![]() ![]() Yet in a sequel that now has procedurally generated maps, do-overs may not be of much help.Ĭreative director Jake Solomon and his team at Firaxis handle their job as designers with selective realism. ![]() We're also certain that we will change our mind after the first dozen missions. You only see a battlefield with fresh eyes once, and it becomes less challenging if you replay a match once you know how the map is laid out and where the ambushes are coming from.ĭue to our anticipation for XCOM 2 and the respect we have for developer Firaxis, we're seriously considering playing the entire sequel without mulligans, no matter how many troops we lose to permadeath. We know we cheated ourselves with these do-overs. Because of the high risk of significant, permanent loss in the acclaimed 2012 remake, we had little guilt in restarting a match if too many troops died. The XCOM games wear you down with the persistent threat of permadeath and of being ill-prepared for alien ambushes. The beauty of the modern XCOM series is that it takes these dares very seriously. ![]() ![]() Almost every video game is a dare, a challenge thrown down by the creators that you cannot beat their game. ![]()
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