Posts Tagged ‘xcom’

XCOM Remake: Screens, Details, Worries

By Alec Meer on January 9th, 2012.

Maybe I should close the comments thread?

OK, here we go. Brace for impact. Barricade yourself in your home. An American magazine has just put the first screenshots of the XCOM remake ‘reimaginging’, some teasy details, plus the vital answers to to whether it’s linked to the XCOM shooter and if it’s been… altered for consoles.

Good news! Well, ish.
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The New XCOM: 24 Things We Want

By Alec Meer on January 6th, 2012.

Sectoid!

Firaxis making a new, true X-COM remake is the best gaming news of the year, and I fairly much expect to still be saying that on December 31 2012. Of course, it isn’t that simple. There are things this game needs to do, to get right, if it is to be both a successful homage and a successful modern strategy game in its own right. Here’s what I want from it.
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XCOM Avoids The End Of The World

By Craig Pearson on November 9th, 2011.

Fire the disappointment ray. Newwwwwwwww!
2K Games have exclusively told me, and everyone else with an internet connection and an interest in game publisher financial details, that they’re delaying XCOM until ‘fiscal 2013′, presumably to avoid clashing with the end of days.
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UFO Legacy Defence: Xenonauts Preview

By Alec Meer on October 1st, 2011.

Tiny men, you trust me so much. And yet my recklessess and lack of foresight means I am your DOOM

OK, I admit it: I am as cynical as you when it comes to half-suspecting that enormously ambitious, fanbase-courting independent projects announced before work on them has even begun carry the dread stench of vapourware. I’ve been very interested in Xenonauts for some time, if faintly horrified that lead designer Chris England claims he made the final decision to pour his life savings into funding an X-COM remake based on an offhand oh-if-only comment I made on RPS, but I confess wasn’t entirely convinced it would see the light of day. Partly this was due to the many tales of infamy concerning amateur game devs who started working together remotely without ever actually meeting – online tensions can run so high – and partly because I’ve been waiting a long time for an X-COM remake that actually feels anything like X-COM. It is not in my nature to believe that dreams can come true.

A playable build of Xenonauts was on show in the RPS-sponsored Indie Arcade at the Eurogamer expo last week, and pretty much everyone I spoke to about it said the same thing: “well, it’s X-COM,” they offered with a wide grin. They didn’t say what worked or what didn’t or what they’d change or anything like that – they just said “it’s like X-COM.”

I can’t think of a greater compliment for any game.
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XCOM Developer Diary Explains XCOM

By Jim Rossignol on September 23rd, 2011.


Still filled up with indignant energy and ready to type “This is not my X-Com!” in response to whatever comes out of 2K? Then you are in luck, because there’s a brand new video about the development of the squad-based UFO-shooter, with a couple of guys from 2K Marin explaining what they are up to. Watch it below! Jonathan Pelling, the project lead, says: “It’s about experiencing the origins of this organization from a really zoomed in and boots-on-the-ground perspective. We really wanted you to feel like what it was like to be one of the squadies in the original game, and not the all-knowing, top-down commander.”

In case you missed it, we also got a 20-minute walkthrough a month back, which showed the game in some serious detail.
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Agents Of Change: Starbreeze Talk Syndicate

By Alec Meer on September 13th, 2011.

It's just like being inside his head! As opposed to just on the right side of his gun.

This isn’t going to help. More likely quite the opposite, in fact. But, for the record, here’s Starbreeze’s claimed explanation for why they’ve so controversially made revered RTS/RTT/whatevs Syndicate into an adrenalised FPS.

Convinced? Me, not so much.
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Twenty Minutes Of (Narrated) XCOM

By Jim Rossignol on August 26th, 2011.


2K Games have released the full twenty minutes of the XCOM E3 2011 demo, with the developers narrating what is going on. It explains some of the background and story, shows off the underground base, the agent selection process, the mission selection, the squad combat, and elements of the problem solving involved in the “battlescape” the game sets up. This is the most detail we’ve seen of the tactical elements of the game, and it’s definitely worth watching.

Thanks to everyone who sent this in.
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Interview: Card Hunter’s Jon Chey (Part 2)

By Alec Meer on August 10th, 2011.

Curse our limited-length titles! For this post should really be called something like ‘Irrational co-founder and now Blue Manchu boss Jon Chey talks more about his splendid-sounding new PC boardgame/ CCG/ MMO mash-up Card Hunter, how to make free-to-play non-horrible, what he thinks the future might be for immersive sims in the vein of System Shock and his thoughts on his former studio’s controversial XCOM remake’. Doesn’t bloomin’ fit though, does it? Oh well. You’ll find all that stuff out for yourself simply by reading on: tons of interesting comments in here, and I’m particularly excited by the thought towards the end that a coming wave of mid-budget simulational shooters might be on the cards, and far more likely to take big creative risks than their glossier triple-A peers… (Oh, and if you missed the more Card Hunter-centric first part of this interview, looky here).

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2K: Strategy Games “Not Contemporary”

By Jim Rossignol on July 13th, 2011.


2K bossman Christoph Hartmann has been talking to MCV, and has been defending the decision to make XCOM into a manshoot:

“The ‘90s generation of gamers all love Xcom and we own the IP, so we thought OK, what do we do with it? Every studio we had wanted to do it and each one had its own spin on it. But the problem was that turn-based strategy games were no longer the hottest thing on planet Earth. But this is not just a commercial thing – strategy games are just not contemporary.”

So that clears that up, eh? I am sure there will be a lively discussion of this. Can a game genre really get old enough to be abandoned? Should we consigned turn-based games to the past? If the 90s generation love it and that’s a reason to remake it, why try making it “contemporary”? Surely the challenge should bring to bring the game to a new generation, not the IP? Why do publishers think game and IP are somehow unrelated?

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America Is Not The World: XCOM Preview

By Dan Grill on July 1st, 2011.


We’ve seen XCOM. Want to know what it’s truly all about? Read on below for the best XCOM preview on this or any other internet. Really, it’s got Giant Doom Lasers Of Doom, a bit about that squad-management stuff, reports on alien super-powers, themes of 1960s political incorrectness, correct art-history references, and everything else it could possibly need.

Go have a read.
This way to the underground base»

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Interview: XCOM Tells The “Origin Story”

By Dan Grill on June 29th, 2011.


Recently we had a chance to look at 2K’s intriguing reboot of XCOM – and a full XCOM preview is coming up soon – but first there’s an interview which explains a bit about the world, and the intention to tell a story about the origin of the XCOM alien invasion in the setting of 1960s America.

In the depths of a bunker packed with strange humanoids that communicated almost entirely using the words “like”, “totally” and “hella” we spoke to something that claimed to be Jonathan Pelling, Creative Director at 2K Marin, developers of XCOM. Here’s what he had to say…
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