came at this as someone who has never played X-COM or any other TBS game, and really liked it. It felt tense and involving, introduced me to the mechanics in a clear way and has definitely made me want to get the full game. I agree that some of the controls felt a bit console-oriented, but there wasn’t anything that I couldn’t get used to quite quickly. Obviously there was a lot of hand holding because bluntly if they targeted a demo only at hardcore strategy gamers/X-COM veterans who know exactly what to do, they’d probably alienate about 90% of the people they’d like to buy the game. It’s worth bearing in mind that those of us who read and comment on RPS are by definition going to be more hardcore than the mass market!

    It feels like the commentators who are most disappointed are strong fans of the original, because of some of the changes made to modernise/increase the accessibility of what is after all an 18 year old game. The good news is that based on what I’ve read Project Xenonauts looks to be a much more loyal recreation of the original, so really, everyone wins – and how often does that happen?

    • subedii says:

      Bull pies. I’m a big fan of the original, and this demo only got me all the more interested.

      Most of the angst seems to be centred around two things: The interface and it being scripted.

      The former I can sort of understand, but I quickly got used to it (and I also suspect the full release is going to have a lot more options and be far more mouse led in control).

      The latter is people being deliberately obtuse because they flat out refuse to acknowledge the possibility that these two missions were in fact heavily and deliberately scripted to showcase. The first mission in particular is obviously a tutorial. The second one I’ll happily hazard a guess right now, isn’t likely to show up in the final game, at the very least not in its current form. Purely because it was designed to showcase three separate enemy types, and do so in a manner where you nothing was happening until you hit them. And also showcase that making choices in one area will often leave you lacking in another.

      • Captain Joyless says:

        do you think just maybe it is unconvincing to try and argue about how awesome the final game will be because it will be DIFFERENT than the demo?

        • subedii says:

          I wasn’t talking about “awesome” (Although frankly, yes, I do believe it will be that too), I was talking about scripting.

          Well the first mission is likely going to remain the same if you’re going that far. As for the second, I can easily understand a scripted mission when I see one, and I can also understand why it’s the main form for the demo. There are quite a few reasons why that’s preferable.

          So yes, the game as it’s released will not be just scripted missions (oh I personally expect a few however, little doubt), and in fact, will be mainly based around dynamically generated gameplay scenarios. Sorry if you don’t believe that (or maybe you do, who knows. It’s hard for me to tell from your post what you’re complaining about specifically), but hey, feel free to quote back to this post and call me the BIGGEST FREAKING MORON in the universe if the game releases and I’m proven wrong. I’ll happily even acquiesce to your own better understanding in that scenario.

          For the time being however, nope. I’m saying that complaint of linearity is still being daft.

          • Clash says:

            The scripting of the missions didn’t worry me because I realize those are the two tutorial missions. What worried me the most was the choice. Do you want to stop the abductions in Asia or in America? Binary choice. 1 or 0. I don’t like that.

            In the original X-COM if two situations came up you dealt with them to the best of your abilities. You didn’t always have to ignore one to focus on the other. Dispatch two teams, or maybe restock the Skyranger, get some rookies to replace the guys you lost, and send them to the second site.

            You’re commanding a international task force. You should easily have the personnel and equipment necessary to conduct multiple operations. If the entire game is like that consider me extremely disappointed. That said the ground combat is interesting enough to keep me entertained, but that was not the only thing that made X-COM great. Not by a long shot.

  67. evil.faerytales says:

    Demo was ok, i think, however there are couple of things that worry me:

    1) Fact that you can help only one nation at a time. Whats up with that? What if i have 2 bases ?
    2) Will I even be able to have 2 (and more) bases ? Didn’t notice anything about that on UI

    • Captain Joyless says:

      No, you can only have 1 base. Ever.

      • evil.faerytales says:

        god that sucks.. so much for staying close to original :(

      • Loyal_Viggo says:

        You can only have one main base, you are allowed other ‘interceptor only’ bases but these will never get attacked by the AI.

        Also, your main base will never be attacked by the AI (like the original and best) apart from some scripted end-game events.

        So, in other words nothing like the original.

  68. Captain Joyless says:

    ARGH REPLY FAIL

  69. pilouuuu says:

    Watching all people complaining about the demo is priceless!

    What’s up with PC gamers these days? I understand bashing Mass Effect 3 ending, but why are people being so nitpicky?

    Complaining about the first mission being a tutorial? Really? It’s a demo! It’s supposed to show how it works for many people, including those who never playing the originals.

    Did you really expect the game to be identical to that one from two decades ago? Now I notice that nostalgia can get annoying.

    We should be thankful this game is being made at all. We almost got that FPS as the only recent XCOM title and even that one I think could be decent. We should all support this game if only to show those darn publishers that we don’t want all games to be FPS and that a turn based strategy game could be a success. Complaining about details that can be fixed or are not a big deal is not going to help PC gaming at all.

    And also basing your judgement just on the demo will probably make you miss out a great game. I’ll wait for RPS and their Wot I Think, but I’m almost sure this will be a fantastic and fun game.

    Ok, done with complaining about complainers for now.

    • subedii says:

      I’m not going to be thankful for a game just because it’s being made at all, I’d like it to be good first. And personally, I thought all the footage we saw of the FPS was dull and I can understand why they’ve gone back to the drawing board.

      I just wanted to get that out of the way, because I do feel this looks good, and the demo just confirmed to me the bits I haven’t seen. In particular, the ridiculous amount of polish they’re giving this title.

      • Thirdstar says:

        That’s the one thing that stood out for me as well, the polish. Which really does elevate this over Xenonauts for me. Not saying Xenonauts doesn’t deserve a fair shake but I don’t want to play X-COM 1994 with new graphics (it’s in my Steam anyway if I ever do), I want to see how it can be moved forward.

    • kud13 says:

      I am sick and tired of people telling me that as a PC gamer “I should be thankful for X”

      No, screw that. This was raised several million times during the whole Dark Souls news uproar. WHy is is it suddenly wrong to stand up for my own consumers’ rights? Why is it that I, the consumer have to feel privileged by the fact that the developer/publisher decided to make something I may want to spend my money on?

      I am the consumer. I have the money that publisher/developer wants. it needs to offer me a good (because the inventor of “games as service” should burn in the ninth circle of Hell) that I would be interested in exchanging money for. Basic, simple.

      And i’m not interested in the fact that the publisher doesn’t think that what i’m interested in isn’t “commercially viable”. that’s not my problem–if the publisher doesn’t offer me a good worth my money, some indie dev will.

      It is not okay to compromise with the industry giants on what our standards should be. If I don’t like what the industry’s churning out, I don’t buy it. I buy those things which meet my standards. It’s not about “entitlement”, it’s about standing up for one’s consumers’ rights.

      • mrmalodor says:

        Perfectly said.

      • iucounu says:

        Erm, ‘consumer rights’? There’s no right to be offered precisely the product you want, only that if you decide to purchase something it’ll work properly. You’re standing up for ‘rights’ which haven’t been conferred by any statute, and thus don’t exist, sorry.

        Vote with your wallet if you don’t like a product; sure, that’s how markets are supposed to work. It just seems odd to dress it up as some kind of economic psychodrama in which you’re being oppressed somehow, and someone wants you to feel privileged but no, they refused to meet your clearly-stated standards, and instead they want to tell you what to be interested in, etc etc. Maybe they’re not that into you.

  70. Unrein says:

    Shit demo, shit tutorial, but fucking awesome game.

  71. Justin Keverne says:

    The bits it let me play weren’t terrible. I think a much better demo would have been the tutorial and then one mission from somewhere in the middle of the game with a range of squad members to choose from. As it stands it’s hard to work out which elements were weird because it’s an early portion of the game and which are going to be issues in the full game.

    It worked, and for a few moments in the middle it sort of felt like X-COM, so maybe once it takes the training wheels off it’ll be a lot more interesting.

    Demo are supposed to “demonstrate” the final game, so if the demo is unrepresentative of the final game then maybe it was a bad demo..? Just throwing that one out there.

  72. sophof says:

    It wasn’t a complete disaster or anything, but it definitely left me underwhelmed. The UI is absolutely horrible (I assume also with a controller btw, it doesn’t make any sense) and the music was not fitting the gameplay at all. Luckily, both those things don’t really impact gameplay that much, but it has left me worried, since gameplay is not what I got to try out in this demo…

    Oh, maybe one gameplay thing, cover doesn’t appear to work properly or is extremely counter-intuitive. Line of Sight doesn’t appear to be important?

  73. hamburger_cheesedoodle says:

    Turns out it doesn’t run on WinXP. Can’t say I’m surprised that the day games are being released without support for XP has come, but it is disappointing. And before people come bleating in about how I should just upgrade, I don’t have the money for a computer that can run W7 while still gaming, let alone the couple hundred bucks I’d need for W7.

    Would have been nice to have some sort of warning about this before I wasted 6gb of my bandwidth cap on it, though.

    • Stromko says:

      It is a shame. I think they just wanted to scrimp some money on Q&A, since it even runs in DX9 mode by default.

      I’m running Windows 7, been doing so for about a year now, but I’m still tempted on occasion to see if it’s even possible to migrate my old unused Windows XP install and set up a dual-boot on this new system. Incompatibility with old programs that I still use, ho!

    • JFS says:

      Turns out that’s been known for at least two weeks now. It says so right on the Steam page:

      “Minimum:

      OS: Windows Vista”

      • roy7 says:

        Wow, silly me. I never noticed that. Already pre-ordered too, and downloading the demo for nothing. I do plan to upgrade to Windows 8 next month at least.

  74. JoeGuy says:

    After finishing the demo twice I can safely say the controls are far better on the PC, which is nice to know. The XBOX controller felt slower for menu navigation and imprecise when giving movement/cover compared to the M&KB tbh, I like the grid like structure of the PC map.

    The demo itself felt more aimed toward console players though. It was nice to get a feel for squad commands but I think PC players wanted to get a general feel of the strategy side of things, a tactical tutorial only is sort of wasted on a PC demo. I have to wait for the game to get a proper impression so.

  75. Lambchops says:

    Short demo is short!

    Less facetiously I can see myself enjoying this a lot. I predict I’ll initially be irritated by the camera (I’d prefer smooth panning rather than the sudden turns) but I’m sure I’ll adjust to it fairly quickly.

    Definite potential, which is what I expected considering the videos and RPS previews. Plus I don’t have memories of the original colouring my judgement,

    Looking forward to giving this a proper go.

  76. tomek says:

    Very good. Looks and plays like a remake should. The mouse controls (responsiveness) could use some polish and i hope they let us rebind the hotkeys other than that its smashing.

    I would personally welcome if it was playable with a xbox pad, perfect game to play on a tv imho. All other games i play are online and competitive thats a no go for the living room…

  77. amblingalong says:

    I think this is going to be a really fun game. A great game, even. But there is a lot to be legitimately unhappy about.

    I got into X-COM relatively late, by reading a famous LP from Fishman on the Penny Arcade forums (if you haven’t read it, go. Go now). Reading that LP, I’m struck by how many great moments there were that the new version won’t allow.

    There is a huge amount of complexity which has been removed. For example, the original had an master alien AI which would do things like send out scouts, and then a landing party, and then set up a base (which you could find by tracking alien supply ships, among other ways). You could interrupt this process at several stages- in the air, on the ground, shooting downs scouts, shooting down the landing ships, attacking the base. This simply isn’t possible in the new version, due to non-randomized maps; at best, players will quickly become accustomed to the alien base layouts (how many can there be, after all?). I think it’s more likely this type of system is gone entirely, in favor of the special, cinematic missions the design team put in. Incidentally, this also applies to defending your own base- as pretty as the ‘ant farm’ may be, you will never again see a battleship with the ‘snakeman retribution mission’ and cower, hoping it flies past you. Even if you hated the base battles, this type of grand geoscape strategy is essentially gone, because so much of it was predicated on being able to generate a map for nearly any scenario.

    The non-randomized maps have more consequences. Lets say you shoot down seven alien battleships in the desert. Or fifteen scouts. Unless we really believe that the game is going to come with hundreds (thousands?) of maps, either there will be a) rapid repetition or b) you will no longer get a map appropriate to the type of ship you shot down, in the geographic area it landed. After all, how many ‘mutton scout ships in a desert biome’ maps could they have shipped with? Or, again, the designers will have neutered that system, and largely replaced it with the ‘alert on the geoscape’ where you’ll get a pop up that a certain country needs help; the logic of each mission being tied to a UFO which has deorbited is gone (we can see this from the number of maps with no UFO on them at all).

    These silly choices continue because you only have one Skyranger. I could deal with having only one base, but being limited to one team rips out a huge part of the original, where you could start to react to global events much more effectively as you built up your army. Instead, you’ll get a ‘save LA, or save Tokyo’ pop-up in mission control regardless of your choices so far. This also forces you to adhere to the developer’s timeline, because eventually the panic level will simply increase everywhere.

    To be blunt, this is a smaller game, with less to do. The designers have taken far more direct control of your gameplay experience- what the maps look like, which missions pop up when, what your choices are, how you construct your base and your army- and as a result, tamed X-COM and made it safe. There will be no LPs in twenty years, as there are of the original, because people will know all the maps, have played the ‘special missions’ a dozen times, and called it quits. This may be an awesomely fun game, but so much of what made the Fishman LP- and the first game itself- so amazing is gone.

    • JoeGuy says:

      I’d say until we finish a campaign play-through and see why things were streamlined or rebalanced into other aspects of the game we can’t really just the list what features the game doesn’t carry into the modern version, its such a big game.

      Plenty of features have been added also and base management may be more refined because its one base, your base and you care about it. Your troops and all your hard work end up there. I guess everything has its objectivity and we’ll just have to see what Alec says in his ‘Wot I Think’. He’ll know all the concerns (having them himself) and help people decide if every omission has a reason.

      • amblingalong says:

        To be clear, I don’t think all the decisions were neccesarily bad. In fact, I think this game could be even more fun than the original (though it could also be way less fun- I agree, I simply have to play the whole before I decide). What I am pretty sure about, however, is that a lot of the specific things that made the original X-COM so much fun are no longer applicable.

        To boil it all down to one line, I think it’s a more radically different game from the original than the developers have intimated.

        • JoeGuy says:

          I guess it was just not a very informative demo. I watched hours of gameplay vids of X-COM:EU and the newer XCOM: EU to gauge what to expect and what was changed etc. and not very much of that translated over in the demo. It was a more console orientated demo IMO.

          • amblingalong says:

            Oh, I’m drawing a lot more from the interviews for that comment than the demo. I wouldn’t be convinced of much of anything from such a short time with the game.

  78. Caiman says:

    I’d say this comments thread shows us why more publishers don’t release demos. Too many people drawing negative conclusions based on a brief snippet of a tutorial, and pull their pre-order. I would have thought it was pretty obvious that the demo was aimed less at hardcore X-Com veterans and more at the much larger potential audience who may never have played the original and are wondering what the fuss is about. In that respect it’s successful – it looks good, plays well and gives a brief glimpse of where the game will go once it opens up. Combined with previews from journalists on RPS whose opinions I trust far more than some random angry internet guys on here, I can see this is going to be awesome.

    • soldant says:

      This is why we have demos – to evaluate a product to see if it’s something we’d like to buy. If your demo doesn’t reflect the actual game, then it’s not a good demo.

      But yes, complaining about lack of content in a demo is a bit absurd. Then again this is nearly 6GB…

    • Filden says:

      I’d say this comments thread shows us why nobody pays much attention to the RPS comment section.

      • JoeGuy says:

        I actually enjoy the majority of RPS comments sections over almost any other game site. Even when people don’t agree, they are friendly and constructive. I could just imagine how this thread would have gone with IGN style comments and up-vote mentality.

    • RegisteredUser says:

      To me all you have argued is that the devs release crappy demos, not that demos have the wrong effect.

      I remember back in the day we had a simpler approach of e.g. just releasing the first third of the game as shareware(DOOM, Heretic, etc), and _nothing_ being changed in it.
      That gave you the actual, actual game, nothing was cut or modified, the size was an actual reduced size, and it was pretty much fair to both sides. You didn’t get all of it for free and couldn’t unlockhaxx it, because the assets just weren’t there, and they gave a good incentive to buy if you like.

      Of course DOOM was still one of the most pirated games ever, because, well, epic game was epic and teens will be teens.

      • MarigoldFleur says:

        And because even back then getting a pirated copy was a lot more easy than getting the legit full copy since it was back in the day when a lot of software sales were driven by mail-order.

  79. Nyogtha says:

    After playing thru the demo, it clearly isn’t substantial enough to make an informed final decision on if its good, bad or mediocre game. The missions certainly feel faster paced than the original due to its presentation, which creates a different atmosphere, more action movie than nail biting tension. It put me more in mind of Apocalypse than Enemy Unknown. I would have rather kept the ability to control position (standing/crouched/prone) instead of the automated cover system, but its not terrible. Although you can change facing while in ‘firing mode’ it seems that facing has no tactical importance, which is a bit naff to say the least. The interface is a bit strange, although I didn’t personally find it as clunky as some have said, presumably key binding will be in the full release or at least patched in soon after. Either way its not a game breaker. Hopefully they will include an option to stop the camera re-focusing all the time, which again aint a game breaker but gets a little annoying. Also, after moving the camera up a level/floor its bloody annoying when the roof/floor keeps disappearing as you move the camera on the horizontal. And didn’t they say you could zoom out to a top down view? Maybe I imagined that. At least you can rotate the camera, sort of. What has to be the major disappointment is the ‘ant farm’. Not liking that so much at all, or the one base thing, or the fact that you can’t choose the location of your base other than the continent its on. Maybe with access to the rest of the game the apparently impregnable ‘ant farm’ will redeem itself. Still can’t believe they didn’t put in base defence, surely they could have re-worked it if they thought it was badly implemented in the original. That was a great moment in the game, even if it usually ended badly in my play thrus.

    So, its a very brief and limited demo aimed mainly at (console) gamers with no knowledge of Xcom games and gives very little insight to what the rest of the game will be like. Is it X-com? Maybe, but not as we know it…knew it?

    If our worst fears should be realised then at least there is still Xenonauts and maybe UFO Extraterrestrials 2.

  80. regault says:

    This is the politest way I can put this…

    This demo is utter crap.

    If it’s truly non-representative of the final game, Firaxis should probably pull it from Steam as quickly as possible.

    The controls weren’t Square-Enix console port bad, but they were definitely Fallout 3 console port bad.

    When I finally finished the tutorial, and got through the inane talking heads, my heart sank when I saw the branching scenarios instead of actually getting to send out interceptors. That absolutely killed the game for me. I don’t care if they’re “only story missions” in the final game, they have no place in X-com.

    UFO:Afterlight was a better X-com clone than this, and that was realtime on another planet with a chatty German grandmother.

    • regault says:

      To add to my previous comment.

      When Just Cause 2 came out, Squeenix released a demo consisting of a huge chunk of the world and a fifteen minute timer. Because they knew a demo based on the introduction wouldn’t show off the game well.

      Masters of Magic, X-com, Civilization…most strategy games in the old days released time limit/turn limit based demos with pregenerated maps.

      Why the heck did Firaxis decide that the best way to show a title, that most age old fans are paranoid about, was to give an extremely linear demo with everything locked down to hell?

      Why state “Everything’s being designed for PC” and then not include tooltips and force a bunch of “Are you sure?” checkpoints except where they’re actually needed? (Although Borderlands 2 has a “PC exclusive interface” with inventory management from hell so maybe UI designers are just idiots now.)

      How does a demo with two pregenerated missions and no overworld manage to be three times the size of Torchlight 2?

      • Chris D says:

        I can only assume this demo isn’t aimed at the older fans but at people who may not have played a TBS before. It may not be what we particularly wanted to see at this stage but I’m not sure it does a bad job on those terms.

        That’s probably not a bad plan either as let’s face it, a lot of us were either always going to buy it anyway or never going to buy it because it doesn’t have time units and only one base. If we want to see turn based strategy making a comeback into the mainstream it isn’t going to be enough just to appeal to the old guard, we’re going to need to see new people discovering the genre too.

        • sophof says:

          Well, TBS is pretty much dead, so personally I would start the reviving with a niche game that caters more or less to the old fans. Eventually you want to draw in newer players, but I’m not sure it should be your prime focus for a launch. If the game holds up like the old game, new players will likely come eventually, but you get the ‘buzz’ starting by making the game exciting for your main target.

          I think this demo was a mistake, because it might actually hurt sales. It is not going to convince people that are not used to TBS very quickly and it leaves a negative impression for apparently a sizeable part of the people that were already excited. To be frank, if I hadn’t already pre-ordered, this demo would’ve made me wait.

      • The First Door says:

        To be fair, Just Cause 2 did have a brilliant demo. It showed all that was great about the game and hid all the things which I later realised ruined the game for me!

    • Nyogtha says:

      As far as I know you do still track UFOs and send out interceptors. I’m hoping that didn’t happen in the demo cos they drip feed it in (as much as I dislike that idea) just like you can’t initially rotate the camera until it tells you you can just in case our brains explode with too much info.

      But yeah, this demo aint great. Might be ok for console gamers, but I think the PC demo deserved to be a bit more revealing.

  81. Zenicetus says:

    After letting the demo sink in for a little while longer and thinking about it…. I’m sure I can enjoy this game, eventually. And I can live with the things that couldn’t be changed without a full re-write, like the way the camera POV is constantly swinging around and showing mini cut-scenes during combat.

    I just hope they add a little more polish in the areas that *do* seem like they’d be easy to do, for the PC version. For example, I can click directly on the icons at the lower right side of the screen to swap between guns, but I can’t click to select any of the icons on the lower left side of the screen (next soldier, end turn, etc.). Why? That makes no sense. Don’t put an icon on the screen that causes an action, and then don’t let me click on it with a mouse! Or worse, only let me click on some icons and not others. That just screams “console port” and leaves a bad taste for a hardcore PC gamer.

    That sounds a little harsher than I really feel about the demo. It’s an interesting take on X-COM, and I’m sure I’ll buy it. I’m just not sure when I’ll buy it. And I do thank them for releasing a demo. That takes some courage when you’re messing with a classic in gaming like this.

    • roy7 says:

      If you mean the “glam cam”, it’s optional and can be turned off.

    • zaphod42 says:

      The cinematic camera that swings around to show you soldiers taking shots is called the “glam cam” and is ENTIRELY OPTIONAL. This has been discussed on RPS already on the articles about X-Com in the past. You should really take 5 minutes to check the options screen before you complain. Even the demo lets you turn it off! Quick checkbox. So no, that absolutely does not require a complete rewrite, and they already thought of it.

      • Zenicetus says:

        It’s not just the glam cam that’s annoying; it’s the way the camera has to swing down behind your soldiers to show percentage to hit, enemy HP, etc.

        Why can’t that information be available on the overhead view without the drastic, “cinematic” change in camera POV? I know this isn’t going to change, but for me it just breaks up the flow of the game, and the feel of it being a classic tactical TBS.

  82. Lokik says:

    I will buy it and surely will have lots of fun with the game but the clunky controls were a bit annoying. Often I was trying to click at things when I noticed I couldn’t. I also wanted to play around with the base more, finish some research, look at soldiers’ character sheets etc, but this demo just gave a taste of the tactical combat, which itself seemed pretty enjoyable despite some control issues. Also, disappearing corpses make me sad.

  83. KaptainKarnage says:

    I can sort of get some of the more negative reaction, it is indeed a mediocre demo, I mean, for 5gigs, its awfully tutorial-ly.

    Still, I did personally enjoy the demo, despite feeling slightly railed, it did give me a good enough feel for the battlescape, and I did like what I played, despite some of the clunkyness.

  84. Thirdstar says:

    Count me in with the excited crowd. I’m flabbergasted at the people saying it feels consoley. It felt like a standard TBS interface. As to the rest of the actual demo, well yes it is a hand-holding tutorial, what did you expect? A game should have options for the least hardcore of us and as long as it’s skip-able I don’t see why veterans should have an issue with it.

    Though I must admit that the demo is wet noodle despite coming in at a hefty 5 gigs. Really not enough content for that kind of size.

    I haven’t preordered it yet because it’s available for the cheaps from my local online retailer but without the pre-order bonuses, so I’m waiting to see if that will change. Also a few days later than release but that’s less of an issue.

    • Zenicetus says:

      “I’m flabbergasted at the people saying it feels consoley. It felt like a standard TBS interface”

      No, a “standard TBS interface” on a PC platform has screen icons to perform actions, that you can click on with a mouse.

      This one doesn’t. Or worse, it has only a few icons you can click on, and others that mysteriously don’t respond, like the difference between gun selection for soldiers on the lower right side of the screen, and every action on the left side of the screen. And what PC-based UI would ever show that lovely cutaway of the player’s Base, without letting you directly click on each area? It’s baffling.

      This should be an easy fix, if the code base is flexible enough and this isn’t just a lazy PC port that’s locked into this user interface. I think everyone is hoping that’s the case… I know I am. The fact that you can click on anything at all, with a mouse, is a hopeful sign, but I can’t believe they released the demo for PC users in this state.

      • sophof says:

        The fact that those things would show up the first time you test your interface is what worries me. It shows me they didn’t bother testing it at all. It screams of a lack of focus. I bet the frist thing everyone of us did when we were shown the base was start clicking on things and then spending a minute trying to figure out how the interface actually worked. This is silly for something so simple…

      • zaphod42 says:

        All the icons work perfectly fine for me. I played the entire demo with only the mouse. Dunno what to tell you man, its a demo, maybe a bug? Or maybe something specific to your PC environment? Are you playing fullscreen or windowed?

        Give them the benefit of the doubt. Its going to work with mouse. They made Civilization.

        I think in the final version, you will be able to click on each part of the base like you mentioned. This demo is just extremely limited, its just the first couple tutorial levels. And maybe that was a mistake, for making us download 5 Gigs, they should have let us do a little more with the base, and then let us do a proper mission where we have complete control from start to finish. One proper battle with everything unlocked would be really nice.

  85. Vraptor117 says:

    Just finished the demo. It was pretty good for a demo, I thought. And a lot of my concerns have already been discussed.

    Except for the money. I have this huge base, these highly trained soldiers at my beck and call, swing-winged hover jets, all this should cost millions and my budget says….$315 a month. Or that is costs $50 to build a high tech research lab. I realize adding zeroes might mess with the layout and that it’s all just pretend money, but little stuff like that really ruins the mood once you notice it.

    • realityflaw says:

      Dropping an m on the end would make it much more believable.

      • zaphod42 says:

        Thats a good idea, but then it would mean the smallest unit of measurement would be $1 M. So that means that every rifle and pistol you buy would cost like 1 or 5 or 15 million dollars… I don’t think so.

  86. unacomn says:

    The demo was just plain awful. I hope the game gets better by release, though I doubt it, since it’s already locked down. It was like playing the TBS equivalent of chasing the Follow Me marker from CoD. It had at best 5 minutes of gameplay.
    They tried to set up some menacing atmosphere, but it was such a rush job that it tanked, badly.Oh by Neptune’s beard did it stink!
    I’m honestly looking forward to Xenonauts now. Xcom is lost to me.

    • zaphod42 says:

      The game doesn’t need to be better by release, its already gone gold. How much do you know about game development? They have to be finished long ago, so they have time to print the CDs and everything.

      But the demo really isn’t reflective of the game, its not that the demo was bad or the game was bad, its just the demo was EXTREMELY limited. They made the mistake of making us download 5GB, getting us excited, and then only letting us play the tutorial. They should really have included a single mission where you can play as you want, with everything unlocked, from start to finish, they kinda did but even then things were limited.

  87. Cognitect says:

    Before playing this demo, I thought Firaxis knew what they were doing. Now, I’m not so sure anymore. I realise that the demo might be designed to appeal to a more mainstream audience and not be representative of the actual game, but I decided to cancel my preorder nevertheless. I’ll just have to wait and see what reviews of the final release version say before deciding to buy.

  88. Kohlrabi says:

    Wot I think so far:

    I really like the streamlined way to play the tactical game, with its simple ruleset. This is very well in line with what Firaxis did with Civ5, remove all the clutter nobody can really fully assess and have a simple (to understand), boardgame-like, ruleset for movement and combat.

    Now this is probably part of the aforementioned simplistic approach, to help the player make informed decisions, but: I am not too happy with the fact that you know how much hitpoints your enemies have. Why not turn the ability to see enemy HP into a perk for scout or sniper troops? Part of the fun about XCOM were the uncertainties. This is also reflected by how the landscape is visible from the onset. This was also something which was part of the fun of the old XCOM, to discover the structures where the aliens might hide and place your troops accordingly.

    And I really hope the game is not so much about (seemingly linear) binary choices (in science and mission selection) as the demo suggests. But that is hard to assess from those few minutes. I’d have loved to see more of the global strategy part of the game.

    • Low Life says:

      I’m pretty sure I saw an option to turn off enemy health display.

    • ItalianPodge says:

      Now this is probably part of the aforementioned simplistic approach, to help the player make informed decisions, but: I am not too happy with the fact that you know how much hitpoints your enemies have.

      I this on a thread along with some others and Firaxis picked up on it and did confirm that it’s an option that can be turned on/off

      • sophof says:

        Call me weak, but I dislike that it is an ‘option’. Can’t really explain why tbh. I guess I am baffled why anyone thought it was a good plan to have health shown in any case.
        To me it feels as much like cheating as showing if you are actually going to hit your shot or not, instead of a chance. Giving me the option to turn that off would still piss me off as well :P

        • Zanchito says:

          Well, I welcome freedom of choice in anything.

        • zaphod42 says:

          I’m with Zanchito, choice is always good.

          Hey, its mostly a single player game. Just consider “show enemy health” to be an additional difficulty option.

          We can all refer to “show enemy health” as “noobie mode”.

          Don’t use noobie mode unless you’re a real noob, man!

          See? Its fine. Options are good for the noobs, but it doesn’t have to make you use it. For a competative multiplayer game like Diablo I would say different, but for a single player offline experience, you can just make it part of your own difficulty settings.

          • sophof says:

            I know, I know. That was more or less the first thing I tried doing when I saw the option “no biggy, it is just a difficulty slider”.
            Except for some reason it isn’t. Probably the same reason why I need an iron man option, because I have a hard time playing Iron man by my own rules :D I never said my view was logical, just that I have it.

            Like I said, I guess I’m just weak, psychology is weird :\

  89. Puppy says:

    The true test of a PC TBS UI:

    Is the whole game playable with just a mouse?

    (Legitimate question, I’m pumped for the demo, but after reading all the negative comments on the UI, I’m actually wondering this myself.)

    • JiminyJickers says:

      You can play with the mouse alone, but it is a royal pain.

      • zaphod42 says:

        Other than using WASD to move the mouse being faster than moving the mouse to the edge of the screen, I played the whole demo with only the mouse. Dunno what you guys are on about.

    • Zenicetus says:

      Unless I missed something, you can’t click on the “End Turn” icon with the mouse, so there is no way to get your soldiers into position with movement points left over, unless you hit the Backspace key. Or you could just plan your moves so they always end up using all their movement, but obviously that’s less than ideal from a tactical standpoint.

      This sounds like an easy fix, so hopefully the final game will make more of those onscreen control icons available for mouse clicks.

  90. wodin says:

    shame..sounds like the game is shit…oh hum..just like this time last year I was looking forward to the releases only to be disappointed at some degree when they where released.

    • Unrein says:

      The game is NOT shit. People are just overreacting to a tutorial demo that’s based on early September code. There’s plenty of full preview version (that includes more than shitty tutorial missions) videos on YouTube released in the past week or two that show much more of the game.

      • Captain Joyless says:

        The game IS shit, and Alec Meer will be condemned to never find a gun in FTL because of his support for this nonsense.

  91. Kaje says:

    And I’ve found something I hate.

    No matter the nationality of a soldier (including the weird Scottish and British separate nationalities…) the four accent choices when customising are ALL American.

    No Scottish, no British, no Jamaican, no African, no Asian….

    Nothing.

    Just American accents.

    Really? What an oversight.

    • Kaje says:

      Infact, what’s the point of having different nationalities if they all speak American?

      Surely it would have just been better to leave them with a generic nationality and the generic accompanying voice if they’re going to be so half-arsed about it?

      All or nothing, I’d say.

    • Loyal_Viggo says:

      Just one more thing that is wrong with this game in the long list of things that are wrong with this game.

      • Kaje says:

        Let’s just hope modders get on the scene with some amateur voice acting injected – or, as someone mentioned elsewhere – some soundbites converted from something like Jagged Alliance 2.

        • Loyal_Viggo says:

          I’m not sure anything can save this, let alone modders without full modding tools (which Firaxis may not give?)

          If modders can:

          1) Increase squad size to 14
          2) Make bigger maps
          3) Change the currency to something other than measly credits
          4) Enable more than one base, that can be attacked whenever
          5) Enable time units as opposed to 1 move 1 fire nonsense
          6) Inject a feeling of dread and fear like the original
          7) Get rid of the console port feeling
          8) Fix a whole bunch of other things that are too long to list…

          Then maybe it will be reasonable, if not good.

          If not…

          There’s always Xenonauts.

          • JoeGuy says:

            Its a modern re-imagining, with its own merits, quirks and balances.

            MAPS/SQUAD SIZE
            - The older squads of 14 would just be OP now with the current balance of the game and the maps are larger as you progress and get a larger squad to deal with them. The GameSpot livestream vid has a great example of this. Destructibility, line of sight and the fog-of-war are all intact, just balanced around your squad size.

            TIME UNITS v TWO MOVEMENT UNITS
            - Time units, though a fundamental part of X-COM, restricted a more squad based mentality. It didn’t always let you do what you wanted to do, forced you to micro-manage another resource and was built around a game where it was okay to get even half a dozen of your squad members killed. The new two movement system has flexibility and is expanded with Rank perks to enable all your squad to function in one turn effectively, with active abilities and perks adding to tactical planning.

            GAME UI
            - The UI was only restrictive because the demo is locked out of most functionality, like hotkeys, re-binding or even clicking facilities. Simplified doesn’t mean worse. All the weapon and equipment management is done prior to missions, for example.

            SINGLE BASE
            - Your single base is your hub for missions, your resources, your squad mates and research. It is just streamlining management of your resources. Plus being an Omnipotent super-being who can zip between different bases wouldn’t make sense in the new XCOM: EU or lend itself to letting other continents seem fragile and vulnerable, you just launch satellites to help protect them with early warning instead and collecting technology, advancement, everything else still works the same.

            LINEARITY
            - The linearity of the demo and lack of strategic control is only the result of the clunky console friendly demo that Adam himself said isn’t indicative of actual gameplay.

            CINEMATICS
            - The glam-cam, grunting soldiers on the battlefield and all the more cinematic features can be turned off and the tutorial can be skipped on repeat playthroughs.

            Wanting everything from the original isn’t possible; nostalgia doesn’t serve well here. Jake said he wouldn’t change a single part of X-COM: EU unless the result was better balance and gameplay.

            We have to wait for what Alec says in his ‘WOT I Think’ look at the game and we get our hands of some non-scripted gameplay before deciding the omissions are detrimental.

    • zaphod42 says:

      Demo was already 5GB. Maybe they cut some of the voices. We’ll have to see.

  92. chaosdrone says:

    I think the game is great. Game can be run in borderless window which is pretty awesome, especially if it’s turn based strategy. Had some issues with forced antialiasing on lowest setting but I’ve easily turned it off using driver control panel.

    Hovewer, I think this demo is horrendous. It just gives you two missions where it tells you where to click and you can’t do nothing about that. It doesn’t give me feel how actual game works. It has no replayability and after 60 minutes of struggling to make the game work less like interactive film, a 6 GB download comes to waste. You can’t even set a difficulty level, how hard to implement is that? Maybe it’s just me, is it really how they make playable demos nowadays?

    My opinion on this game is mainly based on what I’ve seen live on PAX and other previews.

  93. Lulzbat says:

    Preorder cancelled sorry but this sucks massive donkey penis.

    Call me back when they make a game for pc and not for crappy consoles.

  94. taintedeezo says:

    is this where all the angry people are?

  95. Robin says:

    Underwhelmed.

    All the rookies are identical. Weapons restrictions are stupid. Feels so pre-determined, while X-COM has always been about tweaking with everything.

    Also the combat system doesn’t make too much sense to me. If you lock me down with a move+action (attack ends turn) combat system, then you can’t have a accuracy-cover system that unreliable; as it is the deaths of my men are just from bad luck.

    And the interface.. the “sooo obsolete” interface of the original is better.

  96. SooSiaal says:

    I liked the demo for what it is, a quick glimpse on how the game will look, and the looks are great, I’m not looking at the gameplay because it is just a tutorial, bad choice for Firaxis to pick these 2 levels for the demo though…They don’t give you an idea of how the actual game will play, maybe they should’ve added 1 more level where you are completely let loose and make your own damn decisions.

  97. 2late2die says:

    To think, in this day and age a developer releases a demo before the game – inconceivable!

    • Captain Joyless says:

      As I already pointed out earlier, Bioware released a demo for Dragon Age 2. I thank them for letting me know to cancel my preorder. It was annoying to have to call Blizzard to get my money back for Diablo 3.

  98. Loyal_Viggo says:

    (Disclaimer – I know people get passionate about things they love and these are my opinions only)

    *Stops playing TFTD*

    I must say… I’m pretty disappointed with this demo, and what it portents for the actual full game.

    Sure it’s shiny and pretty and loud etc but… there’s many things terribly wrong even in this tiny demo alone.

    First off, movement. Why can’t I move my soldiers around in stages as I like? I do not like the one move only thing, that is just wrong and it’s not XCOM.

    In those two small levels my soldier leveled three ranks… at that rate before I even research plasma pistols all my team will be elite. Elite at what I don’t know, rocket launchers I can only use once per battle…. great. Also the unlockable ‘skill’ that means if you fire first you can still move is just a big punch-in-the-face. Really Firaxis, really?

    And the confirmed one base with barely-interactive cut-sections is a massively weak decision. Why only one base? And why do different continents give different bonuses… again, weaksauce flavour that is not XCOM.

    Maps… too small, no sense of dread and surprise as you know where everything will be. No large areas to sweep room-by-room, floor-by-floor.

    Squad size… again really?. If this really is the best the Earth has to offer, 4 paltry meatshields that can eventually become 6… that just does not compare to a full 14 in your Skyranger deploying for battle.

    At the end of the day, it just seems like a bad console port wherein everything was dumbed down and compressed so that 5 year old console technology can handle it.

    This is a poor excuse for strategy overall. I never felt like I was in danger or that anything was actually ‘Unknown’.

    Verdict: A poor man’s XCOM with shiny graphics, a pretender, an imposter, a doppleganger with loose skin, a fraud, in short, I’m going back to the original and TFTD.

    *Goes back to playing TFTD*

    • Lambchops says:

      Training flamingos to dance?

      • Loyal_Viggo says:

        ‘Training Flamingos To Dance’ was the name of the release in North America.

        In Europe TFTD was called ‘Terror From the Deep’, ie the masterful XCOM sequel.

    • JoeGuy says:

      You do understand you were playing a scripted tutorial akin to a console demo showing you how to reload and interact with the environment though? And that all options in the Base are blocked in the Demo and even give you a ‘beep’ sound when you try to click them?

      Adam of RPS even pointed out in this thread how the demo doesn’t reflect the game so much he skips the tutorial levels which is what we were given. This was just a bad demo for PC players, not indicative of the game whatsoever. I’d watch some gameplay vids from 2K’s YouTube channel or GameSpot’s 2hr live-stream vid.

  99. Reapy says:

    I know I’m creating noise at the back of the thread, but have to say, the game is fun, the interface is made, from top to bottom, to be played on a controller. Pretty big slap in the face, as usual from the AAA world.

    I honestly might just give in and play the thing with a controller, though I sorta hate doing that on my PC.

    Game wise, some stuff was confusing, like weapon range and line of sight. EG I was at the corner of a building, and around the wall, 3 spaces back was an alien, who then shot at my guy. I don’t know any game system where that would have qualified as in LOS. I am sure they have a way of presenting this information though and will just have to learn the UI.

    But all that aside, the game had a really good feel to it and I could tell I’m going to enjoy playing it… I just wish they had written some code specifically for the PC interface also.

    • chaosdrone says:

      I have the exactly same feeling. I plugged my controller for the second playthrough and everything became fluent and accessible. Menus became comfortable and I don’t think I will be ever playing this game using mouse and keyboard ever again.

      Game interfaces these days are like old mobile phone interfaces. Nothing to drag-and-drop, nothing to move your mouse over. If you want something to be done, just cycle through and choose.

      How could you port a game like Starcraft to consoles? Cycle through your units by using [RT] and [LT] and press [A] to gather nearby resources? Press [Y] to access your building list?

      Now I sound like a grumbling old man.

      • Trithne says:

        Starcraft _was_ ported to consoles. The N64, of all things. It worked okay.

        So were C&C and Red Alert. PSX Red Alert actually had a very clever interface for the time, and even some advantages over the PC UI.

    • Zenicetus says:

      Line of sight is especially confusing in this game, because the combat animations show both your soldiers and the aliens leaning and moving out of cover as they actually fire. The static position doesn’t represent the actual firing position, so it’s hard to eyeball it. You just have to go by the chance to hit stats in the VATS-alike view.

  100. vash47 says:

    You know a strategy game is fucked when it plays better with a gamepad than with a KB/M.

    • JoeGuy says:

      M&KB felt way better for me. Moving units into cover or using the games menu’s is just slower on a controller, doesn’t feel like a TBS interface the way M&KB does. A lot of M&KB options were locked. like bring able to click the Base’s structures because you weren’t allowed click those menus in the first place and lots of hotkeys/keybindings weren’t present. It was a demo designed entirely for a console audience and didn’t consider the PC when it locked controls and gave us heavily scripted events; which reflect poorly a lot more on PC then console.

  101. Crosmando says:

    Screw RPS for promoting this turd of a game. And Firaxis for using the XCOM name on their shitty popamole console action cinematic dog-turd of a game.

    • hello_mr.Trout says:

      here, let me lend you my spare ‘sense of proportion’ – you seem to need it more than me

    • JoeGuy says:

      Welcome to RPS, you do seem to be lost. This is a polite comments section, not a reason to exclaim in rude ways because IGN doesn’t have an article up to vent in. Adam even pointed out this was a scripted tutorial and he skips those sections as they are truly not indicative of the game.

    • horus_lupercal says:

      I’d get that knee looked at, it seems to be jerking uncontrollably.

      Have you thought that maybe all the sites raving about this game have played more than the tutorial missions the demo included seeing as they’ve each talked about things not included in the demo and they’ve mentioned playing it for multiple hours.

      the demo could have been much better but it seems those who were going to hate the game no matter what are actually perversely happy as they can use the demo to justify their “OMG… dog turd… screw ‘em” mantra.

      I personally will, hopefully, happily play this and xenonauts for the more old school feel, imagine that – playing 2 games. wow.

  102. Stellar Duck says:

    Right, so I played the demo. My main thought that kept going through my brain:

    It feels like my NPC guys are running Xcom, despite me being the commander. Presenting it all in manageble packages for my consumption instead of me having to keep on top of the situation and assessing tactical moves. I’m not a commander in this one. I just get missions handed by my secretary.

    I feel like my secretary is doing all the work and then smugly thinking that the commander is a moron who can’t do anything on his own. It’s like Firaxis doesn’t trust me to play the game on my own.

    The mission choice is the worst offender in this respect. I can only do one thing? I’m a global taskforce that can only do one thing? Why can I only do one thing? But no, the NPC won’t explain it. In the original I at least knew why: I had tied up my men/jets elsewhere or time was short. In the original I also had to make a choice sometimes. Not because the game presented me with a false choice for dramas sake but because my resources required me to do so. Perhaps I didn’t have enough men to take care of both a terror site and a down UFO. Then I made a choice. Or tried to do both despite of it.

    The combat stuff is mostly fine, but the management layer treats me like a small kid.

    But pox be upon Firaxis for not making mouse over tool tips! That’s a bloody disgrace! PC UI my pasty ass.

  103. Master_of_None says:

    I liked it. The cinematic qualities are beautiful; I know the tutorial was totally scripted, but I look forward to those elements in the main game as well.

  104. JoeGuy says:

    As to the concerns from X-COM vets I just want to try to address or at least rationalize the changes as I have read/seen them. It is a modern re-imagining, with its own merits, quirks and balances.

    MAPS/SQUAD SIZE
    - The older squads of 14 would just be OP now with the current balance of the game and the maps are larger as you progress and get a larger squad to deal with them. The GameSpot livestream vid has a great example of this. Destructibility, line of sight and the fog-of-war are all intact, just balanced around your squad size.

    TIME UNITS v TWO MOVEMENT UNITS
    - Time units, though a fundamental part of X-COM, restricted a more squad based mentality. It didn’t always let you do what you wanted to do, forced you to micro-manage another resource and was built around a game where it was okay to get even half a dozen of your squad members killed. The new two movement system has flexibility and is expanded with Rank perks to enable all your squad to function in one turn effectively, with active abilities and perks adding to tactical planning.

    GAME UI
    - The UI was only restrictive because the demo is locked out of most functionality, like hotkeys, re-binding or even clicking facilities. Simplified doesn’t mean worse, its not exactly Civ 5 level of micromanagement. All the weapon and equipment management is now done prior to missions in your squad tab, for example.

    SINGLE BASE
    - Your single base is your hub for missions, your resources, your squad mates and research. It is just streamlining management of your resources. Plus being an Omnipotent super-being who can zip between different bases wouldn’t make sense in the new XCOM: EU or lend itself to letting other continents seem fragile and vulnerable, you just launch satellites to help protect them with early warning instead and collecting technology, advancement, everything else still works the same.

    LINEARITY
    - The linearity of the demo and lack of strategic control is only the result of the clunky console friendly demo that Adam himself said isn’t indicative of actual gameplay.

    CINEMATICS
    - The glam-cam, grunting soldiers on the battlefield and all the more cinematic features can be turned off and the tutorial can be skipped on repeat playthroughs.

    Wanting everything from the original just isn’t possible; nostalgia doesn’t serve all that well here. Jake adamantly said he wouldn’t change a single part of X-COM: EU unless the result was better balance and gameplay.

    We have to wait for what Alec says in his ‘WOT I Think’ look at the game and we get our hands of some non-scripted gameplay before deciding the omissions are detrimental.

  105. Sunjammer says:

    Maybe I just missed it, but it seems pretty absurd that we can have so many fawning previews and not a single one mentioning the mouse/keyboard control issues, which are real.

    People can be as apologetic as they want, have a ball, but let’s be honest. Going from something glorious like Civ V to this, it feels like practically nothing has been learned. It is simply not good. Controller it is then.

    • Zenicetus says:

      It could be that every RPS preview here was written while using a controller instead of mouse and keyboard, and that’s why these UI issues were never mentioned. If so, that would be disappointing on what is supposedly a PC-focused game site.

      I’ve seen an attitude in previous posts by RPS reviewers that we “should” be playing with controllers at this point, so I think there is a definite bias here… at least with some of the writers. That’s okay, they can do what they want, but some of us still prefer the original PC control scheme. Especially for turn-based strategy games!

      • mckertis says:

        “That’s okay, they can do what they want”

        Absolutely true. Its bad enough that the game is a console port, but for me personally, lying about “specially created PC interface by a different team” is much worse. Especially when the lie is so completely transparent and in-your-face.

      • Kaje says:

        In an ideal world, I guess developers would create two separate control systems. One for PC games and another for console gamers – but I’d also guess that it would require more development time that may detract from the overall gaming experience.

        Whilst I don’t notice anything about the controls being amazing, I don’t notice any comments about the controls being awful.

        Having played with the demo, I couldn’t imagine using a controller for it. I couldn’t even imagine that it would be a better experience using one. A keyboard and mouse seem to work perfectly fine and the controls are the least of my worries about the game.

        My pre-order still hangs in the balance…

  106. Weed says:

    I played through the demo twice. Overall, I like it. I’ve pre-ordered and don’t see any reason to reverse that decision. Obviously, this demo is a locked-down tutorial. I want to say that this is because the dev team seems adamant about not giving away too much about the game.

    I also think that anyone who has played the original XCOM or PC TBS’s in general will be a little shocked at what was left unlocked to experience in the demo. Overall, it is hard to say what the actual game will be like from this demo, because it is near impossible for any regular consumer to know just how much of everything is locked down. Having said that, I am not sure what they wanted to attempt with the demo. Make sure it runs on your PC?

    Some things I noticed and are in agreement with others here:
    – Cover is everywhere but units leave cover to fire.
    – 360 overwatch?
    – a unit on the move spotted an (until then unseen) alien and kept on moving?
    – I was not able to loot a corpse
    – I only get one rocket attack?
    – LOS seemed a bit wonky
    – would also like a switch to turn off POV for aiming
    – was not able to move units to some of the corners of the map. The view would keep snapping back no matter if I used the keyboard or my mouse.

    My guess is that a lot of these problems are due to the lock down. I hope anyway.

    Some things that I hope or hoped would still make it in:
    - looting corpses (sorry, this was just fun)
    - multiple rocket attacks (I think I saw movement in the barn – MAKE A HOLE!)
    - hey Charlie, can you give me some more rockets from your backpack
    - throwing gear to and from squaddies
    - moving through open ground where there just isn’t any cover
    - starting the mission from inside the SkyRanger
    - timer fuses on the grenades
    - multiple grenades
    - base defense
    - enemy base attack

    And I am sure there are others. But….. I am recollecting the original and not this clearly re-imagined TBS based on XCOM, which I truly think will be great.

    One thing that did happen last night with the demo was that my rocket dude shot about 50 yards wide of where I aimed it and shot the shipping container on the dock which also was cover for my support/medic. Didn’t kill her, and she was able to use the med kit to regain some lost HPs. But I loved that the “free-aiming” rocket just didn’t get exactly to where it was aimed. NOTE: On the previous play through it went exactly where I aimed and made a dual kill. I was trying to replicate the maneuver for a bystander watching over my shoulder.

    This game will be good, but mostly it will be different. And that is also good.

    • MyBrainIsMelting says:

      Most of your wishes (including base defense/attack) will not be in the game due to the small level size. Due to the much smaller levels, there is muss less need for extended supply management. And a whole base would probably be too large to fit into that format (besides the fact that maps are hand edited and not dynamically created which would be required for the base attack). The small maps are actually my main grip since a single building (as in the press playthrough vids) with some surroundings hardly gives you the feeling that you defend a whole city.

  107. der_Zens0r says:

    Hmm, i never played the original xcom, but i loved jagged alliance and had the hope, that this game would be great for me. After playing the demo i must say: it is! I love it so far! The whole setting, the graphics and the gameplay are just great!

    I love the simple cover- and actionpoint-system. You could think its just dumbed down, but i think its positive.

    The only really big flaw for me is the lagging mouse. I only can imagine how great the game will be, if it would ran with a smooth and direct input like quake 3 or something. Seems to me, that the graphics are not very demanding so it must be something else. RPS-guys: did you notice this mouse lag in your testing?

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