- Category: News Archive
- Written by WorstUsernameEver
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Here's a snip from it:
Its pad controls are as intuitive as mouse and keyboard. When administering your base, the management interfaces are elegantly streamlined into just a few main sets of options, each with only a few submenus, making it clear to navigate. Information screens, like notifications of the completion of research, smartly send you on to the next logical step, like choosing a new artefact to study. Advancing time is a case of hitting Y, on 360, to visit the Geoscape, and then hitting A to watch your queue of important events and construction times count down. The result is that the game keeps your attention on whatâ€™s important: choices and strategy, and watching your bustling base expand.
During missions, the interface is just as honed. The left stick sets your units moving; the right stick pans the view. The levels are laid out in such a way that you wonâ€™t even find yourself having to swing the view around with the direction buttons very often. Overlaid contextual details, like cover or the limits of your unitâ€™s range, provide the information you need when you need it, without cluttering the screen. Pressing the right trigger opens up your selected soldierâ€™s action menu, which only allows you to access those actions itâ€™s able to execute at the time. Again, itâ€™s so simple and logical that your mindâ€™s fixed on tactics and atmosphere, not wrestling with trying to make things work.
If I had anything to add to this editorial, it would only be that the folks at Firaxis forgot to give the interface and control scheme some extra polish for the PC version, as they feel somewhat clumsy when compared to their console counterparts.