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XCOM: Enemy Unknown (Not the shooter) -- Out Now. Use New Thread.

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Posts

  • MechMantisMechMantis Registered User regular
    Mvrck wrote: »
    So I saw a cool thing on the tooltips mentioning selling stuff to the Grey market. So that's back in!

    Excellent.

    The X-Com Foundries will not rest until there are three laser cannons for every person on Earth.

    dkj3oHf.jpg
  • BigityBigity Lubbock, TXRegistered User regular
    Man, awesome demo.

    Man, short demo :(

    Sceptre
  • VoodooVVoodooV Registered User regular
    Corpekata wrote: »
    PC controls seem a bit clunkier than I was expecting regarding the camera, but might just take some getting used too. Also more in depth tooltips would be nice. Otherwise, was pretty fun. Managed to get my veteran killed 1 turn away from the end of the mission. Feels apt.

    2nd'ed Was anyone able to play the demo with the xbox controller? Mine was connected but didn't seem to recognize it.

    but yeah, the controls felt clunky and definitely needed tooltips

    first time out, the two sectoids scored both of their hits on my guy in half cover in the first turn......*restarted*

  • BigityBigity Lubbock, TXRegistered User regular
    M-Vickers wrote: »
    Did anyone notice in demo - does killing the controlling sectoid, and thus his friend, count as one kill or 2 ?

    I didn't kill them both. I assume the blue stuff going between them was the linking, but when I nailed one the other one was ok. I had to shoot him separately.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    From what I've seen, I think you have to pop the Sectoid who initiated the Mindlink to get a double-kill. If you get the one who received the 'link, the other one lives.

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • BigityBigity Lubbock, TXRegistered User regular
    That makes sense, I popped the receiver first.

  • M-VickersM-Vickers Registered User regular
    VoodooV wrote: »
    Corpekata wrote: »
    PC controls seem a bit clunkier than I was expecting regarding the camera, but might just take some getting used too. Also more in depth tooltips would be nice. Otherwise, was pretty fun. Managed to get my veteran killed 1 turn away from the end of the mission. Feels apt.

    2nd'ed Was anyone able to play the demo with the xbox controller? Mine was connected but didn't seem to recognize it.

    but yeah, the controls felt clunky and definitely needed tooltips

    first time out, the two sectoids scored both of their hits on my guy in half cover in the first turn......*restarted*

    I played with a controller - it has to be plugged in when you start the game, then go into the options screen, under control I think, and change mouse to pad. All the tool tips and controls should change right away.

    I also tried the mouse and actually vastly prefer the controller. The camera is easier the control, and the PC version just added keys to press.

  • LavaKnightLavaKnight Registered User regular
    I don't like all the abstraction in the game; everything is percentage chances to hit, and if your roll a "hit" your bullets basically go through the wall and curve spacetime to hit.

    That's the only thing eating me from the limited amount of video I've seen so far, but I'm rationalizing it because it's Firaxis (they have always been fairly "video-gamey,") and X-Com.

    This has probably been said before, but I think making the limited cover look more limited would go a long way towards combating this abstraction, but hopefully I'll be able to not get caught on that during the game and enjoy it despite super physics bullets.

  • PhonehandPhonehand Registered User regular
    jdarksun wrote: »
    A couple interesting things in the files:
    ; DLC Script Packages (if needed in editor)
    ;+Package=DLC_PreOrder
    ;+Package=DLC_PackIn
    ;+Package=SeasonPass
    ;+Package=DLC_Day060
    ;+Package=DLC_Day090
    ;+Package=DLC_Day120
    

    But most importantly...
    .\steam\steamapps\common\XCom-Enemy-Unknown-Demo\XComGame\Config\DefaultNameList
    ; ------------------------------------------
    ; -------------- AMERICAN ------------------
    ; ------------------------------------------
    m_arrAmMFirstNames="Shane"
    m_arrAmMFirstNames="Rob"
    m_arrAmMFirstNames="Brad"
    m_arrAmMFirstNames="Cameron"
    m_arrAmMFirstNames="Chris"
    ...
    
    m_arrAmFFirstNames="Mary"
    m_arrAmFFirstNames="Lisa"
    m_arrAmFFirstNames="Elizabeth"
    m_arrAmFFirstNames="Jennifer"
    m_arrAmFFirstNames="Susan"
    ...
    
    
    m_arrAmLastNames="Freeman"
    m_arrAmLastNames="Jefferson"
    m_arrAmLastNames="Washington"
    m_arrAmLastNames="Wheeler"
    m_arrAmLastNames="Martz"
    
    There's no gender distinction for last names, but it looks like we can seed our own names. I'll fill it with Space Mutiny and see if it works.

    :D

    pmdunk.jpg
  • canuckontcanuckont Registered User regular
    Best monday ever

    Wake up at 630 AM

    Get to work for 800AM (driving an hour in traffic)

    Busy work until

    Eat Lunch

    Back to work

    Home at 445PM

    Turns on the computer to see that XCom has release a demo, pant 'spolded

    I saw a kid get handed a JB poster by who I presume was his parents outside my store today....he tore it in half infront of his horrified parents.....There's hope for our youth yet!
  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    Ceno wrote: »
    No base invasions in currently.

    I'm guessing expansion material.

    Likely never as long as you only have the one base.

    ...and when you are done with that; take a folding
    chair to Creation and then suplex the Void.
  • DehumanizedDehumanized Registered User regular
    Phonehand wrote: »
    jdarksun wrote: »
    A couple interesting things in the files:
    ; DLC Script Packages (if needed in editor)
    ;+Package=DLC_PreOrder
    ;+Package=DLC_PackIn
    ;+Package=SeasonPass
    ;+Package=DLC_Day060
    ;+Package=DLC_Day090
    ;+Package=DLC_Day120
    

    But most importantly...
    .\steam\steamapps\common\XCom-Enemy-Unknown-Demo\XComGame\Config\DefaultNameList
    ; ------------------------------------------
    ; -------------- AMERICAN ------------------
    ; ------------------------------------------
    m_arrAmMFirstNames="Shane"
    m_arrAmMFirstNames="Rob"
    m_arrAmMFirstNames="Brad"
    m_arrAmMFirstNames="Cameron"
    m_arrAmMFirstNames="Chris"
    ...
    
    m_arrAmFFirstNames="Mary"
    m_arrAmFFirstNames="Lisa"
    m_arrAmFFirstNames="Elizabeth"
    m_arrAmFFirstNames="Jennifer"
    m_arrAmFFirstNames="Susan"
    ...
    
    
    m_arrAmLastNames="Freeman"
    m_arrAmLastNames="Jefferson"
    m_arrAmLastNames="Washington"
    m_arrAmLastNames="Wheeler"
    m_arrAmLastNames="Martz"
    
    There's no gender distinction for last names, but it looks like we can seed our own names. I'll fill it with Space Mutiny and see if it works.

    :D

    Surely this is the only mod support that we really need.

  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    Phonehand wrote: »
    jdarksun wrote: »
    A couple interesting things in the files:
    ; DLC Script Packages (if needed in editor)
    ;+Package=DLC_PreOrder
    ;+Package=DLC_PackIn
    ;+Package=SeasonPass
    ;+Package=DLC_Day060
    ;+Package=DLC_Day090
    ;+Package=DLC_Day120
    

    But most importantly...
    .\steam\steamapps\common\XCom-Enemy-Unknown-Demo\XComGame\Config\DefaultNameList
    ; ------------------------------------------
    ; -------------- AMERICAN ------------------
    ; ------------------------------------------
    m_arrAmMFirstNames="Shane"
    m_arrAmMFirstNames="Rob"
    m_arrAmMFirstNames="Brad"
    m_arrAmMFirstNames="Cameron"
    m_arrAmMFirstNames="Chris"
    ...
    
    m_arrAmFFirstNames="Mary"
    m_arrAmFFirstNames="Lisa"
    m_arrAmFFirstNames="Elizabeth"
    m_arrAmFFirstNames="Jennifer"
    m_arrAmFFirstNames="Susan"
    ...
    
    
    m_arrAmLastNames="Freeman"
    m_arrAmLastNames="Jefferson"
    m_arrAmLastNames="Washington"
    m_arrAmLastNames="Wheeler"
    m_arrAmLastNames="Martz"
    
    There's no gender distinction for last names, but it looks like we can seed our own names. I'll fill it with Space Mutiny and see if it works.

    :D

    Surely this is the only mod support that we really need.

    This will make my Westeros Houses + Hogwarts Houses idea even easier.

    "If you're from America, this wolf is your flag. And your last name is Stark. Yes, all of you."

    PEUsig_zps56da03ec.jpg
  • FoefallerFoefaller Registered User regular
    Why does the demo have to be out now? I'm not going to be able to afford the RAM card and Windows 7 upgrade to play it untill the Friday before launch!!

    Is there a Live demo comming? has it come already and I just missed it!?

    steam_sig.png
  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    MechMantis wrote: »
    Mvrck wrote: »
    So I saw a cool thing on the tooltips mentioning selling stuff to the Grey market. So that's back in!

    Excellent.

    The X-Com Foundries will not rest until there are three laser cannons for every person on Earth.

    You probably won't get the chance. In the original you could lose every country but one (due to the bug) and keep going based off of your tech production. In this one you lose enough countries and it is game over.

    ...and when you are done with that; take a folding
    chair to Creation and then suplex the Void.
  • M-VickersM-Vickers Registered User regular
    Just watched the first 2 missions on the Gamespot let's play = holy crap that guy was bad. I shouted at him 3 times.

    How can a man who 'has played it on three different machines' not realise rockets and grenades have splash damage ? He could have killed 2 sectoids with 1 grenade but instead just killed the closer on by center, and with the last shot could use the rocket as the alien was a tiny bit too far away - despite the fact that when he moved the cursor 1 square closer to him, got the 90% chance to hit messsage.

    And stop sending guys dashing off on their own when you don't know where the enemy is !!!

  • M-VickersM-Vickers Registered User regular
    MechMantis wrote: »
    Mvrck wrote: »
    So I saw a cool thing on the tooltips mentioning selling stuff to the Grey market. So that's back in!

    Excellent.

    The X-Com Foundries will not rest until there are three laser cannons for every person on Earth.

    You probably won't get the chance. In the original you could lose every country but one (due to the bug) and keep going based off of your tech production. In this one you lose enough countries and it is game over.

    Also alien corpses and fragments are resources - so you can make things that cost, say, 4 sectoid corpses. Or you can choose to sell them and use the cash for other stuff.

    Decisions...

  • JintorJintor Registered User regular
    The abstracted gunfire being in the demo really worries me. That is kind of game-ruining. a defining feature of the genre is having shots function as physical entities. being able to shoot through walls and buildings in utterly silly ways eliminates a lot of the gameplay and the atmosphere.

    It only seems to really get in my grill for reaction fire. I've had soldiers shoot straight through walls to kill enemies on reaction. If it's occuring on normal shots, I can't tell because my cinematic cameras are still enabled.

  • HyperionHyperion Registered User regular
    So, just double checking here...there's no real reason to get the console version over the PC version, right? I should go PC all the way, correct?

    XBL: Jhnny Cash PSN: Jhnny_Cash Steam ID: http://steamcommunity.com/id/hypephb 3DS: 0619-4582-9630 Nintendo Network ID: DBrickashaw
    You might know me as D'Brickashaw on Steam.
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    M-Vickers wrote: »
    MechMantis wrote: »
    Mvrck wrote: »
    So I saw a cool thing on the tooltips mentioning selling stuff to the Grey market. So that's back in!

    Excellent.

    The X-Com Foundries will not rest until there are three laser cannons for every person on Earth.

    You probably won't get the chance. In the original you could lose every country but one (due to the bug) and keep going based off of your tech production. In this one you lose enough countries and it is game over.

    Also alien corpses and fragments are resources - so you can make things that cost, say, 4 sectoid corpses. Or you can choose to sell them and use the cash for other stuff.

    Decisions...

    Starting on Impossible Iron Man, I'm probably going to be selling everything up to and including the corpses of my rookies.

    His name may have been Robert Paulson, but now it's "500 XCOM dollars". In death, members of project XCOM have a monetary value.

    PEUsig_zps56da03ec.jpg
  • subediisubedii Registered User regular
    Hyperion wrote: »
    So, just double checking here...there's no real reason to get the console version over the PC version, right? I should go PC all the way, correct?

    Apart from the slightly iffy interface (which may just be a demo thing, and if you really dislike it you can just play with a gamepad), I'd say the PC version is looking fine.

  • DehumanizedDehumanized Registered User regular
    Jintor wrote: »
    The abstracted gunfire being in the demo really worries me. That is kind of game-ruining. a defining feature of the genre is having shots function as physical entities. being able to shoot through walls and buildings in utterly silly ways eliminates a lot of the gameplay and the atmosphere.

    It only seems to really get in my grill for reaction fire. I've had soldiers shoot straight through walls to kill enemies on reaction. If it's occuring on normal shots, I can't tell because my cinematic cameras are still enabled.

    I believe they confirmed in one of the videos today (the Gamespot one, I think) that that's just a prerelease code bug, that has since been fixed.

  • JintorJintor Registered User regular
    edited September 2012
    Oh good.

    's iffy about the PC interface?

    Jintor on
  • bamjobamjo Registered User regular
    edited September 2012
    Corpekata wrote: »
    PC controls seem a bit clunkier than I was expecting regarding the camera, but might just take some getting used too. Also more in depth tooltips would be nice. Otherwise, was pretty fun. Managed to get my veteran killed 1 turn away from the end of the mission. Feels apt.

    The PC UI just screams "designed for consoles first." They feel very clunky. Why do I have to tab through my squad, instead of hitting 1-4? Or use F1-F4 and bind the help hotkey to something other than F1. Why can't I rotate the camera by holding a mouse button like every other game in recent memory? Using the number keys for actions is ok, but why the extra confirmation input? The ant farm is even worse, making us use wasd to navigate the menu buttons instead of scrolling the screen.

    I know these are small things but taken together it is just the type of thing that makes PC gamers (or maybe just me) automatically think "bad console port." I hope the PC interface gets some love, but I doubt there is much development happening other than bug fixing this close to release.

    I wonder if they did themselves any favors releasing that demo on PC? Anyone on the fence probably won't be greatly impressed, or worse have their fears confirmed. I preordered the day it went up, because xcom, but the people they really need to get a demo in front of are console players who don't already know about the original.

    Edit:
    subedii wrote: »
    Apart from the slightly iffy interface (which may just be a demo thing, and if you really dislike it you can just play with a gamepad), I'd say the PC version is looking fine.

    Sorry, but no.. NO.. FUCK NO! I can't play the sequal to one of the all time classic PC games with a controller. They'll pry my kbam from my cold dead fingers. And yes, other than the interface the game is looking pretty damn good.

    bamjo on
  • Z0reZ0re Registered User regular
    Jintor wrote: »
    The abstracted gunfire being in the demo really worries me. That is kind of game-ruining. a defining feature of the genre is having shots function as physical entities. being able to shoot through walls and buildings in utterly silly ways eliminates a lot of the gameplay and the atmosphere.

    It only seems to really get in my grill for reaction fire. I've had soldiers shoot straight through walls to kill enemies on reaction. If it's occuring on normal shots, I can't tell because my cinematic cameras are still enabled.

    On the stream today, Jake did say they had fixed the line of sight/graphical glitches people had noted in the various demos.

  • subediisubedii Registered User regular
    I've said this before, but I genuinely do suspect that this isn't the final iteration of the PC interface. Which as pointed out, is also a bit of an own-goal by Firaxis if it isn't and they released a demo showing otherwise.

  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    That explains why it's so gigantic.
    VoodooV wrote: »
    Corpekata wrote: »
    PC controls seem a bit clunkier than I was expecting regarding the camera, but might just take some getting used too. Also more in depth tooltips would be nice. Otherwise, was pretty fun. Managed to get my veteran killed 1 turn away from the end of the mission. Feels apt.

    2nd'ed Was anyone able to play the demo with the xbox controller? Mine was connected but didn't seem to recognize it.

    but yeah, the controls felt clunky and definitely needed tooltips

    first time out, the two sectoids scored both of their hits on my guy in half cover in the first turn......*restarted*

    You have to select 360 Game Controller as your controller in the options menu under Interface. It's kind of strange it's so strictly one or the other but I suppose the assets/etc it loads are different depending on your control scheme. I prefer the 360 controller setup so far, it just works really well.

    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • DehumanizedDehumanized Registered User regular
    That explains why it's so gigantic.
    VoodooV wrote: »
    Corpekata wrote: »
    PC controls seem a bit clunkier than I was expecting regarding the camera, but might just take some getting used too. Also more in depth tooltips would be nice. Otherwise, was pretty fun. Managed to get my veteran killed 1 turn away from the end of the mission. Feels apt.

    2nd'ed Was anyone able to play the demo with the xbox controller? Mine was connected but didn't seem to recognize it.

    but yeah, the controls felt clunky and definitely needed tooltips

    first time out, the two sectoids scored both of their hits on my guy in half cover in the first turn......*restarted*

    You have to select 360 Game Controller as your controller in the options menu under Interface. It's kind of strange it's so strictly one or the other but I suppose the assets/etc it loads are different depending on your control scheme. I prefer the 360 controller setup so far, it just works really well.

    I've gotta get home to try it, but it's sounding like this will be a fantastic game for Big Picture mode.

  • JintorJintor Registered User regular
    The controller interface really is wonderful and it's sad to hear that the PC interface, besides the phonebooth, ain't getting that love.

  • DehumanizedDehumanized Registered User regular
    I'm overall not surprised if it's not 100% great; Jake confirmed that he started focused on console then shifted his efforts over to PC later in development. They did call out a few PC-specific interface details, but getting everything right is a lot harder if you don't start with all of those interactions mapped out. It sounds like they have all kinds of graphical sliders and settings, at least.

  • LanrutconLanrutcon The LabyrinthRegistered User regular
    The demo feedback has made me suspicious. I will wait for release before deciding to purchase, I think.

    Capture.jpg~original
    Currently playing: GW2 and TSW
  • jdarksunjdarksun Struggler VARegistered User regular
    There were notable differences in the code featured on the Gamespot stream today and the demo we got. But put me into the camp of people who dislike the extreme case of consolitis parts of the UI have.

    Perfect example: go to customize a soldier. The buttons to cycle through options are extremely non-responsive, and the only way to way to rotate the solider is to scroll with the mouse wheel.

    The demo itself is filled with annoyances. Unskippable cut scenes and dialog? No ability to save? No autosave? I really hope they just wanted to get something into our hands and what we got was a build or two old.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Uh just to confirm, you don't HAVE to tab through your squad on the PC interface. You can just click on the guy you want.

  • VaregaVarega Registered User regular
    whats the deal with 'no subscription' error message when trying to download the demo?

    League of Legends:Varega
  • pricerpricer Registered User regular
    Going through the BaseEngine.ini and it looks like there is/was a :
    mobile version for iOS & Android, as well as split-screen option.
    Unless someone can confirm they are native code snippets to the UE3 engine.

    76561197967313421.png
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    gtx570 doesn't support ambient occlusion in the demo, only thing I can't set to high pout pout

    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • heenatoheenato Alice Leywind Registered User regular
    Varega wrote: »
    whats the deal with 'no subscription' error message when trying to download the demo?
    Restart steam. It'll work fine then.

    M A G I K A Z A M
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    pricer wrote: »
    Going through the BaseEngine.ini and it looks like there is/was a :
    mobile version for iOS & Android, as well as split-screen option.
    Unless someone can confirm they are native code snippets to the UE3 engine.

    I know they got worked into the Unreal Developers kit a while back. Just may not have been stripped out.

  • JintorJintor Registered User regular
    jdarksun wrote: »
    The demo itself is filled with annoyances. Unskippable cut scenes and dialog? No ability to save? No autosave? I really hope they just wanted to get something into our hands and what we got was a build or two old.

    All of that seems to be demo build only.

  • VoodooVVoodooV Registered User regular
    M-Vickers wrote: »
    VoodooV wrote: »
    Corpekata wrote: »
    PC controls seem a bit clunkier than I was expecting regarding the camera, but might just take some getting used too. Also more in depth tooltips would be nice. Otherwise, was pretty fun. Managed to get my veteran killed 1 turn away from the end of the mission. Feels apt.

    2nd'ed Was anyone able to play the demo with the xbox controller? Mine was connected but didn't seem to recognize it.

    but yeah, the controls felt clunky and definitely needed tooltips

    first time out, the two sectoids scored both of their hits on my guy in half cover in the first turn......*restarted*

    I played with a controller - it has to be plugged in when you start the game, then go into the options screen, under control I think, and change mouse to pad. All the tool tips and controls should change right away.

    I also tried the mouse and actually vastly prefer the controller. The camera is easier the control, and the PC version just added keys to press.

    Oh yeah. Xbox controller is much smoother. In the ant farm it's silky smooth to squeeze the triggers to zoom in and take a closer look at stuff.

This discussion has been closed.