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Which Strategy Game Should You Play, Based On Your D&D Alignment?

We saw the introduction of swords into combat. How does that affect the gameplay considering XCOM has always been a firefight heavy game when you have to be in cover all the time? What benefit is it to run out expose yourself?

Grim Fandango was one of many iconic graphic adventures to have been remastered in recent years, joining The Secret of Monkey Island and Day of the Tentacle . The point-and-click classic is considered to be the genre’s final bow, with its huge 94 Metascore being a testament to how it encapsulated so much about what was great about graphic adventu

While Enemy Unknown ‘s basic gameplay loop saw players taking uneasy steps into hostile territory, unsure of ambushes, it’s the player who now stalks their alien prey. Squad members can be led, one by one, up to the very fringe of monitored areas. From there, it’s possible to identify secondary targets or assets (now a core layer of the mission objectives), and surround enemy troops and traitors before they know what’s about to hit them. And when it hits them… it’s glori

The tactical and ever so nail-biting strategy game is back as Firaxis and 2K Games revealed XCOM 2 prior to E3 2015. Now players will be able to experience the deaths of even more comrades as their memorial continues to grow. While Enemy Unknown was a surprise hit, Firaxis is looking to up their game by introducing procedural maps, mods and even more to this PC exclusive. During our time at E3 this year, we sat down with Art Director Greg Foertsh at Firaxis Games to talk about their upcoming title.

It’s the kind of tense, story-driven stakes that have kept couch-based players on the edge of their seats, and thankfully, the controls have been adapted to a gamepad with as streamlined and intutitive a control scheme as could be hoped for. The controls will be second nature by the second mission or so, maintaining the tactical-over-twitch sensations. The only real cost of conversion to consoles is nagging framerate drops and flickering during cutscenes, specifically. They’re noticable, and a shame; but if the SLG Game analysis adapts the feel of playing the game, it’s a worthy trade-off (especially with the troubled history of trying to make complex strategy games “work” away from a mouse and keyboa

Greg Foertsh: In the storyline it’s 20 years in the future. It’s 2035 and you lost the fight in the first third of the campaign in Enemy Unknown. It’s where we’re mentally cutting it. So you never developed any of the crazy stuff, you lost early, and for the past 15-20 years you have been underground. Now the time is right and you’ve decided to come back and reclaim Earth.

Rebooting a beloved turn-based strategy franchise is no small feat. Firaxis did a fantastic job streamlining the original UFO Defense with XCOM: Enemy Unknown without compromising on moment-to-moment strategy. It took almost the entire development cycle to get here, howe

During the game’s development, Firaxis had difficulty determining how to handle core systems such as weapon range, displaying information to the player, and how to handle actions. As a means to quickly fix the game’s unfun state, Firaxis imposed a “Mutator Mondays” event where staff could add a single change to the game that lasts a week. It is thanks to these events that grenades instantly explode, set weapon ranges were removed, and the game’s UI is much cleaner. Eurogamer goes into more detail on how this system saved the game’s troubled developm

X-Com: Apocalypse is arguably the most forgotten main-entry in the XCOM franchise. This game is the most ambitious XCOM title ever that revolves around a major city and managing multiple organizations instead of simply stopping an alien invas

Musashi is probably the most prolific XCOM modder around. The most significant mod he has ever made would have to be the RPG Overhaul mod suite . It is a hefty, huge change in the game, altering almost every aspect at least a little bit. It could be an amazing squad-based strategy game all on its

In the end, the version of XCOM 2 available on either the Xbox One or PS4 is still, unavoidably, the second best crafted by the development team. The good news is that players who prefer their couch to their desktop won’t be missing out on the quality of the experience, even if the level of polish takes a hit. And with every aspect of XCOM 2 contributing to the kinds of investment, tension, and stakes usually relying on players hunched over keyboards, glued to their monitors… well, being a couch potato may have never been a more stressful experie

So the parcel will drop down in their locations with different kinds of things and different sizes to them, and they’re not all the same size, and it will pull for pools. It will be intelligent where you can say only use from these, and then on the roads it stitches down its own sub-procedural level. It’s super flexible. And again, you can make it 100% procedural or you can change it. It’s completely up to the modder and up to us as developers, like all of our stuff is procedural, even the narrative stuff. I’m really happy with that system and, getting back to your question, it really lead us to that inspiration. At the end of the day that’s what we were focused on and the modding community is great on PC. I hope it gets more robust and flexible on consoles, but that’s where it was when we made that decision.

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