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XCOM: Enemy Unknown

XCOM: Enemy Unknown

  • Platformos

    • Mac
    • Xbox 360
    • PlayStation 3
    • Xbox 360 Games Store
    • +8
  • Kūrėjas

    • Firaxis Games
    • Virtuos Ltd.
  • Leidėjas

    • 2K Games
    • Feral Interactive
  • Temos

    • Sci-Fi
  • Išleidimo data


  • Apie žaidimą

    The classic tactical turn-based combat returns in this modern re-imagining of X-COM: UFO Defense.

XCOM: Enemy Unknown

Apie žaidimą

The classic tactical turn-based combat returns in this modern re-imagining of X-COM: UFO Defense.

Aprašymas

Overview

The game's character customization screen.
The game's character customization screen.

XCOM: Enemy Unknown is a tactical turn-based strategy RPG developed by Firaxis and published by 2K Games. It was originally released for the Xbox 360, PlayStation 3 and PC on October 9, 2012. A Mac port — which is dubbed the "Elite Edition" and includes all currently available DLC — is being ported and published by Feral Interactive for release in April 2013, and an iOS port by 2K China is due to be released Summer 2013.

Considered a reboot of the X-COM franchise and a remake of X-COM: UFO Defense, players command an elite multinational military organization (called "XCOM") tasked with defending Earth against alien invasion. They fight the Alien menace by maintaining XCOM's underground base of operations, engaging in diplomatic relations with the nations of the world, intercepting UFOs in the "Geoscape" view, and dispatching squads of four-to-six customizable soldiers in the isometric "Battlescape" view (commanding their every move in turn-based combat).

A standalone expansion pack for Enemy Unknown, called Enemy Within, was announced on August 21st. It was released on November 12, 2013 and added a host of new content.

A version called XCOM: Enemy Unknown Plus was released for the PlayStation Vita on March 22, 2016.

Gameplay

The Base

Base of operations.
Base of operations.

The perspective from which the player can control and improve the base has changed significantly from the old XCOM title. Instead of a top-down view, the players will access and inspect their base from the 'side', almost like a cross section, not unlike an ant farm. There will only be one base in the game instead of the numerous bases that the player could build in the previous games. Interceptors can be placed on different continents, though they are represented only through menus.

Within the Ant Farm, each room's placement affects its performance. For example, adjacent power stations each have a slightly higher output, or a research lab may give discounts to the garage it is located next to.

Base Locations

Bases are given bonuses depending on their location. Players also receive these bonuses if they complete full satellite coverage over the different continents:

  • North America: All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.
  • Europe: Labs and Workshops cost 50% less to build and maintain.
  • Asia: All projects in the Foundry and the Officer Training School cost 50% less.
  • South America: Autopsies and interrogations completed instantly.
  • Africa: Monthly XCOM funding increased by 30%.

Static Facilities

[external image]
Mission Control replaces the regular Geoscape in XCOM: Enemy Unknown.
  • Research Labs: The Research Labs allows you to browse and manage available research projects. The research team is headed by Dr. Vahlen.
  • Workshop: The Engineering facility allows you to browse and manage available construction projects. Projects are divided into three categories — equipment (weapons and items), armor and aerospace (aircraft and satellites). The engineering team is lead by Dr. Shen.
  • Barracks: The barracks allow you to manage your roster of soldiers. Soldiers are heavily customizable, and as such it's possible to change their name, gender, appearance and equipment. As soldiers gain experience, they will increase in rank which unlocks new class-based abilities. New soldiers can, for a price, be recruited through the barracks.
  • Hangar: The Hanger allows you to manage your pool of Interceptors, which are used to intercept and shoot-down enemy UFOs. Interceptors can be outfitted with different weaponry and moved from continent to continent (provided that continent has at least one satellite in orbit).
  • Situation Room: The Situation Room gives you a general overview of the war effort. From here, you can monitor the panic level of each member nation, review council requests, launch satellites over available countries and sell resources on the Gray Market.
  • Mission Control: The Situation Room allows you to scan for contacts, which advances time and opens up new encounters to play on the Battlespace. The Situation Room is staffed by Central Officer Bradford.

Additional Facilities

  • Access Lift: Access Lifts open up access to new levels, allowing your base to expand deeper into the Earth.
  • Power Generator: Each Power Generator supplies +6 Power. Each adjacent power facility will confer an additional +2 power.
  • Thermo Generator: Each Thermal Generator supplies +20 Power. Thermal Generators must be build over steam vents, which are distributed randomly. Like other power generators, Thermal Generators built adjacently to other power facilities will grant an additional +2 power.
  • Elerium Generator: Elerium Power Generators supply an additional +30 Power. Like other power generators, Elerium Generators built adjacently to other power facilities will grant an additional +2 power.
  • Satellite Uplink: Each Satellite Uplink supports two satellites. Satellite Uplinks built next to other satellite facilities will grant an adjacency bonus, allowing you to launch one extra satellite.
  • Satellite Nexus: Each Satellite Nexus supports four satellites. Satellite Nexus facilities built next to other satellite facilities will grant an adjacency bonus, allowing you to launch one extra satellite.
  • Laboratory: Each laboratory increases research speed by 20%. Building a laboratory next to another lab will grant an adjacency bonus, resulting in a additional +10% increase to research speed.
  • Alien Containment: The Alien Containment Facility allows you to interrogate aliens captured with an Arc Thrower. Interrogating an alien will unlock new research. You must construct an Alien Containment Facility to progress with the main storyline.
  • Workshop: Each workshop adds 5 engineers. Each adjacent workshop will result in a 7% refund on resources used to build vehicles, foundry projects, and facilities.
  • Foundry: The Foundry allows you to research new weapons, upgrades and abilities.
  • Officer Training School: The Officer Training School unlocks purchasable soldier upgrades. Some upgrades improve each soldier's combat ability while others apply to the XCOM roster in general. On lower difficulty levels, the Officer Training School is pre-built.
  • Psionic Lab: The Psionic Lab unlocks Psionic abilities in some soldiers. Up to three soldiers at a time can be tested for Psionic ability, after which a new skill tree will unlock for successful test-subjects.
  • Hyperwave Relay: The Hyperwave Relay is unlocked by advancing in the campaign, and is required for story progression.
  • Gollop Chamber: The Gollop Chamber is unlocked by advancing in campaign, and is required for story progression. The Gollop Chamber is named for the original X-COM's designer, Julian Gollop.

Tactical Combat

[external image]
Combat in XCOM: Enemy Unknown.

Tactical combat puts the player in charge of a squad of up to six soldiers, searching for and defeating the alien forces within a designated area. Types of missions include crash-landed UFOs, suburban areas where aliens are terrorising civilians, rescue missions, and bomb deactivation missions.

In the tactical mode, squad members have two actions which can be performed during a turn. Typically, this means that units can move & use an item or ability, move & shoot, or move twice as far. During most scenarios, whenever a character performs an action, there is a chance that a short cinematic will play showing a closeup of that character; however, there is an option to disable this feature. Upon finishing a mission players are ranked on how many units died, how many enemies were killed, and, when applicable, how many civilians were rescued.

Classes

[external image]
A squad consisting of soldiers from each class.
  • Assault: This class specializes in using shotguns, which are very accurate and powerful at close range. Assault soldiers can learn abilities that specialize them for survival or for dishing out tremendous amounts of damage. Their signature ability, Run and Gun, allows them to make a double move and still attack during a turn, which is useful for flanking enemies.
  • Heavy: They carry light machine guns and rocket launchers, and specialize around either explosives or their LMG. Their signature skill is Fire Rocket, which isn’t just a handy way to kill aliens, but also a great way to remove cover, blow new holes in walls, and generally terrify the enemy.
  • Sniper: Specialists in precision damage at distance. Their signature ability is Headshot, which has a much higher critical hit chance than a conventional shot. While you can specialize your snipers to find the high ground and then command the battlefield, don’t ignore the possibility of building them out as hard-to-hit, scoot-and-shoot marksmen who specializes in worming into position for the perfect shot before sneaking off into the bush. The sniper generally needs time to get into position to do maximal damage, so don’t forget your pistol and use the rest of your squad to give him or her time to get in position for the perfect kill-shot.
  • Support: Their signature skill is Smoke Grenade, which grants cover (and later on can provide extra bonuses) to units in its radius, which is a great way to bring the odds back in your favor if something goes wrong later on. Support soldiers are ideal combat medics, able to get the most use out of the medkit to save their squad mates. They can also learn valuable abilities that supplement the rest of the team, which can be the wild card that wins the day.

Heroes

[external image]
Sid Meier, a hero with strong psionic abilities.

Heroes are unique easter egg characters that are 'friends of XCOM'. They are also considered cheats, as their summoning deactivates achievements for the rest of the game. Currently, the heroes that are known to be in the game are:

  • Sid 'Godfather' Meier: Support class with psi abilities.
  • Ken 'Big Daddy' Levine: Sniper class.
  • Otto 'Unbreakable' Zander: Assault class.
  • Joe 'Archangel' Kelly: Heavy class.

To recruit a hero, simply rename an existing squad member to one of the heroes.

Aliens

[external image]
A Muton, as depicted in XCOM: Enemy Unknown.

The following alien types appear in the game:

  • Sectoid
  • Sectoid Commander
  • Muton
  • Muton Elite
  • Muton Berserker
  • Cyberdisc
  • Thin Man
  • Floater
  • Outsider
  • Drone
  • Sectopod
  • Chryssalid
  • Chryssalid Hatchling
  • Chryssalid Zombie
  • Ethereal

Second Wave

On January 8th 2013, Firaxis released DLC called 'Second Wave'. This DLC was free and due to it's small size, was added via a simple game update. Upon starting a new game, the player can now access advanced gameplay options. Here, the player can check or uncheck modifiers that change certain aspects of the game.

The following modifiers can be used immediately:

  • Damage Roulette: Weapons have a wider range of damage.
  • New Economy: Randomized council member funding.
  • Not Created Equally: Rookies will have random starting stats.
  • Hidden Potential: As a soldier is promoted, stats increase randomly.

The following modifiers can be used after completing the game on Normal:

  • Red Fog: Combat wounds will degrade the soldier’s mission stats.
  • Absolutely Critical: A flanking shot guarantees a critical hit.
  • The Greater Good: Psionics can only be learned from interrogating a psionic alien.
  • Marathon: The game takes considerably longer to complete.

The following modifiers can be used after completing the game on Classic:

  • Results Driven: A country offers less funding as its panic level increases.
  • High Stakes: Random rewards for stopping alien abductions.
  • Diminishing Returns: Increased cost of satellite construction.
  • More Than Human: The psionic gift is extremely rare.

The following modifiers can be used after completing the game on Impossible:

  • War Weariness: Funding goes down over time.
  • E-115: Elerium degrades over time.
  • Total Loss: Lose all soldier gear upon death.
  • Alternate Sources: The power source cost to build facilities increases dramatically.

Pre-purchase Bonuses

[external image]
The flat-top hair-style from the original X-Com, compared to that of the new game.

Steam offered rewards on a Tier System based on the number of pre-purchases. The more people that pre-purchased, the more rewards each person that pre-purchases received. Pre-Purchase Rewards are as follows:

Tier 1: The "Elite Soldier Pack":

  • Classic X-COM Soldier: Players will instantly receive a new recruit, sporting a flat-top hair-style, in their Barracks inspired by the original X-COM: UFO Defense.
  • Soldier Deco Packs: Players can customize their soldiers with several aesthetic upgrades to armor suits including the new Hyperion and Reaper soldier armor kits.
  • Complete Color Customization.

The "Elite Soldier Pack" was later released as paid DLC.

Tier 2: Includes the Elite Soldier Pack, as well as three unique Team Fortress 2 Items: The Crafty Hair, a flat-top haircut; Area 451, a gas mask in the shape of an alien's head; and the Vigilant Pin.

Tier 3: Includes everything from the above two tiers, plus a copy of Civilization V.

This "tiered" reward scheme was the first of its kind to appear on Steam. Other games have since followed suit, such as Painkiller Hell & Damnation and Tomb Raider.

iOS Versions

On March 23rd, 2013, 2K Games announced that the full AAA game would be making its way to all iOS devices this summer. With assistance from Firaxis Games, 2K China has been responsible for the main port. All of the destructible environments remain, but the only limit that has been placed, when compared to the original release, is the number of maps in the game as a result of the file size. According to Jake Solomon, work on the port began a year ago, months before the game had hit store shelves. Much of the ease of porting came from experience with Sid Meier's Civilization Revolution to other touchscreen devices. Though pricing has yet to be disclosed, the game will surely be a premium-priced app.

PC System Requirements

MinimumRecommended
OS: Windows VistaOS: Windows 7
Processor: 2 GHz Dual CoreProcessor: 2 GHz Dual Core (Intel Core 2 Duo 2.4 GHz or Athlon X2 2.7 GHz)
Memory: 2 GB RAMMemory: 4 GB RAM
Graphics: NVIDIA GeForce 8600 GT / ATI Radeon HD 2600 XT or greaterGraphics: NVIDIA GeForce 9000 series / ATI Radeon HD 3000 series or greater
DirectX®: 9.0DirectX®: 9.0
Hard Drive: 20 GB HD spaceHard Drive: 20 GB HD space
Sound: DirectX CompatibleSound: DirectX Compatible
Other Requirements: Broadband Internet connectionOther Requirements: Broadband Internet connection
Additional: Initial installation requires one-time internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Visual C++ 2008 Redistributable, DirectX and Microsoft .NET 4.Additional: Initial installation requires one-time internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Visual C++ 2008 Redistributable, DirectX and Microsoft .NET 4.
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2K Games Announces Action Strategy Game XCOM: Enemy Unknown in Development at Firaxis Games

Regarded as one of the finest games ever made, the original X-COM is reimagined by the strategy experts at Firaxis Games

2K Games announced today that Firaxis Games, the creative team behind the iconic Sid Meier’s Civilization franchise, is developing XCOM: Enemy Unknown, an action strategy title that is planned for release in fall 2012. XCOM: Enemy Unknown will be instantly recognizable to fans of the original X-COM, while breaking new ground in strategy games for today’s console and Windows PC gamers. With equal emphasis on deep strategy and intense tactical combat, XCOM: Enemy Unknown will place players in control of a secret paramilitary organization called XCOM. As the XCOM commander, players will defend against a terrifying global alien invasion by managing resources, advancing technologies, and overseeing combat strategies and individual unit tactics.

“We’re looking forward to building upon the core gameplay experiences that fans of the original X-COM love, while introducing the franchise to a new generation,” said Sarah Anderson, senior vice president of marketing for 2K. “With Firaxis’ XCOM: Enemy Unknown and 2K Marin’s upcoming XCOM, 2K Games will be offering two different gameplay experiences drawing from the classic X-COM universe. Each game offers a unique XCOM experience in different genres, as envisioned by two different studios with unique creative visions.”

Released in 1993, the original X-COM is widely regarded as one of the best games ever made and has now been re-imagined by the strategy experts at Firaxis Games. XCOM: Enemy Unknown will expand on that legacy with an entirely new invasion story, enemies and technologies to fight aliens and defend Earth. Players will control the fate of the human race through researching alien technologies, creating and managing a fully operational base, planning combat missions and controlling soldier movement in battle.

“It’s been a dream of ours to recreate X-COM with our unique creative vision. We’re huge fans of the original game and it’s a once in a lifetime opportunity to re-envision a game that is as beloved as X-COM,” said Steve Martin, president of Firaxis Games. “We were careful to keep XCOM: Enemy Unknown true to the elements that made X-COM such a revered game while delivering an entirely new story and gameplay experience for both die-hard X-COM fans and newcomers to the franchise.”

XCOM: Enemy Unknown will be available in fall 2012 for Games for Windows, Xbox 360® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system.


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XCOM enemy unknown sugryzta. toks koks jis buvo 1993 metais tik kitoks. nu neaisku koks jis ten bus .bet zada palikt strategy zaidimo puse.isvis galetu gameplay stiliu palikt ta pati ejimais remta. tik su nauja grafika. siaip esam jau tai mate ant pc. tikesimes sis pateisins savo varda. jeigu jau taip drasiai zaidima pavadino.

kas nera girdeja apie toki, ar siaip prisimint noris ta geri , kuri vis dar pasileidziu kartais kai nostalgija uzeina,tai stai toks yra orginalus X-COM: Enemy Unknown.

stai ir pirmi gameplay screenai... wou !!! jei taip ir liks..tai bus cool. grafika ne amazing..bet ne grafikoj esme tokiam zaidime..

dar daaaaaaug naujos zaidimo info:

Citata

Recently, the first details of X-COM: Enemy Unknown has just arrived at our website, but that isn’t all.

Just a few hours ago, there are some new details that were posted on the official forum of 2K, by a fan. Also, the entire details can be found at here.

Destructible environments

In the scenario they showed, one member died. Because of this the other squadmates didn’t get an experience bonus

Without the bonus, the sniper leveled up still. He was able to choose from two abilities. Either Squad Sight(which means he can shoot anything a squadmate can see) and Snap Shot(which lets him shoot after moving. Something snipers aren’t normally allowed to do)

You can’t recruit specific classes. You can only recruit rookies and then level them up to become specific classes
The guys in suits in the screenshots are ‘Thin Man’ aliens. They’re able to leap long distances

Challenge is stressed a lot
same quick save/load system though they are considering an iron man type mode where you can’t load previous saves

Firaxis states that they’re not rebooting it, they’re re imagining it. Using the same core gameplay with modern technology, weapons, audiovisuals, etc.

There’s apparently a ‘Heavy Armed Mobile Cover Platform that serves as a powerful rock on which to anchor any tactical advantage’ and you can directly customize the heavy troops armor and weapons individually.

THE VAST MAJORITY OF XCOM’S CONTENT COMES IN THE FORM OF PROCEDURUALLY GENERATED MISSIONS AND ENCOUNTERS, MEANING THAT EVERY PLAYTHROUGH UNFOLDS DIFFERENTLY. (Sorry for the caps, just quoting here.)

randomly generated missions, terrain. Developer says you’ll never play the exact same mission twice outside of a few story missions which feature in-game cinematics

fog of war is confirmed. area starts off with darkness everywhere, and the average soldier can’t see ☺☺☺☺
enemy spawns are randomized

mobile platform called SHIV; customizable for new chasis

Sctoids and Mutons confirmed

The base’s screenshot is accurate. It is now a side shot instead of top down. You can also upgrade your base, like the satellite, with alien technology

There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.

You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources

The sniper units have a grappling hook ability to get on top of buildings

Gunners have a suppressing fire
you can equip your xcom guys with all kinds of different guns. customization looks like a big deal

Apparently there’s some sort of cinematic view when your guys get killed. They didn’t cite VATS or anything, so I doubt it’s too in depth

Unexperienced agents can panic, freak out, etc if something bad happens

Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration

No black blobs in Firaxis’s XCOM. The guys in suits are called “Thin Men” and they can use weapons, jump large distances, and puke disgusting goo.

No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don’t want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.

Soldiers gain perk-like abilities when leveling up; some examples given are, for a sniper, Snap Shot (move-then-shoot, not normally a sniper option) or Squad Sight (shoot any enemy anyone on your squad can see — not sure of the rationale there….).

Environments are destructible, as we would wish.

Soldiers can still panic, but not to the point of wiping the squad. Likewise, you’ll never get plasma-bombed right out of the carrier.

They want to make the game more fair, and those were specifically mentioned.

The strategic layer is extremely robust. You still need to choose which countries to send missions to, which offers of aid (in exchange for more protection) you’ll accept from which countries, which alien technologies you’ll research, etc. The back-and-forth between tactical and strategic play remains at the heart of the game.

Overwatch, duck-and-cover, etc. are all still very much present, tactically.

You can research vehicles, which take the place of a squaddie. They don’t gain XP and when they are destroyed they are lost for good, but they provide serious cover and firepower. One example given is a mobile heavy weapons platform that serves as a good overwatcher for a tactical advance.
Sectoids and Mutons confirmeD

The base’s screenshot is accurate. It is now a side shot instead of top down. You can also upgrade your base, like the satellite, with alien technology

There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.

You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources

The sniper units have a grappling hook ability to get on top of buildings

Gunners have a suppressing fire

you can equip your xcom guys with all kinds of different guns. customization looks like a big deal

Apparently there’s some sort of cinematic view when your guys get killed. They didn’t cite VATS or anything, so I doubt it’s too in depth

Unexperienced agents can panic, freak out, etc if something bad happens

Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration

No black blobs in Firaxis’s XCOM. The guys in suits are called “Thin Men” and they can use weapons, jump large distances, and puke disgusting goo.

No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don’t want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.

Soldiers gain perk-like abilities when leveling up; some examples given are, for a sniper, Snap Shot (move-then-shoot, not normally a sniper option) or Squad Sight (shoot any enemy anyone on your squad can see — not sure of the rationale there….).

Environments are destructible, as we would wish.

Soldiers can still panic, but not to the point of wiping the squad. Likewise, you’ll never get plasma-bombed right out of the carrier.

They want to make the game more fair, and those were specifically mentioned.

The strategic layer is extremely robust. You still need to choose which countries to send missions to, which offers of aid (in exchange for more protection) you’ll accept from which countries, which alien technologies you’ll research, etc. The back-and-forth between tactical and strategic play remains at the heart of the game.

Overwatch, duck-and-cover, etc. are all still very much present, tactically.


You can research vehicles, which take the place of a squaddie. They don’t gain XP and when they are destroyed they are lost for good, but they provide serious cover and firepower. One example given is a mobile heavy weapons platform that serves as a good overwatcher for a tactical advance.

Sectoids and Mutons are in. Cyberdiscs and Thin Men are also mentioned. Evidently psionics are also in.

Aliens have their own special perk-like abilities as well.

Overall it looks really ☺☺☺☺ing fantastic and I am now DAY ONE.

The article specifically cites a sniper spending their entire turn to take an aimed shot for Massive Damage. Perhaps it’s more accurate to think of the game as having only two action points per turn, for Move-Shoot, or Move-Move, or Aim-Shoot, etc.
Gus, like I said, overwatch is in the game. In, in, in the game. You definitely can set up squaddies who haven’t used all their actions in a turn, such that they can do overwatch and shoot the instant something comes into view.
Reloading costs an action, so it is a tactical consideration. Ducking into cover is the main positioning mechanic they mention. They also mention supppressive fire as another mechanic — your heavy weapons guy can lay down a barrage that can paralyze pinned units (e.g. remove their actions). Grenades are in, wounding is in. Generally it doesn’t sound like there are fewer tactical options, but rather that the bookkeeping is simplified.
(This part was by the author of the GI article)

Apologies if the article was unclear, but the deal is that sniper rifles are unusual in that they take a full turn to shoot. You can unlock a move-shoot perk for snipers at some experience level, but your basic sniper rifle takes a full turn to fire.

Ammo is abstracted. You’re assumed to be carrying enough clips to reload as much as you want, but it takes a turn to do so.

Suppressive fire is crazy awesome, for instance, but it burns through ammo like a mofo so you’re borrowing turns down the road to kick ass now.

Body positions – AIUI you are assumed to be kneeling behind partial cover etc. They didn’t go into a ton of detail here. Personally that’s a level of control granularity that I’m not concerned about preserving, so long as I have other awesome ☺☺☺☺ that I can do and creative tactics to explore. Which from what I’ve seen will not be lacking.

So yeah, you only have one base.

Building different bases has been removed, but you still buy satellite coverage (the new radar) and build hangars for interception in different countries. Your single base is like way more crazy awesome than any base from the original, though, and presents lots of opportunities for more decision-making in terms of digging deeper as well as what kind of expansion facilities you add on (see the screenshot of the “ant farm” that we put online Monday).


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anksciau kurtas XCOM fps shooteris buvo atkeltas velesniam isleidimui, o sitas kol kas zadamas 2012 dar...butu labai gerai

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Pats Sid Meier irgi kureju komandoj

 

Sid Meier Talks XCOM: Enemy Unknown

 

While Jake Solomon is the lead designer on XCOM: Enemy Unknown, it wouldn't be a true Firaxis game without a little involvement from Sid Meier. The gaming industry legend serves as the director of creative development at Firaxis Games and the XCOM team treats him as the holy man to consult on top of the mountain. We spoke to Sid Meier about his history with X-COM, who the game is for, and what will make XCOM: Enemy Unknown feel at home in the Firaxis library.

 

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XCOM: Enemy Unknown confirmed for October

 

 

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siek tiek naujo gryno gameplay

 

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nusimato tikrai labai geras Xcom rebootas is visko ka parodo. dar multiplayer zada gera.taciau svarbiausia kad netapo real time saudykle .vistiek bus ejimai. krc bus cool. aisku fallout buvo irgi kaip xcom losiamas panasiai ir na labai patiko ka padare su fallout 3, na xcom nors neina ta linkme .bet nusimato tik geras senu laiku prisiminimas

 

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Iš tikrųjų labai geras žaidimas. Kas mėgsta taktinius žaidimus tai čia toks saldainiukas. Patinka tas iššūkis..vienas neteisingas žingsnis ir visa komanda gali būt ištaškyta gan greit, todėl reikia labai atsargiai savo karius išdėliot. Taip pat reik galvot ką statyt..ką tobulint, nes pinigų tikrai neturi daug ir apskritai kam padėt, o ką palikt likimo valiai. Seniai jau laukiau kažko tokio :sweet:

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zaidimas iseis ir iOS ..bei Mac. del iOS tai tikrai gan netiketai ,plius tai kad kurejai sako kad tai bus tiesioginis PC portas. na nedaug kas PC padaro porta i iOS. o tokio tipo zaidimas tikrai gerai tinka tokiem irenginiam.nera skubejimo , ir nereikia per daug tikslumo del to kaip vyksta zaidimas todel turetu gerai valdytis ir touch budu.

bei kazkoks naujas XCOM kureju teaseris i nauju ju projekta

Citata

Firaxis may have given fans a first look at a new XCOM game at its PAX East 2013 panel today. The studio showed a brief transmission message from the “councilman” to close out the event.

 

Firaxis’ Jake Solomon noted of the teaser:

 

“This next one is big. You’re not going to see it anywhere else, we’re not even going to talk about it for a while. This is for those of you who care enough to be super fans and came to this panel. We wanted to give you a sneak peek at what may be coming next, so, we have an incoming transmission from the councilman.”

 

Polygon did manage to transcribe the councilman’s words:

 

“Hello Commander. The war continues, at great cost. We now believe another force has [static] against us, if not dealt with swiftly, they could destroy us. What we’re about to tell you cannot be repeated. Even now, enemy agents could be …”

 

Details beyond the teaser were not provided. We’re going to be kept in the dark about this one for awhile!

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