JAAHAS: After watching those PAX videos about gameplay demonstrations and panels, it is clear that many of the changes to the original X-COM make sense individually, but I fear that the sum of those changes throws XCOM too much apart from the X-COM experience that I would have been interested to play.
Specifically the combining of the small squad size and the two actions for each "unit" per turn is something that I can't comprehend at all, either give us large scale battles with huge armies that are limited by that two action feature or if you must, a small specialized strike team with traditional time units that let us advance a few steps and spend the rest of the TUs in multiple snapshots if we please.
When you try to address so many "flaws" of the original there is a huge risk that you end up with different type of a game entirely which can please only the fans that hold the setting above game mechanics. Then again that brought millions of dollars (not a single cent from me though) to Bethesda so no wonder that there is no integrity in the game industry.
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Pheace: I think this is one case where I'm going to try it out for a bit first before judging whether a mix of redesigns is taking away from the experience. From what I can tell they're doing their best to make it a good experience.
It will more than likely have DRM and 2K has not released anything on GOG yet, so it may take even a decade or two before I get to play it and anyways we should judge it now when there is even a little bit of time left for the developers to, if not fix it before shipping, at least start patching it to be moddable enough to give those preferring the original a fighting chance at bringing back the missing features.
If we don't make enough noise now the game may end up hard coded in all the wrong places that prevent us from modding it to have more squad members, traditional time units, and multiple bases with transfer of goods and personnel between them. And maybe someone could even be inspired to create an algorithm that generates the tactical maps using Google Maps as a reference, only to be blocked from actually implementing it for this game because the developers forgot to implement a hook that modders can use to query the mission coordinates?
Imagine if the game would have been designed from the start to include a classic mode and advanced mode that lets us choose from a list of new features the ones that we want to have enabled like instakill head shots, original graphics, bug fixes and enhanced cargo space calculator that actually let us exchange one rocket launcher with multiple heavy plasma clips? Sure it costs more money to the publisher, but if you can combine the fans pleasing version to the streamlined version that brings the masses in the same package you end up with less enraged fans of the original and more positive word of mouth overall. It might even redeem yourself from past violations and have some more strongly opinionated gamers to lift their years long boycott over you and buy a bunch of your games as soon as you release them DRM free.