XCOM 2

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XCOM 2

Postby pyre » Mon Jun 01, 2015 11:27 pm



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In XCOM 2, the roles have been reversed, and XCOM is now the invading force. They are hampered by limited resources and must constantly evade the alien threat in their new mobile headquarters. Players must use a combination of firepower and stealth-like tactics to help XCOM recruit soldiers and build a resistance network, while attempting to expose the evil alien agenda and save humanity. XCOM 2 will introduce gameplay features such as procedurally-generated levels, which will make each experience unique to the player, as well as offer a much deeper level of modding support. Additionally, XCOM 2 will offer a variety of new content including five updated soldier classes, increased soldier customization, more alien and enemy types, evolved tactical combat and more.
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Re: XCOM 2

Postby pyre » Mon Jun 01, 2015 11:45 pm

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Over the next month IGN will reveal huge details about XCOM 2, uncovered during our visit to Firaxis’ Maryland studio. Tomorrow you’ll get an in-depth overview and interview with Creative Director Jake Solomon that’ll highlight the major new features, including new soldier classes, new aliens, stealth-infused tactics, procedurally generated maps, and more. Following that, we’ll have a Rewind Theater examination of all the details in today’s trailer reveal with Solomon and Lead Producer Garth DeAngelis.

And, later this week we’ll go in-depth with Solomon and DeAngelis on the reasons behind the bold move to take XCOM from a multiplatform series to a PC exclusive, and how XCOM 2 will be tailored to take advantage of that single platform’s strengths – followed by Firaxis’ exciting plans to support modders and their work.

http://ca.ign.com/articles/2015/06/01/x ... -ign-first
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Re: XCOM 2

Postby scuzzybum » Tue Jun 02, 2015 12:53 pm

OMG!!!!! I NEED TO GET THIS!!!! :DDDDD
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Re: XCOM 2

Postby pyre » Wed Jun 03, 2015 12:37 pm

For Firaxis’ second XCOM, Creative Director Jake Solomon and his team are going in an entirely different direction: instead of changing the setting, they’re changing history to make XCOM the underdog again. How? Surprise: You didn’t beat the aliens – they steamrolled you.

Solomon painted an alternate version of how the war unfolded: “When the aliens showed up, XCOM suffered massive casualties, and governments around the world crumbled in face of popular support to surrender. Then, the Earth was quickly overrun. And so, 20 years into the future, the world is a very different place. The aliens rule Earth from giant shining megacities where all the people of Earth are flocking; that’s where they’re promised an easy life, a secure life free of disease.“


And here’s another shocker: though XCOM: Enemy Unknown and XCOM: Enemy Within came out on PlayStation 3, Xbox 360, and PC, XCOM 2 is a PC-exclusive game.


The situation is desperate: Earth is enemy territory, and in this reality XCOM never acquired the advanced weapons and armor technology that allowed us to go head-to-head with powerful aliens. We’re outmatched – even more so than before, as we’ve lost the home-field advantage, and the aliens have become even more powerful. To avoid being pinpointed and obliterated, the old subterranean headquarters has been abandoned in favor of a mobile base, built on the frame of a captured and retrofitted alien cargo ship rechristened as the Avenger. (This is a reference to the Avenger interceptor/troop carrier in 1994’s X-COM: UFO Defense, not Nick Fury’s helicarrier in Marvel’s 2012 Avengers movie.)


First of all, we have a new team of battle-hardened XCOM soldier classes that are similar to Enemy Unknown’s, but distinct. The Sharpshooter shares a lot of DNA with EU’s Sniper, but can also specialize in using a pistol as a primary weapon instead of a last resort. The Ranger is the evolution of the Assault class, still specializing in close combat with shotguns and the like, but now comes equipped with XCOM’s first lethal melee weapon: a machete-like blade. The Grenadier? He (or she) blows things up, much like the Heavy. The Specialist replaces Support, and uses a hovering drone called a Gremlin both in combat to stun enemies and buff allies, and out of combat to pull off tricks like long-range hacking. There’s also a fifth mystery class that Firaxis is saving for reveal closer to launch.


and alot more @ http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords
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Re: XCOM 2

Postby scuzzybum » Wed Jun 03, 2015 2:11 pm

Ahh... PC exclusive. I don't mind though, I got the game on both Steam and PS3 previously :D
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Re: XCOM 2

Postby pyre » Sat Jun 06, 2015 2:45 pm

http://www.ign.com/articles/2015/06/05/ ... -exclusive
“When we looked at what we wanted to do with the sequel, we had all these very, very ambitious goals,” said Solomon. On his must-have list were high-fidelity characters and environments, better-looking destruction, physically based rendering, and the crown jewel he’d wanted to get into Enemy Unknown but couldn’t: procedurally generated maps. “To do that, we had to use all of our studio expertise … and our expertise here is PC. That's our home, and that's where we're really comfortable.”


Focusing all of Firaxis’ efforts on the PC made logistical sense to DeAngelis, too. “Internally, with a relatively small team for the size of the game that we are, to be able to say we can focus on our platform that the studio has a pedigree for, and that X-COM: UFO Defense has a pedigree for, as PC-only... it just made a lot of sense, and that's how we wanted to dedicate our time.” XCOM 2 runs on a heavily modified version of Unreal Engine 3.5 (Firaxis’ customizations are too extensive to easily move to Unreal 4), which in some ways has been rewritten to the point of being “unrecognizable,” and it’s much simpler to make that work on one platform than three or more at once.


“We talk about ‘What is the experience like on PC? What does the mouse feel like in this experience?’” The most obvious change resulting from those conversations is how the team is optimizing the interface to be mouse-and-keyboard friendly, moving UI elements and grouping them logically so that buttons we’re likely to press one after the other aren’t placed on opposite sides of the screen. “It will certainly be recognizable, but there isn't one UI widget that's the same,” said Solomon. We’ll also see more tactical information (such as detailed explanations of why your chance to hit is increased or decreased) displayed on the tactical interface, since Firaxis can now count on players sitting closer to their PC monitors and being able to read smaller text. And though Firaxis plans to add it in the future, the current plan is to launch without gamepad support.


Of course, the one thing that a console version of XCOM 2 wouldn’t be able to handle at all is modding, which Solomon and DeAngelis consider to be one of it’s biggest features and key to offering the kind of long-term replayablity and value people have come to expect from the makers of Sid Meier’s Civilization. We’ll have more on how Firaxis is embracing modders in XCOM 2 next week.
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Re: XCOM 2

Postby pyre » Tue Jun 09, 2015 7:06 am

“People will see the gameplay source, all the scripting,” he promised. “This is the code that makes the game what the game is. Here's the editor and all the assets that went into this game.”

That’s all music to the ears of modders and fans of modding alike – especially since XCOM 2 will have Steam Workshop integration to make browsing, downloading, and installing the mods talented people create a one-click process. Sadly, we seldom see this level of support and open access to a game’s inner workings these days, so it’s terrifically refreshing to hear developers express such enthusiasm for embracing the mod community.

...

When asked what kind of XCOM 2 mods they expect to see, the team had a few ideas:

“We don’t have free-aiming. That will be one of the first mods, and that certainly will be fine,” said Solomon. “Maybe somebody will bring back time units,” he mused. “I'd be fine with that.”

Art Director Greg Foertsch had some words of encouragement for map makers: “If you want to make a completely static level, you can. If you want to make a basically completely procedural level - which is basically what our levels are in the game right now, that's 100% doable. It could be narrow; it could be square. It could be super big. And, again, it's super flexible. There's really no limit – you can do whatever you want. You could literally make an Enemy Unknown map.”


http://www.ign.com/articles/2015/06/08/ ... -ign-first
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Re: XCOM 2

Postby pyre » Tue Jun 16, 2015 12:42 pm

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Re: XCOM 2

Postby pyre » Thu Aug 20, 2015 8:05 pm



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Re: XCOM 2

Postby pyre » Thu Dec 10, 2015 9:11 pm

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Re: XCOM 2

Postby BuTTBR41N » Thu Feb 11, 2016 9:25 pm

This game is like getting great reviews everywhere. Damn. I hope they release a console version. Many ppl bought their previous xcom games on console. How dare they just run away like this...
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Re: XCOM 2

Postby arcana75 » Thu Feb 11, 2016 10:55 pm

Probably because of poor sales? Console gamers dun usually play turn-based games. If they did they'd vote Armello in Vote To Play instead of that shit game Grow Home.
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Re: XCOM 2

Postby scuzzybum » Fri Feb 12, 2016 12:23 am

Bought the last XCOM on both PC and PS3, so not me faultz :lol:
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Re: XCOM 2

Postby pyre » Fri Feb 12, 2016 1:00 am

arcana75 wrote:Probably because of poor sales? Console gamers dun usually play turn-based games. If they did they'd vote Armello in Vote To Play instead of that shit game Grow Home.


not because of sales. because of two words.

Long War.



actually u can read the reason long ago. but definite LWS is going to be a big impact to XCOM 2.
http://www.ign.com/articles/2015/06/05/ ... -exclusive
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Re: XCOM 2

Postby pyre » Fri Feb 12, 2016 1:16 am

XCOM Vinyl Soundtrack 2xLP
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http://store.iam8bit.co.uk/collections/vinyl/products/xcom-vinyl-soundtrack-2xlp

XCOM 2’s classes share similarities and themes with the soldier types from the first game, but the Sharpshooter, Ranger, Specialist and Grenadier are all very distinct from their predecessors. There are many ways to combine perks, gear and soldiers to create powerful squads, and you should experiment often to find new strategies and tactics—but if you’d like some straight-up advice, read on for my favorite builds of XCOM 2’s classes.

Remember, you can respec characters through the Advanced Warfare Center facility.

http://www.pcgamer.com/best-xcom-2-builds/

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