![]() GD: One of the other design pillars is procedural levels and we wanted to do that with Enemy Unknown. We're in a very interactive medium and I think it's very neat to say we partnered with the community on structuring what the inspiration for this world was based on your actual experiences.Īre there any other ways that's reflected in XCOM 2? A lot of our developers lost the first time too. The first time they played they legit lost. ![]() It's also pretty cool because a lot of our players lost XCOM. Since the underpinnings of XCOM was all about consequence and overcoming odds stacked against you we love the stage that sets for XCOM 2 which is that XCOM is disbanded, it's the player's job to bring it back together. The aliens didn't annihilate earth, what they did was they occupied it. XCOM lost really quickly and the council turned on them quickly and was overrun by the aliens. The game starts twenty years after the events of Enemy Unknown except the event is that you lost about a third of the way through the game so you didn't get past conventional weapons, you didn't get deep into new armour types. I'm really excited about how this premise came to be with XCOM failing because it's a bit of a twist. Update - we initially mistook Garth DeAngelis for Jake Solomon. So tell me about how XCOM 2 starts, because the premise is that the XCOM organisation has failed, isn't it? There was a lot I wanted to know more about having watched the XCOM 2 trailer at E3, so I took my questions to the game's lead producer Garth DeAngelis and art director Greg Foertsch. Vipers that can rip you out of cover, the promise of an easier modding system, the knowledge that XCOM failed that first time around.
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