The Glade 4.0

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 Post subject: XCOM
PostPosted: Fri Oct 05, 2012 8:45 pm 
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adorabalicious
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Yes or YES!!!

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PostPosted: Fri Oct 05, 2012 9:23 pm 
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YES!!!!!
I've got Wednesday off. :)

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PostPosted: Sat Oct 06, 2012 1:25 am 
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YAY!

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PostPosted: Sat Oct 06, 2012 12:43 pm 
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Ordered on Steam or how are you all getting it?

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PostPosted: Sat Oct 06, 2012 8:05 pm 
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Dash wrote:
Ordered on Steam or how are you all getting it?

Yes.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sun Oct 07, 2012 12:40 pm 
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Meh. I am sorely tempted, but I'm going to wait for a price drop.

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PostPosted: Sun Oct 07, 2012 10:52 pm 
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Dalantia wrote:
Meh. I am sorely tempted, but I'm going to wait for a price drop.

I can't tell you you're wrong to do so.

However, I can tell you I will be gleefully shooting aliens and dreading hidden movement in just two days...

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Oct 08, 2012 7:24 am 
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The guys from GameInformer have had a raging hard on for this game for over a year now. Normally they aren't so clearly biased so I'd be willing to bet their excitement is genuine and the mark of a good game.

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PostPosted: Mon Oct 08, 2012 8:44 am 
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The guys over at Rock, Paper, Shotgun have been drilling the lead designer hard for almost a year now, too, and their hands-on previews (and now review) have been glowing. I'm definitely excited to get home from work tomorrow.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Oct 08, 2012 9:57 am 
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The original XCom was one of THE games back in the day. Up there with Civilization, Dune II and Doom in my pantheon of games. So yeah i'll get this ;)

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PostPosted: Mon Oct 08, 2012 2:02 pm 
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Location: The battlefield. As always.
I played original XCom back in high school. I didn't find the game particularly fun, but I also tend to reset my Fire Emblem games when someone dies. >_>

(also, I am a poor college student. that is somewhat important)

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 Post subject: Re: XCOM
PostPosted: Mon Oct 08, 2012 4:17 pm 
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I loved it, but it was ball-grindingly hard. I'll probably pick this one up later, but it's not high on my priority list at the moment.


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PostPosted: Mon Oct 08, 2012 4:33 pm 
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Alec Meer of Rock, Paper, Shotgun wrote:
Start on normal difficulty, just to learn the changed ropes. Then, for heaven’s sake, change to Classic and Iron Man mode. Yes, there’s joy to be had from gaining access to all the game’s many, many toys and having your most beloved soldiers go the distance [...], but if you want XCOM to squat in your brain like a dark parasite whispering terrible things to you, you need to experience loss and suffering. On Normal, the late game becomes something of a cakewalk. On Impossible, it’s basically a joke for masochists, though it will force you to use flanking in a whole new way. I tried it, failed the first mission four times, eventually made it to the second and then just laughed at the screen when it was all over by turn three. Some will love it, but I like a least a little pleasure with my pain.

Classic finds the Goldilocks balance, where the challenge is towering but eminently meetable. The optional Iron Man mode prevents reliance on savegames, so when someone dies that’s it. It’s horrible, to the extent that at one point I was exploring the game’s filesystem and using undelete tools to try and resurrect my best Heavy. Fortunately, I didn’t manage to, and as a result that devastating loss at the hand-like protrusions of a Cyberdisc becomes an enduring memory. Death and failure runs in X-COM’s blood, and XCOM does not flinch from doing the same.

Mmmm.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Oct 09, 2012 12:47 pm 
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Yeah, so I played 3 missions on Normal before work today. First mission, all rookies of course, lost a guy (2 wounded). The two guys with kills get promoted, so I've got an Assault class soldier in fighting shape, and a rookie and a Heavy are wounded for 10 and 9 days, respectively. Okay, this feels appropriately X-COM.

Second mission out. I love my Assault guy. You'll see why in a second. He's paired with 3 rookies since his buddy the Heavy is still recouperating. I send a rookie up onto a shipping container to scout out the area... oh, look, there's 4 sectoids. Sorry you drew the short straw, rookie, because you had *just* enough range to make it up the ladder, and those piles of cinderblocks are like fifteen feet away, leaving you painfully out in the open. My Saudi Assault guy uses his Run & Gun ability to sprint over to flank two of them from cover, and that ability means he can still shoot or overwatch, so he makes a red mist out of one of them, while the other two rookies cautiously advance on the enemy position. Run & Gun is badass, and the shotgun's k-chunk is just so deliciously meaty sounding. Okay, enemy movement time... they all shoot at the guy on the container, no surprise there... Except that he proceeds to dodge every single shot. Okay, Normal is clearly too easy, I'm thinking. Of course, maybe not, as I proceeded to lose another rookie when I sent him around to flank the last sectoid that I thought I had pinned down, only to watch the sectoid double back around heavy cover to flank him.

So, two missions down, two more guys get promoted. One casualty on the second mission, but no additional wounded soldiers.

Third mission comes up. This time, I sent my Interceptor out to shoot down a UFO, and then send my team to clean up the crash site.

Very creepy ambiance. It's a sort of marshy, rocky tileset. I'm slogging through the water and go several turns without sighting anything. This tension is definitely what I remember hidden movement being like. I've got veterans, now, since my heavy got cleared for action, so he joins my assault, support, and sniper to make a well-rounded squad of 4.

Assault guy continues to be awesome, as I can fearlessly sprint for long cover to help scout ahead. My sniper is a little frustrating, as early on I can't find any good perches for her, and she can't move and shoot. I'm glad I gave her one of my newly produced medpacks, so she can at least have something to offer the team if we have to stay on the move.

Wait, my guys hear something during one of the hidden movements. Sniper, get set up over there behind that tree on this little rise. Hunker down while we move the others forward. Okay, UFO spotted, it's not looking in nearly as good a shape as the satellite imagery lead us to believe. There's some smoking holes in the sides and.. sectoid, over on that hill!

My sniper misses. I send Mr. Run & Gun over to deal with it. He does, but spots another. I reorient my other guys' cover positions to give them better cover against the new guy's position, and a clear shot on overwatch if he moves into the open.

Two more sectoids emerge from the crash site, and almost catch me with my pants down. Overwatch kills one of 'em, while the other darts around the smoking hull to safety. I reposition my sniper, cursing the lack of a good position with multiple fire lanes. A new type of alien emerges from the shadows within the ship. My heavy and support guy miss. That's okay, assault guy gets it done. Support guy nails a long shot to kill the one on the hill that my sniper can't see, and my assault guy is about to get mauled if this (last?) sectoid can turn the corner. Sniper, it's all up to you. 55% hit chance with a nice crit bonus if you use headshot. Hit that sucker, come on. Save my corporal from a grisly death.

And she does. Five kills, no casualties. If this keeps up, I'm going to have to restart on Classic already. I'll give it two or three more missions; if I don't see at least one death or two-three wounds in that time, I'll know I'm playing on cakewalk mode.

Maybe I'm setting my expectations too high, though. Maybe it's not reasonable to expect a wound/death *every* mission with a squad limit of 4, the way you'd basically count on losing a guy or two a run out of your 12-man Skyranger.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Oct 09, 2012 7:25 pm 
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Dash wrote:
Ordered on Steam or how are you all getting it?

I got the Special Edition at a brick and mortar store, $10 more than steam, but it includes the Elite Soldier Pack DLC, a little hardbound Art of EXCOM book, a poster, and a cool little XCOM shoulder patch (I'm a sucker for those). I got it in person because I prefer hardcopy manual for the games I know I'm gonna get really into...but all there is is a little basic four-page thing with basic commands and gameplay concepts and a blurb to "Download the complete manual at...". /shakes fist

And then I put in the first disk, only to have it be a steam distribution after all. :roll: Guess the second disc has the soundtrack, ringtones, and wallpapers on it.

So it's downloading from steam (grumbles about Cox and possible bandwidth throttling :evil: ), but I'll be going out with friends tonight before it will be done... ;)

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PostPosted: Tue Oct 09, 2012 10:07 pm 
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PLayed through, last 3 or four by end of the first crashed mission. I have a sniper, support, and a heavy. No run and gun yet but sounds good.

I don't like the way of fast forwarding time though. The camera control is wonky and way too sensitive mouse control for lobbing grenades. I pretty much take one movement then go on overwatch.

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PostPosted: Thu Oct 11, 2012 8:18 am 
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This game is going to devour my soul.

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PostPosted: Thu Oct 11, 2012 11:29 am 
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Müs wrote:
This game is going to devour my soul.

THIS ONE'S SOUL IS ALREADY GONE.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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 Post subject: Re: Re:
PostPosted: Thu Oct 11, 2012 11:56 am 
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Kaffis Mark V wrote:
Müs wrote:
This game is going to devour my soul.

THIS ONE'S SOUL IS ALREADY GONE.


Well, yeah. But had I a soul, this game would devour it.

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PostPosted: Thu Oct 11, 2012 4:57 pm 
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Bought it and managed to get through most of the tutorial. Life with kids... So far so good though.

Will play more tonight!

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 Post subject: Re: XCOM
PostPosted: Fri Oct 12, 2012 8:13 am 
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PostPosted: Wed Oct 24, 2012 12:29 pm 
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Yikes. That was a rough mission last night. Minor spoilers about alien abilities follow.
[spoiler]Large (Medium?) UFO that landed in Egypt, rather than crashed. Killed the 3 Chrysalids without any true unpleasantries. Mutons can go suck an egg, I ate about five grenades over the course of the mission.

Had my first encounter with the heavier Muton variety... actually managed to bring him down and stun him! I was excited to have a new victim to interrogate. Then the other Mutons threw a grenade at the area, killing one guy, seriously injuring my last remaining support, and maybe (I don't know if this happens?) killing my stunned & subdued heavy muton guy. So now, I've got two guys left; my Major Sniper, and my Captain Support. Support guy heals himself up, and I start the slow leapfrog through the ship in search of remaining guys.

At the very back of the ship, I follow the movement to one remaining room. I position on either side of the door and open it...

Two Sectoid Commanders. They're around the corner of the door my sniper's on, so I start with my support guy. Mistake, I think. He hits one for about 4 points out of 10 with his light plasma rifle. Follow up with my sniper -- she's got a lousy shot on only the other guy. Boo. She makes the 23% shot, but only does six damage. If only I'd taken her shot first, I could have killed one off entirely!

They both try to mind control my support guy. The first one misses. The second one gets him. Shoot! I back off with my sniper to cover on the other side of the doorway, so next turn I can shoot the bastard.

I obviously should have shot my own guy with her... because the next turn, the one mind controlling my guy damages her with his MIND!!! and then.. his buddy mind controls her. Mission failed, Skyranger lifts off with nobody and no salvage. *hangs head*

Lost a Major, a Captain, a Corporal, and three Squaddies. That one hurt. I've got no snipers and only one support and one heavy remaining... I guess my three Assaults will have to carry the team for a bit once they come off injuries.

I really loved my Sniper, though. "Hex" was my highest ranking officer, and had nailed 32 kills in 12 missions. She was an alien-gibbing machine, and the only thing keeping my guys upright when the Chrysalids and Cyberdiscs came a-knockin'. It's going to be quite painful replacing her.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Oct 24, 2012 2:59 pm 
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I haven't played any since the day after I got it. Was my first rescue mission. Just no real time as things way higher on priority list are sucking up the minutes.

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PostPosted: Tue Nov 20, 2012 10:53 am 
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So I've had some time to play. I just got the Firestorm and the mission to assault the Observer UFO...failed the first time to shoot it down. About how far am I in the storyline?

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 Post subject: Re: XCOM
PostPosted: Mon Jul 29, 2013 7:51 am 
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LTTP as usual with me and gaming these days.

Just picked this up for my XBOX and I am loving it so far.

I am playing through on Normal mode with autosaves on as I am learning the ropes, but I am looking forward to a more classic challenge (likely with Ironman) on the next.

I've already made a few mistakes (due to not knowing the mechanics yet) that cost me a squaddie. I've named them after people I know to give their progress and possible deaths a little more gravity. (OMG, I lost sniper ELMO).

Love the strategic depth of this and how the soldiers progress and become uniquely useful in their chosen speciality.

Mass Effect 3 has again been bumped due to this game.

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