Hier die Abschnitte wo ich das rauslegelesen habe:
Und bezüglich Kampf:As much as I appreciate XCOM’s outstanding balance and tight design, the game could benefit from more variety across the board, and not just because I saw maps repeat (albeit with different spawn locations) more often than I’d like. Restricting the new equipment you can research largely to guns that do more damage and armor that grants more health is disappointing. The endgame super-armors that let you fly and turn invisible break the mold, but where are the flamethrowers, the flashbangs, the incendiary rockets, the crazy alien weapons that have no analog in earthly technology? Even the psionic abilities you eventually unlock within your operatives have sadly straightforward effects.
Das kriegt Firaxis hoffentlich noch in den Griff:Firaxis’ outstanding design strips away every last vestige of tedium from combat while maintaining the agency that makes the original such a classic. Though each soldier’s actions are constrained to a basic list, the tactical possibilities are as broad as your imagination: Park a sniper up on a roof and bait the enemy into his killzone, set up behind heavy cover and breach a wall with a rocket, or occupy the enemy with suppression from cover while flanking with a second team.
Implementing these strategies is fast and easy thanks to XCOM’s clear, uncomplicated interface. More importantly, the tactics that work make sense on an intuitive level rather than being a function of learning internal math. As I got better at the game, it wasn’t because I learned how many tiles a sniper rifle needs between shooter and target to negate its close-range aim penalty. I became a better commander because I learned when to retreat instead of pressing the attack, the value of covering a reloading soldier, and to fire off limited-use abilities whenever they might grant an advantage.
Spielen werde ich es trotzdem, auch wenn es wohl von der Abwechslung und den Möglichkeiten das alte Spiel nicht erreicht.Occasional line-of-sight problems are the only blemishes on XCOM’s otherwise rock-solid technical execution. Sometimes you don’t get a shot on an alien that looks like it should be there, or run into a cover bonus when you thought you had an enemy flanked. Losing a squaddie because it looked for all the world like he could shoot an enemy (who instead turns around and splatters him) is far more frustrating than eating a death due to your own poor decisions.
Ich denke so "gameplaykomplexe" Spiele wie das alte XCOM, verkaufe sich heute in der Menge einfach nicht mehr, um deren Produktion lohnenswert zu machen. Which is sad, but the truth often is.
