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Anyhow, I've just got a conformation from an old-♥♥♥ forum that game delivers. Go for it brother.
- You had realtime combat as an option.
- Geoscape fights were in real time, and 3D based, there wasn't a secondary mini game like originally.
- Destructive environments in a 3D landscape ( Orignal was more like layers of 2D tilesets )
- You had diplomatic expectations with various factions, that affected available recruits and gear.
- You actually had Geoscape and Unit combat outside of earth
- You actually had landmark awareness in the Geoscape and Investigation areas, instead of just a flat background. Factions were at particular parts of the city, buildings had distinctive value and tilesets, and Investigation areas had specific "zones" where civilians, particular aliens, etc. would stick to ( Akin to the UFO being a different experience than outside of it )
- Soldiers had a more robust allotment of gear choices, including being able to mix and match armor pieces, which could offer you special effects for just wearing that particular piece.
All in all, Xcom Apoc felt more like a grand strategy 4x game than it's predecessors. You could see and feel the importance of location, distance, and response time. The city moved on whether you interacted with it or not. It was cool seeing the city police force engage the aliens and cult members, and how combat decisions / outcomes affected the geoscape itself since it was all a destructible environment.
Frankly, I'm amazed they managed to pull that game off at all. It's like watching a gaming company go from making Wolfenstein 3D to Call of Duty with nothing in between, and in the 90s. The sad thing was what happened to the franchise afterwards. They really should have stuck to the Apoc formula.
The one who manage to make an apoc style game with collapsing stuff and all apoc had in game .. man.. you be rich lol .. i was extremely dissapointed that they cannot remake it at all right now
Once you had your heavies barreling down on them, the term "suppressive fire" doesn't even begin to describe the mayhem you could bring to bear.
And the tactical dynamics resulting from the destructible nature of the map was too complex for the enemy AI, so it almost felt unfair when they were lured into the killzone.
XCOM:A was downright awesome.
I feel like nobody on this thread has played the X-Com reboots? You can absolutely ravage structures with heavy weapons in that game so I'm confused about this nostalgia for 20 yo games and saying new engines cannot do this.
My rocket guys and mech units in the new XCom routinely blast giant holes in buildings or knock whole floors down. *shrug*
and yes i played every xcom and UFO game there is in the market and even those that are not
Sad story, I know...
Feels and plays absolutely different. And considering Apoc "physics", it was part of a tactics. Starting from intentional raid with setting Cult of Sirius house on fire and ending with an unlucky grenades which fell from a dead alien's hand and melting levels "alien the movie blood-acid" style.