![]() ![]() At that point, you have an unlimited supply of Magnetic Rifles. Secondly, instead of building individual weapons, you build a weapon “class” – say, Magnetic Rifles. There are two major divergences here: first, there are, reportedly, many more items in XCOM 2 than in EU/EW. Engineering (headed by Lily Shen, the daughter of your XCOM EU/EW Chief Engineer) is similar to the 2012 release, in that you use resources you’ve gained to build items. Every engineer and scientist is an individual with their own mugshot, and these individuals can be assigned and reassigned to various projects by the player. ![]() Talented staff is hard to find for a gang of rebels on the run. The activities and objectives of a resistance group are very different from that of a global defense organization, and XCOM2 appears to reflect this. XCOM 2’s Commander has many of the same tasks, but a whole wealth of changes and additions, as well. In XCOM: Enemy Unknown/Enemy Within, your Geoscape objectives were to research new technologies, build new weapons and devices, and respond to alien attacks. At Gamescom, that trickle became a flood, as Firaxis showcased their first demo footage of the Geoscape (strategy layer) and the Avenger (XCOM’s new mobile base/flying fortress). Jake Solomon and Pete Murray first played through the Gamescom footage in its entirety, then ran it through once again, taking time to pause and elaborate on areas of interest. For those of you who don’t want to sit through an hour-plus of (admittedly entertaining) banter and designer-talk, below is our take.ĭetails about XCOM 2 have been trickling out over the past few weeks. The archived broadcast is available for viewing. Earlier today, Firaxis Games’ Jake Solomon, the mastermind behind 2012’s XCOM: Enemy Unknown, took to Firaxis’ Twitch account to “dive deep” into XCOM 2’s strategy layer.
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