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Thread: XCOM: Enemy Unknown

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    Default XCOM: Enemy Unknown

    XCOM: Enemy Unknown
    Developer: Firaxis Games
    Publisher: 2K Games
    Genre: Strategy
    Release Date: Fall 2012


    GameInformer February Cover Revealed: XCOM: Enemy Unknown




    This is the announcement you've been waiting for: One of the most beloved strategy titles of all time re-imagined by one of the best strategy studios in the world. Firaxis Games' XCOM: Enemy Unknown introduces a wider console audience to what made the storied franchise great in the first place.

    Unlike 2K Marin's previously announced XCOM shooter, which sparked tempers among longtime fans for turning its back on the series' cerebral roots, this title is a full-on strategy game that puts players in command of a global anti-alien defense force. XCOM's leader needs a worldwide perspective where threats are identified, populations reassured, and national leaders mollified – but a tactical mind is just as critical considering every shot XCOM's soldiers fire on the battlefield is under the player's turn-based control.

    "It’s been a dream of ours to recreate X-COM with our unique creative vision. We’re huge fans of the original game and it’s a once in a lifetime opportunity to re-envision a game that is as beloved as X-COM," said Steve Martin, president of Firaxis Games. "We were careful to keep XCOM: Enemy Unknown true to the elements that made X-COM such a revered game while delivering an entirely new story and gameplay experience for both die-hard X-COM fans and newcomers to the franchise."

    If you're lost, you can find out what all the fuss over the original X-COM is in the in-depth Classic GI feature we printed a few months ago (now available online for the first time), which includes rare insight from series creator Julian Gollop.

    The huge feature in February's Game Informer goes into all the gory details of XCOM's destructible tactical environments, the interaction between the real-time strategic view and the turn-based combat, how the XCOM organization improves its capabilities as the war rages on, and much more.

    In addition, the February issue has our lengthy love letter to the top 50 games of 2011, an exclusive look at new Mass Effect 3 details, and the final word on Final Fantasy XIII-2 along with all the usual goodies.
    Click the images below to see the full-size images of the February cover.



    XCOM: Enemy Unknown comes out for Xbox 360, PlayStation 3, and PC this fall. Until then, check up on our XCOM hub page all month long as we bring you exclusive new content including video interviews with the team leads and the legendary Sid Meier himself.

    The February issue of Game Informer should be arriving in mailboxes and newsstands over the next week. If you can't wait for a physical copy, click here to subscribe (or to switch your physical subscription) to our digital edition for when that version goes live on January 10th.

    Last edited by anik_lc; January 6th, 2012 at 00:58.

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    aita FPS na?

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    Quote Originally Posted by SadIkMahdI View Post
    aita FPS na?
    Strategy. And look at the name, Sid Meier.

    ---------- Post added at 23:52 ---------- Previous post was at 23:51 ----------

    BTW, XCOM name e arekta FPS ashbe oita 2013 e.

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    hmm got it

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    XCOM: A Series That Almost Wasn’t




    X-COM didn’t change the world. In fact, even if you were a gamer throughout the early ‘90s, it’s possible the game flew under your radar. However, this science fiction strategy title quickly developed a cult following and is widely considered one of the best turn-based strategy titles of its era. With 2K Games’ upcoming series reboot, this is the perfect time to look back at this innovative game that almost didn’t see the light of day.


    The Man From Nowhere
    Julian Gollop has always been a nomad. Born in Ludhiana, India, his family moved to Yorkshire, England, when he was two – then spent a few years in Sweden before moving back to Britain. The young Julian spent several years in transition as his family moved around a number of small towns surrounding London. One of the few constants during his childhood was his love for games. “My dad was really keen on card and board games,” Gollop says. “So we played a lot of games as a family, especially at Christmas.”

    It didn’t take long before Julian was constructing his own homemade board and card games. “I was always interested in making games, even before computers came along,” Gollop explains. “I saw home computers as a huge potential for making board games that had an artificial intelligence.” At 17, with the help of a friend, Julian created a 4X computer game called Nebula, and he instantly knew he’d found his lifelong career.
    Gollop hadn’t received any schooling in computer programming; formalized computer training didn’t exist back in the early ‘80s. Instead, the ambitious young designer learned much of what he knew about computer programming through trial and error. “I bought a book on assembly language,” says Gollop, “but that was essentially my only source of reference and training, aside from a little help from friends who also had home computers.” When Gollop eventually did go to college years later, he took a basic computing class and found that his self-training had been thorough. “I don’t think I attended any of the lectures, but I still passed ¤the ¤exams.”

    After programming a number of strategy games published under his own start up company, Julian finally hit on a winning formula with a game called Laser Squad. The game was a futuristic strategy title about a war that erupted between Earth’s interstellar colonies hundreds of years in the future.

    Laser Squad was heralded as inventive because it incorporated concepts like destructible terrain, hidden line of sight (enemy locations remain unknown until they fall within a character’s line of sight), and opportunity fire (characters have the opportunity to fire on enemies when they come into view out of turn). These features sound mundane today – and many were pioneered by board games – but when Laser Squad released in 1988, these concepts felt entirely fresh to PC users.

    Laser Squad was so successful that Julian decided to immediately start working on a sequel. Julian’s brother Nick had helped port Laser Squad to the Commodore 64, so Julian asked him to stick around for the official sequel.

    The brothers didn’t know it at the time, but they were about to embark on one of the most grueling development endeavors of their lives. The results of their labor would leave an undeniable mark on ¤the ¤industry.



    Widening The Scope
    Laser Squad had been successful, but the Gollops were hoping to reach a bigger audience with Laser Squad II. To do that they needed the bankroll of a big publisher. “We took a demo to three different publishers,” Gollop recalls. “Microprose was our first choice, because we were such big fans of Civilization and Railroad Tycoon, which pretty much made Microprose the company for strategy games.”

    The Gollops took an early demo build into Microprose’s UK studio, but the publisher felt like the game lacked scope. “They told us it needed to be bigger,” says Julian. “They wanted a game that was more like Civilization.” One Microprose executive told them that the game should revolve around a slightly less overt science fiction setting, suggesting that the brothers use an alien invasion concept to tie the game together.
    The Gollops took these ideas back to their office, and over the course of a couple weeks, began reworking their game. Julian liked the idea that aliens had secretly started invading Earth, mutilating its livestock, abducting its citizens, and manipulating the Earth’s governments in a scheme to ultimately take over the planet. As he saw it, the governments of Earth would respond to these covert alien attacks by forming an elite organization that was granted ultimate authority to seek out alien threats and subdue them. Like the UN, several national governments would fund this organization, but no one would control them. This organization would be called ¤X-COM.
    The game’s scope was widened to include a world map. This new top layer of gameplay gave players a global view of the Earth as they managed X-COM’s network of facilities. In this mode, players not only selected which alien hotspots to investigate, they also selected where they would build new X-COM divisions, how many scientists and field agents to staff each location, and what kind of future technologies the organization would research. Players could watch their fighter pilots engage alien spacecraft through what looked like satellite imagery data. All of this was in addition to the strategic ground-based team battles. The whole game made players feel like they were powerful military generals tasked with safeguarding the planet.
    The Gollops took their reworked creation back to Microprose. “They were a little bit puzzled at first, because the game concept was relatively new, there wasn’t really anything like it at the time. They didn’t quite understand how the game worked,” Gollop says “I remember going to a relatively big meeting with Microprose, where we had to show the game to at least ten people, including their entire design staff. There were quite a few guys there who were skeptical, but we persuaded enough people that we finally ¤got ¤approval.”

    With Microprose on board, the Gollops’ dream of releasing a big strategy title to a massive audience looked like a reality. The easy part ¤was ¤over.




    A Three-Year Ordeal
    X-COM took nearly three years to develop. Even by today’s standards, this is a lengthy gestation, but when you consider that the development schedule for many games during the early ‘90s was a little over a year, X-COM’s ballooning development must have seemed unending. “Microprose was pretty hands-off during development,” Gollop adds. “Looking back, it would have been better if we’d had more people working on the game. It was basically me and Nick doing all of the programming, and I was doing all of the design work.” A few artists rotated through the project, and near the end a sound designer added all of the game’s effects, but Gollop estimates that only about four people were working on X-COM at any given time.

    Despite the game’s schedule, not every idea would make it into the finished project. The men in black folklore surrounding UFO legends fascinated the Gollops, so the original design document explained how these suited government agents would be featured in the game as members of X-COM. Players could base these characters in a city and collect information about alien activity. “They were like spies,” Gollop says. “But we were told to take them out because Microprose was doing their own game based on men in black. I don’t know what that was, but it didn’t see the light of day.”

    Near the end of the game, the Gollops were more concerned with finishing the game than they were adding new features. “There was a lot of pressure at the end to get things done,” Gollop adds. “Microprose wanted to get the game out before the end of one of their financial quarters, so we had a nearly two month crunch period where we were working seven days ¤a ¤week.”

    The Gollop brothers were so focused on polishing the game that they were almost entirely oblivious to the internal politics going on at Microprose. Several months before X-COM was set to release, Microprose was bought out by Spectrum Holobyte, the developer of the Falcon flight simulation series. The top brass at Spectrum Holobyte was primarily interested in Microprose for its simulation games, and they were hoping to cut dead weight from their new acquisition – a complicated sci-fi strategy title that had been in development for an extended period seemed to fit the bill.

    “The game was a little too high concept for them,” Gollop explains. “They didn’t really understand how it worked or why anyone would be interested in it.” Fortunately, X-COM had entered the QA testing rooms at Microprose and many of the testers petitioned for the game’s release. “Me and Nick didn’t know about any of this at the time. We were completely ignorant until the game shipped, but it was very nearly canceled.”
    X-COM released on PCs in 1994 and then on Sony’s PSone the next year. It had strong sales in Europe and even sold well in America, which was surprising at the time, because European-developed games rarely sold well here. Microprose thought the game was such a hit that it rushed out a sequel a year later, and the Gollop brothers helped develop a more polished third titled, X-COM: Apocalypse, in 1997.

    Ultimately, interest in the X-COM series suffered from a rush of sequels to the market, but the rise of the real-time strategy genre in the ‘90s likely diminished the fanbase of turn-based strategy titles in general. The fact that 2K Marin’s upcoming XCOM title is being reinvented as a 1950s shooter could be evidence for how much the market for turn-based strategy titles has shrunk, which is sad because anyone who’s played the original X-COM understands the thrill of trying to save the world from an alien invasion.

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    Imma commander maggots and shoot up some Aliens, Hell yeah hah!!!!

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    good to see such a great franchise to return but the market for this kind of game is very small. i hope this will be interesting. never played any game on xcom series. i was expecting other games from firaxis like pirates!! 2. ;-)

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    Ei announcement ta dekhar por theke Civilization V khelar iccha kortese khub.

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    Quote Originally Posted by anik_lc View Post
    Ei announcement ta dekhar por theke Civilization V khelar iccha kortese khub.
    play it, a freaking addictive game

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    Quote Originally Posted by Trave160 View Post
    play it, a freaking addictive game
    I know how addictive Civilization series is. I was addictive with Civilization IV & Colonization before.

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    The previous X-COM Full pack is only $5.09 @Steam

    http://store.steampowered.com/sub/964/?snr=1_4_4__106


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    Why Firaxis Loves X-COM


    The original X-COM was a masterpiece, and nobody is quicker to acknowledge that than XCOM: Enemy Unknown's lead designer Jake Solomon. He cites the original title as his favorite game of all time and he wanted to make sure that the rest of the team at Firaxis understood why the 1994 PC title is so beloved. Many at the studio also cherished the classic title, but anybody that wasn't familiar with it was put on a crash course to absorb every detail. The first X-COM has the scope, depth, and atmosphere to survive the test of time, and the team at Firaxis is approaching the reimagining of the game for 2012 with humility and extreme caution. In this video, the art director, producer, and lead designer for XCOM: Enemy Unknown share their experiences with the original game and talk about the process of dissecting and analyzing a masterpiece.

    Visit here for their video interview Link
    Last edited by Trave160; January 10th, 2012 at 08:27.

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    ^ No link.

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    First Screens And Details Of XCOM: Enemy Unknown




    Come on in to have your questions answered and to get the first public look at what Firaxis' XCOM: Enemy Unknown looks like in action.

    Wasn't there another XCOM game?
    Yes, 2K Marin is developing a previously announced first-person shooter, simply called XCOM. That game was originally scheduled to come out last year, but has since been delayed out of 2011.

    How do those games relate to each other?
    The shooter takes place earlier in the fiction, chronicling the aliens' first attacks in the United States. The strategy game we're talking about here deals with the global response to the later full-blown alien invasion of Earth.

    So this is some kind of RTS?
    No, not in the way the term "RTS" typically applies to games like StarCraft. The real-time element of XCOM is confined to the global view, where the player keeps track of known UFOs and abductions going on around the world. Managing research and development at the XCOM organization's secret base can be done at the player's leisure, and all combat is completely turn-based.





    You switch between real-time and turn-based?
    Yes. When your aerial transport lands at an abduction site, the game switches to a tactical view and you command your squad of personalized soldiers in battle against an unknown alien threat.

    So what do you do in the real-time global view?
    On the strategic layer, players direct research into alien technology, give their engineers and foundries fabrication requests, interact with the nations of the world (who have to be mollified to secure funding for XCOM), intercept airborne UFOs with jet fighters, level up their soldiers and recruit new ones, and dispatch the Skyranger transport to engage alien incursions on the ground.

    Is this a remake of the original?
    Kind of. Re-imagining is probably a better term. Firaxis' XCOM: Enemy Unknown doesn't directly copy the underlying game systems – for instance, soldiers have different stats than they did in the 1994 original – but the concepts are still here. Players still have to manage multiple resources and threats on a global scale in a seemingly hopeless war against extraterrestrial forces with far better technology and capabilities.





    Is this going to be dumbed down for the "wider console audience"?
    Firaxis is undeniably streamlining aspects of the game and removing no small amount of micromanagement, but from what I've seen I wouldn't call it "dumbing down" the game so much as getting rid of tedium and uninteresting mechanics. Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly.

    Does it look awesome?
    I came away from our visit to Firaxis' studio extremely impressed by XCOM: Enemy Unknown. The project is far from done, but I am personally thrilled at the prospect of playing the final game.

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    Quote Originally Posted by anik_lc View Post
    ^ No link.
    Fixed

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    Must play, this game is different kind...

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    The Art Of XCOM: Enemy Unknown

    After years of creating barbarians and Mahatma Ghandis for the Civilization series, art director Greg Foertsch was given the task of reimagining the look of X-COM. Shedding the original's Saturday-morning-graphic-novel look for one of slightly stylized "miniatures", Greg Foertsch and his team of artists have pored over the details of everything from the insectoids to the Skyranger. Check out the video below to see concept art and screens from the game and to learn more about how the new game takes advantage of an active camera.

    Video Link

    In addition, we've got three more screenshots from the game in the media gallery below for your viewing pleasure.






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    Why You Should Care About XCOM: Enemy Unknown



    Not sure if XCOM: Enemy Unknown is for you? Come see why fans of other popular franchises should have Firaxis' upcoming strategy game on their radar – or just to see three more new exclusive screenshots.

    Battlefield
    Sure, Battlefield and XCOM are in two entirely different genres, but the core concepts of squad tactics and lethality are common to both. Do something stupid like poking your head out of cover with no support in either game and you're just as dead. On the plus side, since you're in control of everything in XCOM, you won't lose match after match because some idiot insists on flying a chopper filled with squaddies into a hillside.

    Civilization
    This one is obvious, but worth mentioning. Civ developer Firaxis is making XCOM as well, so that's an easy connection. Additionally, the strategy layer will resonate with any Civ fan with its global politics, gradual buildup of capabilities, always-improving technology, and resource management. And instead of doing lame things like building aqueducts and managing tax rates, you're immediately locked into a desperate fight for survival where the only way to win is to beat the enemy in the field.

    Resident Evil

    Any player of the original X-COM can tell you just how creepy a turn-based game can be. Ordering a soldier you've named, trained, and equipped to poke her head into a dark cabin in the woods that might house a gaggle of angry aliens is a nerve-wracking moment for any commander. Scraping together whatever resources you can in an effort to stave off impending doom should make any survival horror fan feel right at home in XCOM.

    Mass Effect
    Hmm, defending humanity from an alien invasion...sound familiar? Turning their own weapons against them ringing any bells? Mass Effect's tone and XCOM's couldn't be more similar. The sense of having your back against the wall and being forced into making tough decisions to win the larger war is XCOM's bread and butter. No hot blue chicks, though. Probably.


    Final Fantasy Tactics
    XCOM is certain to be a lot more difficult than Final Fantasy Tactics, but taking on turn-based tactical challenges with a customized squad is the heart of both games. You just know that the dude you name Thunder God Cid is going to end up with a face full of plasma blast, though.

    Valkyria Chronicles
    Who am I kidding? If you're a hardcore enough strategy gamer to be a fan of Valkyria Chronicles, you've already pre-ordered XCOM.

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    Advanced Tactics: Exploring XCOM's Combat, Part 1



    In the world of XCOM: Enemy Unknown, players will need much more than brute strength and Rambo tactics. Would-be generals will need to implement precise coordination between all of their elite soldiers. Take note as we walk you through some sample tactics, featuring a three-person squad.



    XCOM HQ has been getting reports of alien activity circling the skies over a small American town. Our team lands near a gas station and pushes forward into a fog-enshrouded battlefield.

    Our Sniper, codenamed Cornbread, sports a freshly engineered Skeleton Suit, which allows him to grapple to higher ground.

    From the top of the canopy, Cornbread can take advantage of a perk: Damn Good Ground. This passive ability provides an offensive and defensive bonus to the unit. Additionally, Cornbread is now placed in a prime scouting point.

    Below the roof of the gas station, our Heavy unit takes up a position that will give him a better view of what's happening inside the store.

    A deadly unit of Mutons lurk inside.

    The Mutons immediately open fire on our Heavy, who is fortunately safe behind high cover. However, the suppressive fire from the Muton locks the Heavy down.

    It's too dangerous for our Heavy to advance, and our Sniper’s visibility is blocked by the storefront's walls. We’ll need to free the Heavy another way.

    Moving our Assault unit to the rear of the building, we make her climb onto the roof hoping to put her in a position to help our Heavy.

    Our Assault soldier's Run & Gun ability gives her double standard movement, allowing her to dash across the roof and still have the ability to open fire at the end of her turn.

    Kaboom. She’s now flanking our original Muton suppressor through a destroyed roof...

    ...thereby freeing our pinned Heavy.

    Since the Heavy is no longer taking fire, he’s free to set up a well-aimed rocket launcher that remodels the station's exterior.

    Rather than obliterate the remaining Muton with an explosive weapon, the Heavy has instead provided Cornbread with a clear line of sight.

    Using this strategy, we have not only kept all of our units alive, but we have carefully preserved all collectible tech from the aliens, which we can now bring back to headquarters for our scientists to develop new tech with.

    http://www.gameinformer.com/b/featur...at-part-1.aspx

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    Ei Game Ta Dektesi Miss Deya Jabe Nah
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