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回報翻譯問題
It is true that there's a huge contrast between X2 and XCS, in tone, mood, feel, theme, etc. X2 is pretty dark in some way while XCS feels much happier (and yes, cartoony) despite the post-war anarchy just around the corner. Cherub is probably the happiest Advent / living being ever, at the very opposite of X2 Advents.
XCS takes place only 5 years after the events of X2, i don't think a big city like this would recover and run (mostly) nicely in such a short period of time or that humans and aliens would trust each other enough to work together that easily. I'm glad though that dialog reflects this to a degree. Also, the setting completely ignores the Templar ending of WotC. I doubt XCS is canon.
As for handmade maps rather than procedurally generated, i'm not sure why they went with this since X2 already had randomized maps. Is it a downgrade? Yes and no, keep in mind handmade maps are always nicer than random, but lower replay value a bit. On the other hand, you do not explore in XCS and there's no fog of war and you always see where all enemies in the current room. XCS suffers less from static maps than EU/EW.
Pre-made soldiers with a few perk choices along the way is fine with me. In X2 i use that mod that makes my soldiers always bleed instead of dying (with other tweaks to compensate, such as much slower rank progression) and my cast is made of a dozen or so unique and colorful characters. XCS isn't alien to me in that regard.
I see breaches as an evolution of the ambush mechanic in X2. Both never get old and while it's simpler to set up an ambush, during a breach you have a number of tactical decisions to make, such as character order, breaching points with bonuses and/or penalties, which breach items or abilities you want to use, etc (also, breach grenades are only usable from 2nd slot).
There's another important gameplay difference between X2 and XCS you did not mention: turn order. Units take individual turns along a timeline rather than each side taking turns to move all their crew. I think both ways are fine and in XCS you can manipulate the timeline with a few abilities, causing one of your guys to act sooner or push enemies further down the timeline. It feels very different to previous XCom games and some decisions you make, from where you move to who you shoot, are affected by who plays next or soon.
To conclude, as a game mechanics person for whom story, setting and dialog take the back seat, i absolutely enjoy this game. I've made 5 playthroughs in a row, taking a little break now, but i will definitely come back to it and there's great potential of expansions. To people considering getting this game, do not expect XCom 2, as XCS is its own thing (and fun). I think X3 will be closer to X2 than XCS.
About the history,
I agree with what you said, this happening only 5 years after the war (it was 5 years no?) It is hardly believable that XCOM, especially survivors of the First war, would even ACCEPT working with aliens, those of the resistance can and probably would take the same stance, if not worse, than Xcom.
Those who lived on the Advent Cities, may not have that problem, or at least not that much of it, thay had already accepted alien rule, so cooperation with them doesn't sound so far-fetched (Chimera squad sould have taken his human members from here, only a very, VERY tolerant Xcom instuctor may fit in the midst)
This game would have been better if it happened in an unespecified time after the war or 1 or 2 generation after. (to let those with vivid memories of the wars die of age and cool the fire of hatrred, etc.).
there is also the fact that Xcom is a non-governamental/multi-governamental army (It was made by the United nations) and i don't think they are in any way qualified as a police force or at least to train one (especially after their fall after Xcom 1, since in Xcom 2 it was mostly made of rebel voluntiers)
I think that the "Chimera Squad" would fit better if it was the city admins who, to lower the tensions of alien-human relationship, enforced this squad to deal with sensitive issues
Now for the faction of Xcom 2.
If i remeber well templars have no opinion towards aliens, they are psionic users who fled Advent authoroties.
Reapers actually ATE aliens (there is a cutscene on the begining of the reaper/skirmisher meeting showing you that) and they reject all aliens, even though the first reaper who joins you befriends the first skirmisher.
Skirmisher wanted nothing more than their freedom, so i don't see any problem from their side.
I won't speak about cast, location and similar things. i believe i lack much things to speak about them
The Breach mechanic.
It is interesting but It only works well in staged fights, and even though i like not having to explore the full map for the last piece of s--t hidding in the freking corner of the map. The fact that you have 3 encounters on 3 different boxes of a map, kind of kills part of the joy of XCom/Xcom2. Who didn't place a sniper or 2 on a roof in oversight to cleanse enemies as they appeared? If They want to apply this on a mor Xcom/Xcom 2 game-type they will have to thimk it more. I prefer to have an open map than to have 3 encounters on a limited space
On a side note, I Enjoyed every mission on the game, even those that made me reestart the mission a few times. I also apologize for my english, I'm not used to make this kind of writting
2. I think the best thing you can do is just purchase and play the game. It's fun.
5 Yrs after XCom2, which was 20 yrs after the invasion so 25 yrs since the war. The events of XCom2 weren't really a war for the majority of Earth, the general population doesn't rise up against Advent until the very end of the game and it's implied there's little resistance from Advent's side once the Elders are removed.
There's some rather significant differences between WW2 and the XCom Universe.
First, they WON the war; there's that whole, "history is written by the victors", thing. The entire world was under advent rule for 20yrs and CS takes place 5 yrs after the end of that rule. That means there's a significant number of adults who never knew the pre-invasion world.
Second, the aliens were literally mind-controlled slaves from races previously conquered by the Elders. That's a rather large mitigating factor in determining their culpability. If you pay attention to the lore in XCom/Xcom2/CS you'll see that the aliens under the Elder's command were treated horrifically, arguably worse than humanity.
Third, the world isn't like City 31. Not only is it never implied that aliens and humans are happily co-existing it's explicitly stated that City 31 is an exception. It's the city at the forefront of human/alien coexistence, that's what makes it important/unique in the narrative of the game and within that city there's still significant unrest, thus the need for Chimera Squad. Further, Chimera Squad itself is more fully integrated than the city's police force and CS is a very small elite squad.
I think it would be a far more unrealistic claim to try and pretend like in the entire world there wouldn't be a single city that tries to make coexistence work or that drawing from the entire world you couldn't form a single squad of people that would be willing to work together interspecies. It's especially weird because aliens, the Skirmishers, were working with XCom during the events of XCom2; was XCom supposed to do a 180 after the war and refuse to work with aliens?
Yea... people who use 'millenial' as a pejorative are pushing some pretty hard biases.
Bingo.
It's a fun game!
Firaxis has a high turnover in their talent. They fire around half their staff every three or four years or so they don't have a good track record for consistency. Put another way, fan service is not one of their strengths.
At least they are innovative. In my view, many of their new ideas don't work. Some do. Vote with your wallet. I'm not buying any more Civ. The price point for XCOM:C̶h̶r̶o̶m̶a̶ ̶S̶q̶u̶a̶d̶ Chimera Squad is very attractive, though, and that's a welcome incentive.
Back in the day, when certain un-named large American animation studios wanted to test their technology and talent, they made shorts, as well as dozens of commercials. Some things worked, others did not, but the expense for these projects was minimal, and in the case of the commercials, they paid for themselves quickly. As certain studios grew, they became overconfident in their own abilities and stopped making test films, preferring to rely on box office. These films tended to have a high degree of technical sophistication but low public appeal. The result was the disbanding of the studio and reliance on merchandise to keep the brand going.
Lore-shmore, I say. Firaxis to me looks like they are trying to buff out some of the raw edges in the old XCOM. Xenophobia isn't a good look right now. Shooting first and asking questions later is not the smart move after all.
The writing in CS is sharper than it has ever been, and it seems very aware that 25 years have past since the first game. I think the writing in this XCOM is very well done. So is the art, the music, and the UI. That's a tremendous achievement right there, even if they are building on some re-used assets. They haven't broken what does not need fixing.
I really love the line art, I think there's massive visual appeal there, so much so that the rendered models look flat by comparison. There's only so much you can do with a 3D model before you take a dive into the uncanny valley, and that's not somewhere you want to be when you are combining humans and aliens in a mass-market videogame. Firaxis has never approached art direction from the point of view of realism: the line art is a natural and logical extension of their design philosophy. Good thing that Firaxis has juiced up the animation! Every XCOM game has seen an improvement in that category, and that's commendable.
I see game-play as an improvement as well. It's not perfect, but it does tackle some of the problems of pacing in the older games with innovative solutions. Try going back to the original where you had to manually equip each of 20 soldiers with ammo, flares, and grenades. CS is cartoony, but so was the original. You want to cringe at the 1990's? Be objective about the art and writing in the first XCOM.
Except the aliens tearing it apart
And people dying by the elder disease
And there's no government and ruled by a Directorate
And psionic network is still in use and people living with slave collars
1. Actually, Chimera Squad takes place 5 years after the war. The first invasion isn't referred to as "the war," in the sticky at the top of this forum. Secondly, all that fluff about generations not having seen the antebellum world is irrelevant. XCOM disseminated the casus belli, that is, information about ADVENT's atrocities to the general public, thus enabling the uprising in the first place. So whether later humans knew the previous world or not, would be meaningless, since they knew ADVENT was killing people off in droves, and wiping out refugee camps in outlying areas.
I mention myself in my own post that the resistance factions worked together with the Skirmishers, but it was an uneasy partnership. Both the leaders of the Reapers and the Templars (Volk and Geist, respectively) state on the record that they don't trust the Skiirmishers, and they only agree to fight with them because the Commander vouches for them.
2. Imagine a series of film sequels which are completely divergent in tone. It doesn't make sense. I never watched the Hunger Games, but what if they threw a happy-clappy entry into the middle of the series' lineup? It would be impossibly corny, to the point of making it unwatchable.
3. I am a millennial myself and I wasn't using the term derisively. My point was that millennials are exacty the sort of generation you don't get in an immediate postwar aftermath like 5 years hence, especially a war rife with atrocities llike genocide. Tell me if Europe in the postbellum period was rosy. It doesn't come across that way in books. Perhaps a better example is at the end of the wars which followed the breakup of the former Yugoslavia. Same deal. Lots of genocide and postwar resentment.
It's just implausible writing. I don't mind the idea of former resistance and former ADVENT working together per se, but it should reflect the fact that there are tensions among the populace; the members of Chimera Squad are drawn from that same populace. So either they or people they are close to (friends, family) have hard feelings toward the other side, so the new partnership should force them to wrestle with their consciences and undergo a torturous process of reconciliation with one another.
So this is a pretty prime example of why I so seldom seldom engage in quasi-social interaction online, everyone is so combative. Calm down and discuss the game dispassionately. I'm not here to pick a fight, just starting a conversation.
i don't see any conflics with the second and last group, but the other 2 shold be giving a LOT of trouble to any kind of peace where their desire is not the only one that persist.
on another note, one should ask WHERE Xcom operatives would stand, because i highly doubt all of them would wan to play and live with alien neighbours, thus increasing post-war troubles.
I think that between Xcom 2 and Xcom CS, should be more than 5 years, even if City 31 is one of a kind untouched by the war, because you just need to think of it, what did humans do to the nazis after the war, we "hunted" the comanding officers to put them to trial ( i will just say this cause i don't wan this to go further), so, just think for a moment what humans, as vindicative and prone to violence race we are, would do to the aliens, even if they claimed that where Mind Controled.
i know that i insits on the point of the 5 years a lot but it is the only history thing that doesn't fit, at least when i try to picture it. I kind of expected Xcom 3 happening close to the events Xcom 2 with aliens, now free of eternals, tried to claim part of earth to live or build spaceships to go home, and Xcom defending human territories and "recapturing lost ground". or something about the menace hidden underwater that you see at the end of Xcom 2 war of the chosen but now...
for the one who said to just buy, play and enjoy the game, personally i have already done those 3
Bat Club always worked throughout all ages, the commander can't possibly say that it isn't convential enough.
Star Trek. Star Wars. Alien. Batman. James Bond. Planet Of The Apes.
Again, the lore isn't important, although I guess we can go in circles around that. It's the game assets that have any value. That's the first thing any game producer will ask: what are my assets and how will they impact the budget? The rest of it is just, well, tears in rain.
Like the wise person said above me, people want to play as the aliens. Now we can play as the aliens. I think it's fun.
Yes and no. I mean, I appreciate that your response meets one criterion for the discussion, in that I wanted people to give their heartfelt opinions, and while I understand lore may not important to you, if it's important to me and other players sympathetic to my point of view, well, your opinion isn't the final word. If Firaxis wants to do right by it's faithful fan base it has to be conciliatory to parties who want a strong story and those like you who are more action oriented and come up with a middle of the road solution. I mean, I like story driven games. To me, a great game is like an interactive movie, or comic, or novel, but instead of being a passive spectator, I'm in a position to influence events or execute major plot threads my own way within a narrative framework.
A good game is a work of art, and art has something to say, some message to impart to its admirers. Whereas players who are only preoccupied with gameplay above all other considerations are traipsing on a game's artistic value, and looking at a game as merely an avenue for pleasure, and I think that kind of tramples on all the work of all the dedicated programmers who make the games we love. One way XCOM 2 did that was by making allusions to human history. I mean, ADVENT was like a giant analog for the despotic regimes of the twentieth century. But I've said my piece on this score, and I'll leave it at that.
As for the examples you gave above, excepting Star Wars and Star Trek (which were both respectively ruined by JJ Abrams and, in the former case, also Kathleen Kennedy) I would strongly disagree that those franchises evince differing moods. As just one counterexample, I think Batman films take largely the same tone with subtle differences. I mean, when I was a kid, Tim Burton's Batman was the latest and greatest thing, and when I was in college it was Christopher Nolan's Dark Knight trilogy. Minus the aesthetic treatments (ie Burton's penchant for elaborate pageantry, costumes and makeup, for example) Batman is a dark, brooding figure in each treatment. More importantly, whenever a beloved franchise is subjected to a particular director or artist (in the case of comic books) creative vision, every artist portrays the subject with a coherent and consistent theme. So, if another company follows in Firaxis' footsteps and reboots the XCOM franchise for a second time, I think it's all well and good if they want to reinvient certain things. But I digress.
You do digress, in detail. Take it easy.
The money comes from everywhere, it is fluid. Like Twelvefield mentioned, money flowed into Batman, Star Wars, Planet of the Apes, Star Trek etc...from every possible vector.
There are fans, sure. But a dependable block of currency? Not so much. That's why there are different versions or iterations of corporate franchises.