Firaxis to buy X-Com?
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- Vault Dweller
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- Vault Dweller
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Ibbz wrote:MOO and MOO2 each had their good points. MOO2 may have had a bit too much micromanagement, but the space combat was greatly improved. Where as in MOO, the micromanagement was fine but the combat was lacking.
I actually liked the MOO combat a lot better.
It had no tactics just raw fire power, which isn't really a good thing, but it was still better then the MOO2 combat.
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I didn't like much the combat system of MOO2 myself have to admit, which is the reason I forced it to play automatically. I could still beat it in most levels of difficulty, so it wasn't a problem. I didn't like the micromanagement too much. Why is that every sequel has to have more than the first? I like more of the same when it is concieved like the original, but this is the case where you get less in favour of seeming "stuffed" with new "whatever".
Go to www.moo3.com; this particular has been totally overhauled. I don't know what it's going to be like, but I'm not buying it until I playtest it off a friend who's already purchased it. The only certain thing is that it's not going to be the game that they said it would be. BTW, has any one played IWD2 yet; it's not as bad as I thought it would be. Everytime BIS releases a game I end-up buying it for some reason, oh well I have to do something until FO3 comes out.
I loved X-Com enemy unknown and Apocolypse but i didnt like X-Com Terror from the deep....... dunno it felt like x-com with an underwater tile set and rediculoulsy hard bits in the game (any game that FORCES you to have to research and use psychis powers needs a beating, i despise all magic/psychic shit and finding i had invested too much into guns and couldnt get past 2/3rds of the way through the game REALLY pissed me off).
Things like night terror site missions, or meeting chrysalids (or tentacualats) for the first time.What are the things that made X-COM unique? Maybe the technology, interception, recovery of alien artifacts, infestations ... I dunno.
It's difficult to define, but X-COM has an atmosphere, especially in the tactical part of the game, which just isn't found elsewhere. Even now I can load it up and still feel nervous about a squad full of n00bs on their first mission. It goes to show that you don't need up to date graphics and sounds for immersive (is that a real word?) gameplay.
"Ancient Greece was ahead of its time, and before our time. They had no TV, but they had lots of philosophers.
I, personally, would not want to sit all evening watching a philosopher."
I, personally, would not want to sit all evening watching a philosopher."
X-Com's "My squaddie could die at any minute" atmosphere was fairly tense, and actually made you hesitant to take that next step out into the open. Definitely better than the "Mow the fog of war" atmosphere that most real-time games have.
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Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
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Yes, this is a big part of it. A sense of danger. Section 8 said it too.James wrote:It's difficult to define, but X-COM has an atmosphere, especially in the tactical part of the game, which just isn't found elsewhere. Even now I can load it up and still feel nervous about a squad full of n00bs on their first mission.
Although it is worth remembering that the graphics for all three were pretty much up to date when they were released. Not at the expense of other things, maybe.JAmes wrote:It goes to show that you don't need up to date graphics and sounds for immersive (is that a real word?) gameplay.
Sqawk
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boywoos: Try something like CPUKiller. I tried to tweak it so the Moslo would work and didn't have any luck.
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Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
- the guardian
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always had a problem with cpukiller... no idea why. i use moslo.
its a damn shame the programmers were too lazy to make internal clocking... you realize wacky wheels work on a pentium 3, thanks to the hard working programmers of apogee? now they thought ahead! they even talked about it in the readme file....
its a damn shame the programmers were too lazy to make internal clocking... you realize wacky wheels work on a pentium 3, thanks to the hard working programmers of apogee? now they thought ahead! they even talked about it in the readme file....
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