Senin, 11 Juni 2012

Co-opinion: XCOM: Enemy Unknown

I thought the interface in combat worked great. Out of combat, it's all about the mood. Firaxis has given you something called "the anthill" for your command center, portrayed from a Wes Anderson-style sideview, with little scientists and soldiers all running around doing your bidding.

You can set orders and start missions from a central hub, and then from there you can grow out your operations into research (powered by resources earned during missions), and even a bar in the basement, complete with memorials to fallen team members. It's all targeted to make you believe the game's central premise: That you're in charge, your decisions have meaning, and the way you as commander (you, on the couch there, not an avatar) run XCOM can make or break the entire world.



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