Publicado: 24 de marzo
If you were a fan of the original series, get this game. If you're new to the genre, you may have some trouble.
Pros: Base Building. Deeper simulation. Solid tactical experience. Sweeter learning curve.
Cons: Virtually No tutorial or guidance. Have to save a lot. Air-to-air combat mechanics are funky.Full Version
It's almost impossible to talk about this game without comparing it to the latest X-COM remake, so I appologize for that. While the new X-COM feels like a modernized interpretation of the series, Xenonauts feels like a direct modernized sequal to the original series. If you're a fan of the original, it'll feel very similar, but you'll notice a number of subtle design improvements which are virtually impossible to detail here.
Ground combat feels pretty solid and similar to the X-COM series. The cover mechanics take a little getting used to, but the UI is quite straight forward. As with all X-COM games, there's still perma-death for any unfortunate soldiers. If you're a hardcore simulation fan, you'll enjoy the difficulty. If you're like me, and can't stand the loss of your beloved soldiers, you're going to have to save and load a lot. This makes for a bit of a stutter-stop experience, but from having loved the original series and the remake, I'm pretty used to it.
Xenonauts uses an "action points" system similar to the original, that determines how much stuff each of your units can do per round. This inclueds the usual move-n-shoot, but also encapsulates rooting around in your inventory, crouching, reloading, and so forth. Conversely, the X-COM remake did away with this sytem in order to steamline the ground combat mechanics. While well executed, I appreciated the added complexity, especially around planning a soldier's loadout.
Xenonauts retains most of the base management mechanics from the original X-COM series, such as base layout, inventory, and staffing. Having this added amount of customizability really adds to the sense that this is YOUR base, executing on YOUR plans to save the world. While the X-COM remake again simplified this experience deftly, I still very much enjoy the added control that Xenonauts gives back to the player.
There are two major areas in which I feel Xenonauts falls short. One is the air-to-air mechanics. Now, when engaging an enemy ship, you can choose to enter this mini-game, in which you can control speed, limited maneuverability, and whether or not you want to retreat. Although you can pause the action at will, you don't have enough control of your aircraft for it to really matter. In the end, it's mostly a real-time battle. This feels like a disconnect in that the rest of the game is a tactical take-your-time-and-think-it-out type of experience. Even so, the game allows you to autoresolve these battles, so you don't need to worry about it if you're like me.
It's possible that this mini-game is much richer and that I'm missing out on some key mechanics, which leads me to the next area in which Xenonauts falls short; no tutorials. There is almost no explanation of how to play the game. At some moments, such as the first time you initiate an air-to-air battle, you get a big block of text, that doesn't really tell you how to succeed. Due to the similarity with the original X-COM games, I didn't have too much of a problem figuring everything out, except when it came to brand new mechanics (ie: air combat), but I can imagine it is exponentially frustrating if you're new to the series.
In the end, Xenonauts is an excellent executition of the original game complete with a mess of improvements and sweeter difficulty curve. It might not be as enjoyable if you're new to the genre, but if you loved the original, this is a must-have in your library.