Публикувани: 17 април
This is what I think X-COM Enemy Unknown should've been like: a balanced turn-based-strategy game that rewards your intelligence and punishes your mistakes, and ONLY your mistakes. It's challenging without finding the need to cheat.
The gameplay is almost exactly like Enemy Unknown. But the few differences that are there make the game a lot more fun and a lot less frustrating. For starters, enemies no longer get a free move when you spot them, evening out the playing field. Their advantage instead comes from other abilities they have, such as regenerating damage, teleporting, flight, and psychic attacks (the latter of which has cost me more than one mission). These make them hard, but unlike X-COM where I found the game boiled down to "shoot them until they died", this game instead forces me to prioritize targets based on potential threat from things other than how big the aliens are and how big are the guns they're carrying. Each enemy unit merits a different approach, as it should.
Your soldiers don't get specialized abilities like they do in Enemy Unknown, but they're no longer arbitrarily placed into categories by whatever confusing algorithm turned all of my soldiers in to snipers and nothing else. Their effectiveness in combat boils down to what equipment you arm them with vs. how well suited they are for that type of combat according to their stats.
The air-to-air combat is FAR superior here than Enemy Unknown. There's an actual strategy element to it not that gives you more direct control of combat, allowing you to snatch victory from a 96% chance of defeat with some creative flight control and use of weapons.
The world map is also much improved. Rather than build satellites to watch over whole continents, you instead build bases at points where you can cover the most land with your limited radar. And aliens can always attack your bases, setting you back and possibly costing you the game if they're not properly defended. The limited space you have to build aircraft will more often than not force you to guess which ships pose more of a threat than others, until later in the game when you can build an intel array to spell it out for you.
Eventually, your equipment will outmatch that of the aliens', but said equipment is costly and takes far more time than is practical to build. What makes this and pretty much every other step forward in Xenonauts work, though, is that your triumphs only come after numerous successful missions and God knows how many soldiers lost to the enemy.
And, lastly, f**k those f**king Reapers.