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^ Until you run into the same police station, the same gas station, the same office building over and over and over...
And NMS is a very poor example, really. You have to focus on making good gameplay first, then put in procgen to increase variety. NMS chose to go with procgen first then trying to use gameplay to support procgen. If you ask roguelike players why they like it, it's partly because it help increase unpredictability and thus the need to adapt. This is a good post about it.
Also really procgen is used since the original game I believe.
edited 26th Apr '17 10:37:30 PM by onyhow
Tanks are available the original game, and MEC and SHIV pick up the role in the remake.
an airstrike was used once, in Site Recon mission. Not sure why it is only used once.
Squad games like this (recently) always get Strategy and Tactics mixed up - if we're deploying an ostensible Special Forces Squad then of course it's unlikely they'll have tanks and so forth but it would make sense to have air strike or off screen artillery options (well, maybe not artillery if you're deploying to a civilian environment with no assets nearby...)
But it'd be interesting if we had maybe tanks or NPC vehicles if we're deploying into combat zones. Especially if you have more prep time.
^ Or if we're deployed into fighting with friendly forces in the area. That's another thing that NEVER came up in the XCOM style games (maybe except for UFOAI).
Still, eh, the special force vs superior aliens still makes no sense. Against technologically superior foe it's still better to apply the full on hammer approach...unless you're completely strapped on resource and has barely military to speak of that is. It's why I like the post-apocalyptic approach, really. That, or we go Jagged Alliance.
^^ Oh, you mean those mostly automated drones that somehow end up being worse than infantry (except MEC and Spark, at least those can improve, will definitely concede to that) when it makes no sense...still don't know how does computer aiming ends up being worse than human aiming, really. And yeah, makes no sense why there's only airstrike against that Chryssalid nest and not against some other important targets.
edited 27th Apr '17 9:10:29 AM by onyhow
SHIV are actually pretty good. High movement, easy to flank with, can fly, infinitely heal themselves, don't panic or get mind controlled, and dirt cheap to replace.
edited 27th Apr '17 9:11:31 AM by RAlexa21th
Welp - it's funded!
Two new stretch goals:
1) Drivable vehicles in levels that you can deploy!
2) A mobile base which is vulnerable to attack but can assist on deployment missions.
So, yeah, WOO!
I'm debating on funding this. I'm skeptical about crowdfunding, the only one I've contributed to was the TV Tropes revamp which has been...slow bordering on non-existent, and the failures of Yooka-Layee and Mighty #9 should be lessons in why you should never give people money before they've proven themselves.
I'm worried this may be another case of "teh original creator of Game I Liked?! 'Shut up and take my money' because I forgot the joke was that Fry is an idiot for saying that". It seems like a damn interesting game but it'll be at least a year before I find out if it's worth anything.
edited 10th May '17 9:09:34 AM by Rotpar
Well, the likes of Shovel Knight and Shantae are counterpoints to the reliability and quality of Kickstarter games, and since this is being done by members of the original team behind XCOM, they do have a good track record.
Chaos Reborn is great game nobody on tv tropes besides me and that one guy apparently plays Also funded by kickstarter
edited 10th May '17 10:53:26 AM by SpookyMask
Crowdfunding's like DLC, it ain't all bad...it ain't all good either, naturally.
I would say "That Which Sleeps" but that's still not out yet. Hopefully they haven't shit the bed since January.
But yeah, Darkest Dungeon is really good. I have yet to finish a game and it gets really frustrating at times, but it's good.
Oh come on no one is gonna mention Hollow Knight here? It was crowdfunded.
Still I like how this looks so far. Definitely very lovecraftian aliens. They also remind me of necromorphs which is another plus for me.
Oh right, Hollow Knight's something I want to play.
Also FTL, Divinity Oiriginal Sin, Wasteland, Pillars of Eternity, Chivalry, Banner Saga, Shadowrun Returns and sequels, SQUAD, English release of CLANNAD, Armello, Rimworld, Superhot, Sunless Sea, Kentucky Route Zero, Octodad, Xenonauts, Freedom Planet, Risk of Rain...even more...
Kickstarer is a risk. Always has, always will be. If you don't want to take a risk, don't back it.
edited 10th May '17 6:07:43 PM by onyhow
@Librarian: That Which Sleeps is probably not ever going to come out judging from its forum
Anyway, guys, I gave Chaos Reborn was example because it was developed by Julian Gollop too It wasn't random good kickstarter game example, it was example of developers' track record...
edited 10th May '17 11:29:56 PM by SpookyMask
So, here's the first glimpse at some proper Phoenix Point gameplay. They're taking a lot of cues from the Firaxis XCOM, such as the simplified movement and cover system, but AP aren't out of the equation, they have just been redesigned into something called "will points", which fuel advanced movement and abilities.
I'm not getting any Lovecraft vibes whatsoever, though. Zero, none, nada. If anything, this is basically Resident Evil Tactics. It literally looks like a Resi 5/6/Revelations era spinoff.
edited 5th Jun '17 4:46:32 PM by TAPETRVE
Umm, well yeah of course you don't .-. I mean, the lovecraftian elements seem to be storywise stuff. There is no gameplay that can really feel lovecraftian in strategy game considering lovecraft is all about existential crisises xP
Exactly. Also, this is basically showing us basic combat gameplay - so, the early "kinetic" weapons, a few conceptual enemy types and abilities as well as how it differs from XCOM in terms of combat (hitting body parts that actually impact what the enemy can do, as well as abilities)
I imagine that the overworld story, the alliances, the tech tree and other things will add the layer of Lovercraft - yes human face on monster is probably more associated with Japanese body horror games now, but it's hard to encapsulate mind bending horror in basic combat. I also think they're at the early stages. We'll see if what they've done in their short stories carries over into the rest of the game.
Eh, I'm not holding my breath. Allen Stroud is not by any stretch a terrible writer, but he takes himself way, way too seriously. I already despise how he ruined the lore for Chaos Reborn, and I doubt he'll do much better here (just look at the ridiculous character design - a serious tone has absolutely no place in this game imo). That said, tastes and shit. I'm following Phoenix Point for the gameplay, not the narrative.
edited 6th Jun '17 2:48:04 AM by TAPETRVE
I'm just sad the pipe dream "underwater combat" goal is not going to be met.
Maybe if it sells well, an expansion?
Heck, Ill just be happy with a more interactive overworld and factions.
Combat looks good - enough like XCOM New to be familiar but elements that switch things up. And if the writing is a bit too serious, yeah that could shift things. Ultimately though, this is a B-Movie style horror. I think taking itself too seriously is part of the charm...
Honestly, Resident Evil Tactics is a not a bad idea.
Seems damn interesting, I can only hope they live up to their promises.
Look really interesting. Though I kinda wish the game wasn't so brown
Yeah, hopefully they vary things up. I like how you can cripple the enemy's ability to fight back by targeting body parts. They only lost one person there because they almost immediately took out her claws and she couldn't attack any more.
Two actually - the Queen has a body slam attack it seems as well (How she got the sniper).
It lifts a lot from the new XCOM (Ironic, considering how it was all Gollop's idea previously.) but I think that's a good thing - so long as it isn't too direct a cribbing that it stifles its own ideas and just gets accused of being an expansion in disguise...
I'm just hoping that the morph system doesn't make things tricky - the good thing about XCOM is when you see an alien, you have an idea and expectation - tactics to use. It's like advanced chess - how do you counter that sniper? That Beserker? The Vipers? With this the enemies may just be hard to gauge which could result in combat being TOO randomised and thus unenjoyable because you become victim not just to spawns and combat RNGESUS but also the TYPE OF ENEMY RNGESUS.
Yes it's potentially another layer of complexity but it could make things too complex to build decent strategy.
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