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*** Blaster Launcher still exists, albeit weighing a whooping 50kg, using an incredibly rare alien engine, and 500000$, making it unable to be used by anyone except soldiers in power armor with a huge bank account. And is useless.

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*** Blaster Launcher still exists, albeit weighing a whooping 50kg, using an incredibly rare alien engine, and 500000$, making it unable to be used by anyone except soldiers in power armor with a huge bank account. And is useless. [[spoiler:Psionics]], however, [[spoiler:is a complete RedHerring]] that feels almost like a middle finger to people expecting it from ''X-COM''.
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* AntiClimaxBoss: The High Praetor isn't particularly difficult to actually kill once your Xenonauts are actually in range. Even the tricky issue of his psionics can be circumvented if you bring along the Hyperion hover tank, especially if you have a magnetic cannon mounted on it. The hard part is a) getting to him in the first place and b) escaping afterwards once the Reapers start swarming in.
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* TheyWastedAPerfectlyGoodPlot: The decision to tie the game's backstory into the UsefulNotes/ColdWar was an inspired design choice, and one that could have provided a justification for giving the player a more in-depth and nuanced "diplomacy" system where the player would have to tread carefully between two superpowers who, despite the imminent threat of alien invasion, are almost more paranoid of one another than they are of the aliens and would undoubtedly see the Xenonaut program as yet another prize to fight over for global prestige. Exactly none of this ends up being relevant to the game itself, however, which generally plays like a standard X-COM clone. The sequel looks to be doing this, but time will tell how well it actually works.

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* TheyWastedAPerfectlyGoodPlot: The decision to tie the game's backstory into the UsefulNotes/ColdWar was an inspired design choice, and one that could have provided a justification for giving the player a more in-depth and nuanced "diplomacy" system where the player would have to tread carefully between two superpowers who, despite the imminent threat of alien invasion, are almost more paranoid of one another than they are of the aliens and would undoubtedly see the Xenonaut program as yet another prize to fight over for global prestige. Exactly none of this ends up being relevant to the game itself, however, which generally plays like a standard X-COM clone.clone with a grim 1970's-era makeover. The sequel looks to be doing this, but time will tell how well it actually works.
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* GoddamnedBats: Light Drones don't do much damage with their plasma guns, but they are very good at suppressing your troops.


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* ScrappyMechanic: Without mods, Mind Control has no cooldown and works instantly, meaning high-level Psionic aliens can just keep taking over your soldiers.
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* TheyWastedAPerfectlyGoodPlot: The decision to tie the game's backstory into the UsefulNotes/ColdWar was an inspired design choice, and one that could have provided a justification for giving the player a more in-depth and nuanced "diplomacy" system where the player would have to tread carefully between two superpowers who, despite the imminent threat of alien invasion, are almost more paranoid of one another than they are of the aliens and would undoubtedly see the Xenonaut program as yet another prize to fight over for global prestige. Exactly none of this ends up being relevant to the game itself, however, which generally plays like a standard X-COM clone.

to:

* TheyWastedAPerfectlyGoodPlot: The decision to tie the game's backstory into the UsefulNotes/ColdWar was an inspired design choice, and one that could have provided a justification for giving the player a more in-depth and nuanced "diplomacy" system where the player would have to tread carefully between two superpowers who, despite the imminent threat of alien invasion, are almost more paranoid of one another than they are of the aliens and would undoubtedly see the Xenonaut program as yet another prize to fight over for global prestige. Exactly none of this ends up being relevant to the game itself, however, which generally plays like a standard X-COM clone. The sequel looks to be doing this, but time will tell how well it actually works.
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* AWinnerIsYou: The ending is just a single splash panel of world leaders celebrating victory. Even the original X-COM for DOS, working on more limited resources, had several of them, telling an actual story.
** After version 1.5, there is a long and detailed description of what happens: All alien captives fall into a coma, and your military advisor tells you that you should neither turn over your equipment to the United States, nor the Soviet Union, but to unite a new Earth free from prejudice and broken political systems.



* DevelopersForesight:
** Considering that the timeline starts in the middle of the UsefulNotes/ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Capitalism is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].
** While the Rocket Launcher stays in regular condition, [[spoiler: its rockets evolve along with the technology as the player progresses, from regular explosives to alienated chemicals to [[PlasmaCannon plasma]] blasts]], the existence of Blaster Launcher may no longer be needed.
** [[RealityEnsues Again]], UsefulNotes/ColdWar, which leaves the ideas of powerful mech units for players behind... [[spoiler: to replace them by PoweredArmor with an active inventory, providing the soldiers greater versatility than X-Com would have provided]].
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Rewriting the cut They Wasted A Perfectly Good Plot entry to elaborate on exactly what potential plot(s) got wasted.


* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.

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* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.card.
* TheyWastedAPerfectlyGoodPlot: The decision to tie the game's backstory into the UsefulNotes/ColdWar was an inspired design choice, and one that could have provided a justification for giving the player a more in-depth and nuanced "diplomacy" system where the player would have to tread carefully between two superpowers who, despite the imminent threat of alien invasion, are almost more paranoid of one another than they are of the aliens and would undoubtedly see the Xenonaut program as yet another prize to fight over for global prestige. Exactly none of this ends up being relevant to the game itself, however, which generally plays like a standard X-COM clone.
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Not YMMV.


* JustEatGilligan: The final mission involves boarding the alien's main ship while it descends to start a ZombieApocalypse with a horde of Reapers to kill the alien leader on board. While this main ship is presumably strong (it's classified as a dreadnought, the biggest UFO's you can dogfight are battleships), you're not even given the option to just shoot it down with fighters. There's no reason the otherwise AwesomeButImpractical X-120 Fury couldn't vaporize the dreadnought with its [[WaveMotionGun Singularity Torpedo]]. But then there wouldn't have been a climactic final battle.
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They Wasted A Perfectly Good Plot is for actual plots that got wasted, rather than "it would be cool if...."


* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.
* TheyWastedAPerfectlyGoodPlot: The Cold War setting is little more than window dressing and plays no part in the plot of stopping the aliens. It certainly would have been interesting to have deal with not only the alien invasion, but keeping tensions between NATO and the Warsaw Pact from spilling over while they fight over who gets the spoils of downed [=UFO=]s.

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* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.
* TheyWastedAPerfectlyGoodPlot: The Cold War setting is little more than window dressing and plays no part in the plot of stopping the aliens. It certainly would have been interesting to have deal with not only the alien invasion, but keeping tensions between NATO and the Warsaw Pact from spilling over while they fight over who gets the spoils of downed [=UFO=]s.
card.
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* JustEatGilligan: The final mission involves boarding the alien's main ship while it descends to start a ZombieApocalypse with a horde of Reapers to kill the alien leader on board. While this main ship is presumably strong (it's classified as a dreadnought, the biggest UFO's you can dogfight are battleships), you're not even given the option to just shoot it down with fighters. There's no reason the otherwise AwesomeButImpractical X-120 Fury couldn't vaporize the dreadnought with its [[WaveMotionGun Singularity Torpedo]]. But then there wouldn't have been a climactic final battle.
Is there an issue? Send a MessageReason:
None


* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.

to:

* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.card.
* TheyWastedAPerfectlyGoodPlot: The Cold War setting is little more than window dressing and plays no part in the plot of stopping the aliens. It certainly would have been interesting to have deal with not only the alien invasion, but keeping tensions between NATO and the Warsaw Pact from spilling over while they fight over who gets the spoils of downed [=UFO=]s.

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Changed: 28

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*** Blaster Launcher still exists, albeit weighing a whooping 50kg, using an incredibly rare alien engine, and 500000$, making it unable to be used by anyone except soldiers in power armor with a huge bank account. And is useless.



** It used to be possible to have soldiers DualWield...''shields'', who could '''still''' throw grenades while doing so. Not a StoneWall to be laughed at.

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** It used to be possible to have soldiers DualWield...''shields'', who could '''still''' throw grenades and smash aliens with kicks while doing so. Not a StoneWall to be laughed at.
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** After version 1.5, there is a long and detailed description of what happens: All alien captives fall into a coma, and your military advisor tells you that you should neither turn over your equipment to the United States, nor the Soviet Union, but to unite a new Earth free from prejudice and broken political systems.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It used to be possible to have soldiers DualWield...''shields'', who could '''still''' throw grenades while doing so. Not a StoneWall to be laughed at.
Is there an issue? Send a MessageReason:
None


** Considering that the timeline starts in the middle of the UsefulNotes/ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Democracy is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].

to:

** Considering that the timeline starts in the middle of the UsefulNotes/ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Democracy Capitalism is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].
Is there an issue? Send a MessageReason:
None


** Considering that the timeline starts in the middle of the ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Democracy is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].

to:

** Considering that the timeline starts in the middle of the ColdWar, UsefulNotes/ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Democracy is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].



** [[RealityEnsues Again]], ColdWar, which leaves the ideas of powerful mech units for players behind... [[spoiler: to replace them by PoweredArmor with an active inventory, providing the soldiers greater versatility than X-Com would have provided]].

to:

** [[RealityEnsues Again]], ColdWar, UsefulNotes/ColdWar, which leaves the ideas of powerful mech units for players behind... [[spoiler: to replace them by PoweredArmor with an active inventory, providing the soldiers greater versatility than X-Com would have provided]].



* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.

to:

* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.
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None

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* DemonicSpiders: Reapers. They can move absurdly far, have a OneHitKill attack that creates another Reaper from its victim, and almost always come in large numbers. If you don't run them down quick on terror missions, you'll be facing a ZombieApocalypse in no time flat.
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* AWinnerIsYou: The ending is just a single splash panel of world leaders celebrating victory. Even the original X-COM for DOS, working on more limited resources, had several of them, telling an actual story.
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None


* TheDevTeamThinksOfEverything:

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* TheDevTeamThinksOfEverything:DevelopersForesight:
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*TheDevTeamThinksOfEverything:
** Considering that the timeline starts in the middle of the ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Democracy is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].
** While the Rocket Launcher stays in regular condition, [[spoiler: its rockets evolve along with the technology as the player progresses, from regular explosives to alienated chemicals to [[PlasmaCannon plasma]] blasts]], the existence of Blaster Launcher may no longer be needed.
** [[RealityEnsues Again]], ColdWar, which leaves the ideas of powerful mech units for players behind... [[spoiler: to replace them by PoweredArmor with an active inventory, providing the soldiers greater versatility than X-Com would have provided]].



* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.

to:

* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.
Is there an issue? Send a MessageReason:
None


** Mechanically fidelity to the original is one of the selling points, but some think it's ''too'' faithful, WithThisHerring and all.

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** Mechanically Mechanical fidelity to the original is one of the selling points, but some think it's ''too'' faithful, WithThisHerring and all.
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* BrokenBase:

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* BrokenBase: BrokenBase:



** Is the game too mechanically faithful to the original, WithThisHerring and all?

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** Is the game too mechanically faithful Mechanically fidelity to the original, original is one of the selling points, but some think it's ''too'' faithful, WithThisHerring and all?all.

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* BrokenBase: Are the graphics unacceptably bland for a 2010s game, or is their plainness and simplicity the very thing that makes them appealing compared to the flash of ''VideoGame/XCOMEnemyUnknown''?

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* BrokenBase: BrokenBase:
**
Are the graphics unacceptably bland for a 2010s game, or is their plainness and simplicity the very thing that makes them appealing compared to the flash of ''VideoGame/XCOMEnemyUnknown''?''VideoGame/XCOMEnemyUnknown''?
** Was it right to leave out [[spoiler:psionics]] and the Blaster Launcher?
** Is the game too mechanically faithful to the original, WithThisHerring and all?
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* BrokenBase: Are the graphics unacceptably bland for a 2010s game, or is their plainness and simplicity the very thing that makes them appealing?

to:

* BrokenBase: Are the graphics unacceptably bland for a 2010s game, or is their plainness and simplicity the very thing that makes them appealing?appealing compared to the flash of ''VideoGame/XCOMEnemyUnknown''?
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None

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* BrokenBase: Are the graphics unacceptably bland for a 2010s game, or is their plainness and simplicity the very thing that makes them appealing?
Is there an issue? Send a MessageReason:
None


** Now no longer in play as of v22 Experimental 5, as sending troops out wounded now caps their maximum HP during the fight.

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** Now no longer in play as of v22 Experimental 5, as sending troops out wounded now caps their maximum HP during the fight.fight.
* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.
Is there an issue? Send a MessageReason:
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* GoodBadBugs: If you leave an injured soldier in your base to recuperate, it will take many days. However, sending him or her into battle again and using a simple medikit fixes the problem instantly.

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* GoodBadBugs: If you leave an injured soldier in your base to recuperate, it will take many days. However, sending him or her into battle again and using a simple medikit fixes the problem instantly.instantly.
**Now no longer in play as of v22 Experimental 5, as sending troops out wounded now caps their maximum HP during the fight.
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Moving from main page.

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* GoodBadBugs: If you leave an injured soldier in your base to recuperate, it will take many days. However, sending him or her into battle again and using a simple medikit fixes the problem instantly.

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