inc09nito: Only one base, no possiblity to build new ones.
No base assaults or defenses.
No crouching.
No real inventory for soldiers (only one granade, no more!)
No Action Points, instead two moves per character each turn.
Scripted levels and enemy AI instead of RNG and real AI .
Hit/miss chance instead of calculating where the bullet will really go.
... of course there's more than that
This is what I found in reviews of the first one. Maybe some of this was fixed by the expansion - I do not know.
I would like someone to comment on this and similar stuff which was there in original X-COM , and was missing in Firaxis reboot. How is the new game in that regard?
Only one base - yes. Though you have quite a few other areas that you control, improve, and benefit from. Given the setting, it wouldn't make any kind of sense at all to have more than one base.
Both XCOM and XCOM2 have base assaults and defenses. Not sure who said otherwise.
You have up to three inventory slots per soldier, though you start out with one. Since you're not carrying ammo, once you get a second inventory slot, you're good to go. Grenades are less desirable once you pick up even slightly improved weapons, so you end up using other, better, inventory items.
No moving while crouched, this is true, but you don't need it since cover matters in the XCOMs. Cover was almost useless in X-Com.
Two moves per character, except sometimes you get more, and some soldiers often get more. The loss of action points is only really a bother when you are trying to inch through the fog of war - but then, that was an intentional design choice, so you'll have to like it or hate it at face value.
Not really sure you know what scripting is. X-Com used scripted AI and levels. XCOM also did. XCOM2 increased the randomization of levels. AI is always scripted. Always. There's no such thing as a fully procedural AI, because that would just be I, and then we'd all be bowing to our robotic overlords.
Hit or miss was how X-Com worked as well. The XCOMs track where your shots go - windows, walls, and cars explode when you open up with an autocannon and miss.
And then there are things that actually increase the tactical layer complexity in XCOM that X-Com didn't have. You have four core classes, with two specialty trees each. Class skills support each other, and different squad complements end up giving you entirely different strategies, unlike in X-Com where every soldier was the same - just compare willpower, psionic strength, endurance, and movement points, because a soldier was a soldier was a soldier. XCOM makes you ask if it's better to take your beefed up ninja master on a mission, or if it's going to be a long-range firefight and maybe you should take another sniper or heavy gunner this time, even though they're less advanced and have lower health, armor, and damage.