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Well it kinda where. Also the first games was not as scripted and you always ended up with unpredictable things in the campaign which made the game replayable over and over again.
In the new one its always the same things that happens. The only thing different is how you approach these things and when you finally have found out the optimal way there is no reason to come back.
Therefore the game needs to be more unpredictable and the slingshot dlc is just more scripted missions.
The game is good but it wouldnt take so much efford to make it great.
Second, these missions are - considering how early they appear - quite challenging. The first mission has you facing a Chryssalid long before the first terror mission. Second mission? A muton and you have to finish the whole thing in less than 10 rounds.
The reward isn't too shabby either, it gives you access to the Blaster Bomb Research early on (not the weapon itself, but that would be rather gamebreaking), allowing you to skip the need to shoot down and raid a battleship.
Finally, the added customisation is worth mentioning, too.
Tho, it is indeed not a great DLC, especially for the price (which Firaxis knows, too). Having it half the price would probably be best (as well as having the chance to have the first and second missions maps randomly for council and abduction missions - third won't work because it's on a flying alien ship).
Idk. Maybe i'm getting old and grumpy, even though i'm not even 30 yet.
And once again, getting it is quite a challenge as you have to finish three missions, which throw some aliens at you, which you usually won't see for quite a while (as said for Mission 1, you get a Chryssalid long before the first terror mission. Mission 2 forces you face a Muton early in month 2 as well as do the entire mission in less than 10 turns).
So, the only thing it does is remove anything luck-related to get the Blaster Launcher. Everything else? Got an equivalent.
(And a Heavy on the 4th rank isn't really that much worth, either - on some abduction missions, you can get guys of a far higher rank)
Compared to this X-COM always tells you what to do and when to do it and the so called freedom is mostly fake. You can build your base wherever you want. Does it matter where you build your base? No, not at all. The same goes for missions: UFOs trigger, terror sites trigger and alien bases come up, that's all. It's not a sandbox, it's just a TBS with a huge scope. It feels like you'd call Heroes of Might & Magic sandbox.
As for what is scripted and what isn't: Enemy Unknown is not scripted, the events, enemy placements and everything in the game is random except for council missions and the temple ship assault. That's fine because there you have simple storylines along the way which makes the gameplay experience more varied in the end.
What people seem not to realize is that Enemy Unknown benefits a lot from the fact that it has actual level design compared to the tile based random generated levels from the original game. I think it's great that the levels are designed specifically with the tactical possibilites of the game in mind and this shows in the combat mechanics: they simply couldn't be this refined if the levels were made totally random. Again this doesn't make EU scripted because the enemy placements are totally random. If you want to see a scripted game have a look at CoD.
This is a crazy world...Someone need the definition of sandbox game.
And the only purpose of DLC is MAKING MORE MONEY.
Firaxis screwed XCOM up. They know it.
Also X-COM has nothing to do with a sandbox environment, don't be an idiot (though I think I might be a little late with this advice). Free roaming is a key aspect to a sandbox game and X-COM has none of that. Is that a problem? No, it's not a problem, what the hell would we do with free roaming in an X-COM game?
I really can't understand where this stupid idea of X-COM being a sandbox game comes from. It looks like super hardcore fans of the first game are so blinded they think that the whole gaming industry is just the child of X-COM, the holy game where everything comes from. "I've always felt like that our planet Earth is just a ripoff from the geoscape of X-COM." :D
The missions is streamlined and in the end the campaigns end up a lot more similar each time you play through compared to the old ones.
Imo thats a huge minus but I respect that other people have different ideas of how they want there games to be. Adding more linear missions is not what I wish to be added to this game.
It's an amazing weapon and many people were only getting to use it once, on the last mission, or never even getting it at all.
The impression I got right from like, the day after release, was that the DLC was crafted solely as a way to get the B.L. out there sooner.
When you build a base, what did you do with it? You used it to expand your radar and let it make money.
Selling stuff was also only really possible after a mission.
And guess what? the new game does the exact same - except it replaces "money-making radar-base" with "saterlite", which fulfill the same purpose, overall.
I wouldn't say "sooner" but rather "more likely" as the only real challenge without the DLC is to get a battleship to appear after you got a heavily armed Firestorm. The battleship itself isn't really that hard. Yes, still pretty hard, but compared to shooting it down in the first place? Cakewalk.
And Slingshot basically eliminates the requirement of luck (as you are very unlikely to afford the research for the Blaster Launcher once you recieved it as other things will have a higher priority)