XCOM: Enemy Unknown Combat Walkthrough and Interview, Part Two

A couple of new articles of interest are available for Firaxis' XCOM: Enemy Unknown this morning, and they're both second installments to pieces we've previously reported about. The first is GameInformer's screenshot-laden combat walkthrough, which gives a rough idea of some of the tactical decisions we'll be able to take in the title:
In XCOM: Enemy Unknown, the player doesn't control one hero. An entire squad is at their command, and it's crucial to leverage squad and combination tactics to counter the alien threat.

One simple way to do this is by flanking your enemy. Flanking is a simple technique that always gives the aggressor the advantage. But taking the time to get behind a target has its risks.aliens could be lurking in the shadows or waiting to react to a player's actions for a high percentage shot. However, the player can mastermind creative squad combinations, which will increase their odds against these devious alien tactics. In this example, an Assault squadmember moves to high cover to survey the fog-enshrouded battlefield.

And then we have the second installment to Rock, Paper, Shotgun's interview with XCOM: Enemy Unknown lead designer Jake Solomon. This time, they focus in on the popularity of the franchise, the approach the team is taking with the narrative, the aliens they are and aren't bringing back, squad management, and more.
RPS: How much were you aware of the passion and ferocity in the X-COM fanbase before the shooter was revealed; did it at all colour what you thought you could or should do on Enemy Unknown?

Jake Solomon: I can't say that I expected it, I tried not to peruse too many message boards or anything like that because I think that at some point you could go down the rabbit hole there, but I think that certainly the passion is not a surprise and I have no problem with that. I know that some people are passionate about this aspect or that aspect and that's not a surprise, I mean that's not a surprise for me who plays the original game still till this day,. I don't think any of us are bothered if people say like '˜oh, I don't agree that they did this or did that', I mean all it tells you is that you have something that I think people feel strongly about and that's certainly, I know it sounds silly, but it's certainly better than the alternative, right? I mean you release something and you say like '˜these are the things we're doing' and there's deafening silence, as a designer that's never particularly good.

I mean if you can have a conversation with fans of it and people saying '˜this is why I feel this way', it's truly amazing. XCOM is actually unique in the sense that I think one of the great things about the original XCOM is that when it came out I played it in high school and I didn't have the benefit of the internet and things like that, so I wasn't using that to look at facts or anything like that, so I played it as just a game experience. I absolutely loved it as just playing it and even not understanding all the detail of it like you can tell like there is just incredible design at work, the game is very affecting emotionally in terms of the music of course, John Broomhall's music, and the look of it, it's got this very lonely feeling and you have all these interesting decisions to make. But then, also the advent of the internet and then the fact that people could exchange all this information about the original game if you go to something like a UFOpedia online, or there are so many wikis about the original game, you can go there and then you start to understand the depth behind all these systems.

I remember this was towards the end of college, I went back and played and was starting to get all this information in mind, and like there's a whole new layer to the game as your understanding of these very deep complex system mechanics, and so it's been very interesting because people can argue, people can make some points with some very deep information to back it up based on how the original game worked and things like time units and reaction fire. They're very deep systems so it doesn't surprise me that people feel passionate about it and it certainly doesn't bother me that people feel strongly about it even if they don't agree with the choices that we've made. Sometimes you're surprised at the things that people do seem to get excited about or to latch on and maybe not agree with you on, but yeah, I think the passion overall wasn't a surprise to me. Although there were some people on my team who weren't familiar with the original, and of course everybody on our team had to play the original. When you start on our project, you have to play for a week.

RPS: You should have just fired them, they're clearly no good.

Jake Solomon: (laughs) I just said if you can't make it to Cydonia at the end of your week..you can just not bother coming in. So, I think for those that didn't have that understanding of how the game continued to live on on the internet through the wikis, I think it was quite a shock to see how strongly people reacted to the idea of remaking XCOM, so that was actually kind of fun to see. But I don't know that I was surprised by it. I mean Civ is certainly similar in the sense that you have fans that are so knowledgeable about the deep system mechanics that it's a little bit daunting. You never question what you've done, the decisions, before the game comes out, because the decisions we make here are based on play, like we do not have paper discussions about Firaxis, nobody gets to write a design on paper and say '˜see why this is so great' because those conversations can go on forever. What we do is that we put them in and we say is this better, is this not, take it out, move forward with it. So you feel confident that you've made your decisions the right way. Not to say that every decision we make is right, but yeah, it's just the sort of thing where it's fun to have people who not only feel strongly but can then pull out some pretty obscure math to back up their point, so.I don't know, it's nice to have that and then the opposite.