Posts Tagged ‘post-mortem’

Firaxis’ Jake Solomon Post-Mortems XCOM: Part Two

By Alec Meer on January 15th, 2013.

In this concluding part (the first one is here), we discuss boardgame influences, commercial success, what XCOM might mean for the future of strategy, the need for realism within science-fiction, and why XCOM wound up rather buggy.
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Firaxis’ Jake Solomon Post-Mortems XCOM: Part One

By Alec Meer on January 14th, 2013.

'Tell us everything, mutie!'

With Firaxis’ de-hyphenated, largely very well-received remake of the legendary, incomparable, enormous-haircutted X-COM now out there saving the Earth from the worst scum of the universe for several months, now seems the time to sit down with its enthusiastic main man Jake Solomon. What went right, what went wrong and what comes next? As per recent tradition, we had a very long chat.

Covered in this first part – the base, the skills, the missing element of surprise and what they’ve learned if they ever do this again. Edited out to spare you the horror: his Punch & Judy-style impersonation of an Englishman.
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Cracking The Ribs Of Treasure Adventure Game

By Craig Pearson on March 26th, 2012.

Friendly sharks.
Adam fell a little bit in love with Treasure Adventure Game, which is now no longer in beta and still as free as a stolen piano. But while it’s worth my time to reaffirm how enjoyable it is, that’s not why I’m here. The developer, the excellently name, Stephen Orlando is doing a playthrough post-mortem of the the cutesy hybrid adventure platformer on the Youest of Tubes, and so far has 45 minutes of footage up with his insights over it. Part one is 15 minutes long and embedded below.
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