A huge spiderway destroys everything in its path-the gameplay Phoenix Point, the new XCOM from the creator of X-Com

Julian Gollop (Julian Gollop) – key creator of the original X-Com, when it was called exactly X-Com, not Xcom. In 2017, the developer decided to return to duty and announced a new game – Phoenix Point. At the PC Gamer Weekender event Gollop demonstrated the tactical part of his brainchild.

Influence Xcom from Firaxis Games It is felt: there are familiar elements of the interface, and the shelter system, and the cinema camera, the ability of “Overwatch”, and painful misses after shooting at point blank range.

However, this does not mean that Phoenix Point will not offer anything from himself. For example, snipers here can use the sight and beat in a certain part of the enemy’s body. The ability of "Overwatch" absorbs the will glasses, so sit out in the shelter (a popular passage option Xcom 2012!) it will not work.

If you are interested, be sure to watch it to the end: closer to the final of the mission, a huge spiderway appears, which destroys entire buildings, just passing nearby.

It is assumed that Phoenix Point Will go to PC at the end of 2018.

February 20, 2018 MOSS – A game about a cute brave mouse for PSVR. The release will take place next week

February 20, 2018 Age of Empires: Definitive Edition is already available – we look at the first press marks

Phoenix Point

The best comments

Emm, the mechanics changed completely, it was just more incredibly simplified, for team step -by -step games -> xcom in general it is a huge step back, earlier they were much more diverse and deeper, but this is the right step, just the same to instill the genre to the masses, now you can slightly increase their former power, and at the same time not to scare away people.

Sorry for the nit -picking, but what was the meaning of this text?, You just like a type of something new for yourself, and you yourself denied it?, Weird.

I did not understand this in general, what you wanted to say that?, Moreover, here the shooting in parts of the body (finally, so look after 10 years of step-by-step with a set of FICH will look like in 1999), and pumping weapons?

It looks pretty cheerful, of course still a soup, but there are original ideas too, I have simple logic, the more swaches, the better.

A controversial impression – on the one hand, many elements look literally removed from the game Firaxis, on the other hand, step -by -step strategies with the control of a squad in a futuristic setting of aliens attacks, well, they cannot be completely different, plus the origin of the common ancestor.

Here the main problem will probably be https://24-casino.uk/mobile-app/ the debate in the Lol/Dota style – that you can offer unique to pull interest on yourself when you and the rival in the market are too similar at first glance. The deposits in the form of a will as a balance for a tortoise through Overwatch and a sniper with point wounds (for high difficulties can be very useful), and if it is really pre-alpha, that is, time to develop in an alternative and not in a clone. Further time will already tell.

Why, then, then that the X-Com has already been passed and fed up twice. And there is no tactic. The mechanics are good, the shell is blessed.
4-7 stories of everything are distinguished in the literature, so now, new books do not write?

And why is this spider -head in general a human head and boobs? A weak human head is not covered by any chitin growths as armor that protect against external influences. That is, just a shot in the forehead of the human head and everything is – the brain is destroyed. A small mouth, in which it is not clear how food will be stuffed, a lot of food to maintain such a biomass. I don’t observe something, and the Helusers are located idiotic.
In general, the next madness from the sick human mind is to cross the human individual with what kind, but if only there was a head and boobs ..

I really like setting. All these alien mutants-crab are molyuyski, a gigan boss, destructiveness, very cool. I recall the second X-Com, with its bathyscaphe and aqualanges. I doubt that there will be underwater missions. Although they may simply not show them.

No, well, part of the mechanic in the new parts is corny more convenient, like a shelter system. And on another gameplay on the PC Gamer channel it can be seen that the game is deeper than the restart (it would be strange if it were different). In any case, we have not seen much, management and global card at all. But I see no sense to completely redo the old parts, because they are quite playable to this day.

I would say "once". In principle, it was interesting to run the plot campaigns, and the gameplay had some interesting features with purely western flavor.

The best was in the old ones, where there were action glasses, dependent on the soldier’s skill and the actions that the fixed number of these glasses spent.

You probably did not play the Divinity Original Sin, there are very dependent on the character parameters, and on 3 out of 5 parameters, there is not fixed in old games that were usually based on “dexterity” and, at best, were accelerated by the perks (as in Fallout), roughly speaking in DOS:

Endurance was responsible for the maximum of OD, that is, the ceiling that could accumulate a character for “idle” or not spent OD, a la, by default, 10 Oda ceiling, with a high already 16 etc.

Society was responsible for those who arrived in each move, let’s say by default the hero receives 4 OD for a move, with high dexterity already 8, etc.

Perception is responsible for the number of OD for the very first move.

At the same time, the character’s movement is not attached to the OD, a quick character for 2 OD can run a much greater distance than slow (for example, the parameters could realize the heavy infantry in power armor, and our tanks are slowly moving in mud, and dexterous snipers in light are fast as mongoose, so it would be important to choose armor not only in protection, but also by weight) “Meters”, toble, allowing for 1 one, a character can break through 4 meters, you can calmly mantle these 4 meters by spending only 1 OD, generally a very cool system as for me, and better than x2 system from XCOM, or from ancient step by step by step.

Of course, the actions were spent on each sneezer, even on the pocket of the pocket to simply pull out or turn aside.

And with a divinity system, even this moment could be trained, but a fast and lightweight character is able to pull a grenade out of item pockets.

As a result, even 95% of the mistakes could be endured at point blank, since with proper planning you always had a chance to get out of the ass.

This problem was also solved in Fallout 1 in 1997, in fact there is a miscalculation of the hit for each bullet from the line, roughly speaking if we release 10 bullets per volley, then this 95% is calculated for each, as a result, something will come in any case, it is more realistic, and invisible the bombing when you smear it in the XCOM, moreover in Fallout 1 (1997) bullets that missed did not go to the Warp, but could still hurt someone near/for the goal, the most advanced this system was in JA2 (1999), even the ricochesis realized there.

So, to disassemble any bestiary 🙂
In fairness – look at it, like a bodybuilder. Here the goal is probably not to masturbate, but to emphasize the human nature of this one. Agree, the creature is perceived in a completely different way, if it is not some kind of alien Crisalid, but an ordinary girl who is crowned with a terrible mutavirus. Helps to understand the cadastrophe mapping.

I did not play xcom 2, but saw the videos.At first I thought that a man just plays Xcom 2, and then they show his game ..

I agree, and yet it is interesting that they will have there in terms of the management of the base and staff, here the very juice can hide.

Well, by the way, it is strange that they still force the 2x submarine system, it seems to me in the first divinity in general a shield system, and much better than 2x as in XCOM.

This is the case that came into fashion with a restart of the mechanic of movement-shooting in 2 limited actions-it is very weak and casual. Yes, the old mechanics had their own imbalanced moments with shooting “because of” shelter, but to borrow modern simplifications instead of balancing those moments-this is not an option. This is less tactics and more playing in random (you will get, you will not get) and luck (guess where to put your men, until you see the enemy, or not).

The best was in the old ones, where there were action glasses, dependent on the soldier’s skill and the actions that the fixed number of these glasses spent. That is, it was possible to make a skirmish, they praise a couple of times at point -blank, run back, bent over the shelter and reload. Or vice versa, the whole course is aiming one accurate shot.
As a result, even 95% of the mistakes could be endured at point blank, since with proper planning you always had a chance to get out of the ass.

Of course, the actions were spent on each sneezer, even on the pocket of the pocket to simply pull out or turn aside. And it is clear why the modern sunga for the masses refused this. But two points – still too little

Well, I didn’t just indicate for a year, ash a stump that were and more advanced in the future, nevertheless, sprites and 20 have left their mark, just the fact when today’s developers have so many examples of a mechanic, and solutions to problems that have already been solved more than 20 years ago, they still rest on the horns at the same wild crutches (such as a complete mark with a machine gun at 95% of the chance)

Add Your Comment