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Xcom 2 remove timers
Xcom 2 remove timers












We created this platform where players can take the design of the game and say ‘I like it, but I want to do these unique things to it specifically to tailor my experience’. I think that’s the beauty of mods, which we’re super excited about. Now we have the opposite with early mods making the game easier. Why do you think that is?Īgain, this whole game is an inverse reflection of Enemy Unknown where Long War added so much depth and detail and length. Long War was loved partly because it made Enemy Unknown even harder, but the most popular XCOM 2 mods so far reduce difficulty. It would have been easy to say ‘let’s make these missions ‘kill everything’ again’ but I’m very proud that we didn’t. It’s one of those bold design decisions that I think the team did a great job with. You could say that adding timers to everything is less than ideal, but I think when you’re playing the game and you get immersed in the world it makes sense: you’re a guerrilla force and there are specific operations that must be completed to advance the resistance. One of the things that we love about it is that it really forces players to rethink how they played Enemy Unknown and Enemy Within.

xcom 2 remove timers

We wanted to flip that and make missions feel unique every time, so we made the decision to merge dynamics. We certainly knew it was a bold change to have objectives that are different for every single mission Enemy Unknown was the inverse where 90% of the time you’re asked to sweep out all the aliens and then once in a blue moon you’d have a bomb disposal mission or something similar. No, I’d be lying if I said we completely anticipated that. XCOM 2’s strict mission timers are part and parcel of the guerrilla concept, but they’ve definitely divided new players. There are a lot of changes in this sequel that the team pulled off really well and to see it reflected in the vast majority of the community is the best reward we could ask for. The team made a lot of bold choices across the board from design, to changing the rendering and art pipelines, to including new gameplay pillars like modding. It’s not a derivative sequel which is something I’m extremely proud of. Garth DeAngelis: There’s no doubt about it – we’re pretty ecstatic as well. What’s the atmosphere like at Firaxis right now?

xcom 2 remove timers

PCGN: You took an unusually high risk on a sequel, and the reviews are ecstatic.














Xcom 2 remove timers