RPS: How much have you been tracking the response online now thereâ€™s more information out there?
Jake Solomon: Yeah, Iâ€™m surprised at how cynical some responses have been. I mean, the response has been overwhelmingly positive and I probably shouldnâ€™t say this because Iâ€™m not that tuned into the response but people do keep me abreast of it. But ammo is a good example. People say â€˜oh my god, they got rid of ammo, theyâ€™re trying to make this game too simple to play.â€™ And I was shocked by that, because ammo didnâ€™t matter in the original. I changed ammo because it didnâ€™t matter. So what I did was I said â€˜okay, youâ€™re going to run out of ammo a lot more, and if you use something like Suppression itâ€™s going to use a ton of ammo because youâ€™re firing the whole time.â€™
Thatâ€™s the sort of thing that I was surprised people were unhappy about, because the only change I made was alright youâ€™re not putting the clips on your guys, but letâ€™s be honest in the original game the clips were huge and they weighed 1 and the lasers didnâ€™t even have clips. So in our game laser weapons overheat, and you can actually run out of ammo so reload is actually a tactical decision. We actually tried to make that sort of thing matter more. I donâ€™t blame people, but it was a little bit cynical, they were like â€˜oh I canâ€™t believe they got rid of ammoâ€™ and we were â€˜but we didnâ€™t! We made ammo more important!â€™
Some of those things have surprised me, some of those things have not. I mean, time unitsâ€¦
RPS: Iâ€™m not going to ask you about those again, donâ€™t worry. There were a couple of moments in my original playthroughs of X-COM where, because I was crap at it back then, Iâ€™d run out of ammo and need to go loot alien corpses for clips. That was quite exciting, when you found one that did have the right clip and youâ€™re â€˜oh my god, Iâ€™m back in the game!â€™
Jake Solomon: I mean, those are the tough calls as a designer, right? People have those memoriesâ€¦ I wonâ€™t call them one off, but theyâ€™re experiences that, if you try to design for them, itâ€™s very, very difficult and in some cases it fights the overall system. Thatâ€™s a good example â€“ I had that memory, and â€˜oh, you can put dudes in your backpackâ€™. Thatâ€™s great, butâ€¦ designing that kind of stuff, you have to devote effort to it rather than something else, so, yâ€™knowâ€¦