Thursday, 13 April 2023
Amending the Anthem
Wednesday, 12 April 2023
The E-Sports dream bubble is bursting
Tuesday, 11 April 2023
XCOM Enemy Unknown versus XCOM 2
Character class systems also received something of an overhaul in XCOM 2, both to match the thematic shift from 'protectors' to 'freedom fighters' and to provide greater opportunity for build variation even when playing two pawns of the same class. Now the XCOM line-up of classes does provide everything you need on a basic level when it comes to RPG progression and within the scope of the tactical gameplay that's actually more than enough to keep most players busy and satisfied when squad crafting. However, XCOM 2 does correctly identify that in games like these, the more unique our characters are the more of a soul they feel like they have. The subclasses of XCOM 2, alongside the levelling paths it borrows from one, lay out a better spread of possibility- there's little spin to really apply here, the sequel just does it better hands down.
As these games are built around the concept of replayability, these game's ability to conjure up unique feeling play arenas based on the assets provided to the computer is important to making each playthrough feel somewhat fresh. Which is probably where XCOM: Enemy Unknown really starts to show it's age in an unescapable. It isn't long into anyone's XCOM career when they start to recognise the exact layout of locations they've cleared that were allegedly in another country altogether, which in turn makes the memorisation of Alien placement fairly trivial once you know your areas well enough. The solution to this is conceptually simple, and it's exactly what XCOM 2 does. More variety, both in potential map layouts and the archetype of those maps; creating maps that feel distinct, even when you're treading the same basic sort of themed location you've done before.
There are also the full conversion DLCs. The big DLCs that take the base game and shuffle it around a bit with focuses on whole new factions, or gameplay systems, which typically create the 'final form' of these XCOM Games. XCOM 1's 'Enemy Within' gave us a new faction and questline, alongside a new class of Mech Units that totally changed up the power dynamic of the late game now that players had a foil to big Alien Mechs. But it also introduced a new resource in a haphazard implementation that threw off the carefully designed gait of the basic gameplay too. 'Meld' kind of sucks to collect in the early game for it's time limit, but at the same time the resource ends up being an essential collectible for enjoying all the really cool mech and psionic systems in the late game. XCOM 2's 'War of the Chosen', on the otherhand, is a total powerhouse. Throwing in several new classes, an entire new breed of unique boss that actually works within the established game, reworking some of the badly implemented DLCs that I mentioned earlier and providing a new playthrough full of enough content to feel like a follow up entry. 'WOTC' is a must play for any XCOM fan, 'Enemy Within' is more of a nice cherry atop of the XCOM 1 cake.
At the end of the day, the thing that makes the XCOM games special is that there is no one game that is all around better than the other, as I said they're such different beasts they can co-exist as partners within this expansive industry of ours completely happily. Personally, I'm drawn by my mood to one game or the other, because I favour them both equally, even as one handles certain aspects better than the other. In my mind, the ideal sequel is one that can live like this, in those instances where people throw up their hands wondering how a follow up could even be conceived. Hand in hand, shoulder to shoulder, equals in quality and worthy as competitors. And then there's XCOM Chimera Squad. That game was alright as well, I guess...
Monday, 10 April 2023
Music in plot
Sunday, 9 April 2023
The Bartle Taxonomy: Killers
Saturday, 8 April 2023
Of Monsters and Lawsuits
Friday, 7 April 2023
E3 suffers final death
Thursday, 6 April 2023
Wasting my time
Explaining a time gate is best done by examining the kings of this particular crop: Mobile Games. Who out there has played a mobile game and reached that point where they can't progress any further because they have to wait for a timer? Maybe it's a a bar of energy that refills 1 unit every 15 minutes. Maybe it's the building process of your barrack upgrade that's going to take several hours, or maybe even several days, to complete. These are time gates. And typically a mobile game will design itself to slowly introduce these inconveniences in order to slowly wring the patience of their free-to-play players just as they were starting to get hooked on the gameplay loop in order to manipulate them into spending money to skip the wait. That is the most cynical version of time gating, but it's not the only iteration that gaming has ever known.