Has anyone played the demo? Or the full game? It looks superb, a worthy
successor to the XCom isometric games.
Any thoughts?
Ben
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Jef
Ben Robinson heeft geschreven in bericht ...
I posted my opinions about it here several weeks ago, when I got the
demo.
> Has anyone played the demo? Or the full game? It looks superb, a worthy
> successor to the XCom isometric games.
Nope. It doesn't even come close to being a worthy successor. For more
info, read my original post about this (you might have to use Dejanews to
go back and find it).
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Andrew Gillett
http://argnet.fatal-design.com/
ICQ: 12142937
Andrew R. Gillett heeft geschreven in bericht ...
http://x5.dejanews.com/=infoseek/dnquery.xp?query=alt.games.x-com
--
Detonate
Midway React - Coming soon...
XCOM6 idea's mail to : inter...@microprose.com
Jef wrote in message <72bikh$3ak$1...@trex.antw.online.be>...
Detonate heeft geschreven in bericht
<910779939.3228.0...@news.demon.co.uk>...
It is certainly not a fantasy version of X-Com, but it has plenty of
strategy. The AI is considerably more advanced than X-Com and plays a
mean game (the demo has an older, less capable AI).
The four difficulty settings are designed to cope with players of
varying ability, ages and experience. We have had 7 year olds play the
game quite happily on the initiate level (where the AI is 60% random).
However, on 'wizard' level you can be assured that you will get a
really tough challenge. It may seem that the game is action oriented,
but a lot of the strategy comes from the choice of spells taken into
battle. This quickly becomes very important in the campaign game. The
pause system works in the same ways as in Apocalypse - you can issue
any number of commands while the game is paused.
Also, I played the game on the Microsoft game zone last night and it
worked a treat.
So, about this XCOM type game you mentioned.... are you or aren't you?
--
Detonate
Midway React primary systems functional...
We have a tentative design concept which is a turn based game (albeit
using 3D graphics). However, it is difficult trying to sell such a
concept to publishers because they only think real-time games sell
(despite evidence to the contrary). Although I enjoy RTS games
(particularly multiplayer) I still prefer a decent turn based game. It
is the only environment where pure strategy wins in the end - all RTS
games require considerable mouse dexterity and suffer from the
inadequacies of their interface.
But the real-time option in Apocalypse was totally superb - and the pause
button meant that it wasn't just a C&C-style click-fest. And the
interface was lovely. I hope you consider including this option in your
new game.
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Andrew Gillett http://argnet.fatal-design.com/ ICQ: See homepage
"Aaaaaaah. My poor lamb. But do you not understand?" - Richard Herring
I think Magic and Mayhem is great. Lovely graphics (I'm hoping there's a
1024x768 option in the full release though) interesting combat, generally
slick presentation and most important of all, ambience. So many games seem
to miss out on the indefinable essence of a good atmosphere. I don't know
what makes for it, certainly not just good graphics; there's a million
good-looking games out there now and hardly any of them have that certain
'thing' that really involves you.
Anyway, Messers Gollop seem to have done it again. Ever since first loading
a Laser Squad tape on a cranky old Speccy (God knows how long ago) I haven't
been disappointed.
Ben
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