UFFICIALE PC XCOM: Enemy Unknown | Espansione XCOM: Enemy Within |

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XCOM: Enemy Unknown, nuovo strategico in sviluppo presso Firaxis si mostra con le prime immagini in-game. Rimandandovi alla gallery sottostante per visionare le immagini vi ricordiamo che il titolo uscirà quest'autunno per PC, Playstation 3 e Xbox 360.
Fonte:Spaziogames

Firaxis ti amo...//content.invisioncic.com/a283374/emoticons/1.gif

 
Mamma mia come godo!

UFO: Enemy Unknown è il mio gioco preferito di sempre! Sono ANNI che aspetto una notizia del genere!

Fantastica la nuova gestione della base, non più dall'alto ma di lato... e si vede anche il Geoscape! MADOOOOO!!!

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qui si vede meglio il geoscape... è proprio lui :tragic:

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ecco questa visuale invece un po' mi perplime

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anche l'atmosfera sembra fantastica!

la cosa che più mi turba è che esce anche per console... spero si mantenga il sistema di comandi originale!

VOGLIO VEDERE GLI ETEREI E LE CRISALIDIIIIIIIIII!

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Mamma mia come godo!UFO: Enemy Unknown è il mio gioco preferito di sempre! Sono ANNI che aspetto una notizia del genere!

Fantastica la nuova gestione della base, non più dall'alto ma di lato... e si vede anche il Geoscape! MADOOOOO!!!

152160_1.jpg

qui si vede meglio il geoscape... è proprio lui :tragic:

152160_2.jpg


ecco questa visuale invece un po' mi perplime

152160_3.jpg

anche l'atmosfera sembra fantastica!

la cosa che più mi turba è che esce anche per console... spero si mantenga il sistema di comandi originale!

VOGLIO VEDERE GLI ETEREI E LE CRISALIDIIIIIIIIII!

ufo-geoscape-016.png
Xcomchryssalid_1325976490.jpg


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He's Back!

Come hai ben detto c'è tutto, l'unica incongnita riguarda il gameplay duro e crudo. Son fiducioso, parliamo dei Firaxis daltronde, gente che us PC lavora da anni ottenendo risultati piu' che eccellenti...:mah:

 
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•randomly generated missions, terrain. Developer says you’ll never play the exact same mission twice outside of a few story missions which feature in-game cinematics•fog of war is confirmed. area starts off with darkness everywhere, and the average soldier can’t see shit

•enemy spawns are randomized

•mobile platform called SHIV; customizable for new chasis

•Sectoids and Mutons confirmed

•The base’s screenshot is accurate. It is now a side shot instead of top down. You can also upgrade your base, like the satellite, with alien technology

•There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.

•You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources

•The sniper units have a grappling hook ability to get on top of buildings

•Gunners have a suppressing fire

•you can equip your xcom guys with all kinds of different guns. customization looks like a big deal

•Apparently there’s some sort of cinematic view when your guys get killed. They didn’t cite VATS or anything, so I doubt it’s too in depth

•Unexperienced agents can panic, freak out, etc if something bad happens

•Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration

•Destructible environments

•In the scenario they showed, one member died. Because of this the other squadmates didn’t get an experience bonus

•Without the bonus, the sniper leveled up still. He was able to choose from two abilities. Either Squad Sight(which means he can shoot anything a squadmate can see) and Snap Shot(which lets him shoot after moving. Something snipers aren’t normally allowed to do)

•You can’t recruit specific classes. You can only recruit rookies and then level them up to become specific classes

•The guys in suits in the screenshots are ‘Thin Man’ aliens. They’re able to leap long distances

•Challenge is stressed a lot

•same quick save/load system though they are considering an iron man type mode where you can’t load previous saves

•Firaxis states that they’re not rebooting it, they’re re imagining it. Using the same core gameplay with modern technology, weapons, audiovisuals, etc.
:Morrisfuma:

 
•Sectoids and Mutons confirmed

i maledetti Mutoni! li odiavo!!!!

•There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.

questo non l'ho capito!

•The sniper units have a grappling hook ability to get on top of buildings[


•Gunners have a suppressing fire


Uh, ottime implementazioni!

•Unexperienced agents can panic, freak out, etc if something bad happens

questa cosa mi faceva sbroccare pesante! ottimo, ottimo!

•Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration

perfetto! questo era un aspetto che mi metteva in dubbio... invece, specializzano l'interfaccia. bene, bene, bene!

•Destructible environments

è il minimo! chi si ricorda le mitiche esplosioni delle pompe di benzina?!?!

•Firaxis states that they’re not rebooting it, they’re re imagining it. Using the same core gameplay with modern technology, weapons, audiovisuals, etc.

in effetti è l'impressione che ho anche io leggendo queste cosette...

una domanda: da quanto leggo si parla di un video. è disponibile da qualche parte?

se continua così non c'arrivo ad autunno 2012...

altre info

The shooter takes place earlier in the fiction, chronicling the aliens' first attacks in the United States. The strategy game we're talking about here deals with the global response to the later full-blown alien invasion of Earth.

The term "RTS" typically applies to games like StarCraft. The real-time element of XCOM is confined to the global view, where the player keeps track of known UFOs and abductions going on around the world. Managing research and development at the XCOM organization's secret base can be done at the player's leisure, and all combat is completely turn-based.

On the strategic layer, players direct research into alien technology, give their engineers and foundries fabrication requests, interact with the nations of the world (who have to be mollified to secure funding for XCOM), intercept airborne UFOs with jet fighters, level up their soldiers and recruit new ones, and dispatch the Skyranger transport to engage alien incursions on the ground.

Firaxis' XCOM: Enemy Unknown doesn't directly copy the underlying game systems – for instance, soldiers have different stats than they did in the 1994 original – but the concepts are still here.

 
NEWS NEWS NEWS!

Screen nuovi

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La prima e la seconda immagine sono STREPITOSE!

Ma l'alieno nella seconda... è un dannato Sectopod? http://www.ufopaedia.org/index.php?title=Sectopod

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After years of creating barbarians and Mahatma Ghandis for the Civilization series, art director Greg Foertsch was given the task of reimagining the look of X-COM. Shedding the original's Saturday-morning-graphic-novel look for one of slightly stylized "miniatures", Greg Foertsch and his team of artists have pored over the details of everything from the insectoids to the Skyranger. Check out the video below to see concept art and screens from the game and to learn more about how the new game takes advantage of an active camera.

fonte

http://www.gameinformer.com/b/features/archive/2012/01/11/the-art-of-xcom-enemy-unknown.aspx

ps: c'è anche un video da 4 minuti!

 
Si eh, sicuramente è un Sectopod ed è anche parecchio fedele all'originale...//content.invisioncic.com/a283374/emoticons/uhm.gif

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Quelli di Gameinformer che giocano tutto col pad quando possibile mi mettono tristezza però.....damn...

 


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Quest'ulima immagine dove l'hai trovata?

Il sistema di combattimento in terza persona mi ricoda Mass Effect... l'unica cosa che spero è che non ci sia la "mira manuale", tipo fps...

 
Il geoscape in tutta la sua magnificenza!

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Il restyle dei Sectoid, i classici "grigi"

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e una bella immagine che da' l'idea del sistema di combattimento, anche se a grandi linee

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Not sure if XCOM: Enemy Unknown is for you? Come see why fans of other popular franchises should have Firaxis' upcoming strategy game on their radar – or just to see three more new exclusive screenshots.

 


Battlefield



Sure, Battlefield and XCOM are in two entirely different genres, but the core concepts of squad tactics and lethality are common to both. Do something stupid like poking your head out of cover with no support in either game and you're just as dead. On the plus side, since you're in control of everything in XCOM, you won't lose match after match because some idiot insists on flying a chopper filled with squaddies into a hillside.


 


Civilization



This one is obvious, but worth mentioning. Civ developer Firaxis is making XCOM as well, so that's an easy connection. Additionally, the strategy layer will resonate with any Civ fan with its global politics, gradual buildup of capabilities, always-improving technology, and resource management. And instead of doing lame things like building aqueducts and managing tax rates, you're immediately locked into a desperate fight for survival where the only way to win is to beat the enemy in the field.


 


Resident Evil



Any player of the original X-COM can tell you just how creepy a turn-based game can be. Ordering a soldier you've named, trained, and equipped to poke her head into a dark cabin in the woods that might house a gaggle of angry aliens is a nerve-wracking moment for any commander. Scraping together whatever resources you can in an effort to stave off impending doom should make any survival horror fan feel right at home in XCOM.


 


Mass Effect



Hmm, defending humanity from an alien invasion...sound familiar? Turning their own weapons against them ringing any bells? Mass Effect's tone and XCOM's couldn't be more similar. The sense of having your back against the wall and being forced into making tough decisions to win the larger war is XCOM's bread and butter. No hot blue chicks, though. Probably.


 

 


Final Fantasy Tactics



XCOM is certain to be a lot more difficult than Final Fantasy Tactics, but taking on turn-based tactical challenges with a customized squad is the heart of both games. You just know that the dude you name Thunder God Cid is going to end up with a face full of plasma blast, though.


 


Valkyria Chronicles



Who am I kidding? If you're a hardcore enough strategy gamer to be a fan of Valkyria Chronicles, you've already pre-ordered XCOM.


 


Did I miss your favorite franchise? Is one of the descriptions above way off base? Tell everyone why in the comments below. Alternatively, click the hub banner to see the rest of our month-long exclusive XCOM: Enemy Unknown content.


 
Felicissimo! //content.invisioncic.com/a283374/emoticons/laugh.png

Speriamo non venga fuori una zozzeria (altamente probabile), dagli screen sembra carino.

 
Roland Rizzo has been working with the XCOM series since the beginning. Originally in the QA department for the first X-COM title, Roland immediately fell in love with the spooky atmosphere of the game. A large part of that classic tone was created by the first game's composer, John Broomhall. Some tracks have aged better than others, but the Micropose team's work is legendary. Now Roland Rizzo is the audio lead for XCOM: Enemy Unknown and is tasked with reimagining and updating the aural tone of the original. Taking cues from the first X-COM's soundtrack and alien sound design, the audio team at Firaxis Games is creating something current yet true to the original. Check out the video below to hear examples of the aural atmosphere being created for XCOM: Enemy Unknown.

http://www.gameinformer.com/b/features/archive/2012/01/16/the-unsettling-music-of-xcom-enemy-unknown.aspx

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Mi piace tantissimo lo stile su cui stanno puntando...:mah:

 



Humanity has been staring at the stars and dreaming for centuries, but it’s not easy to envision what alien life might actually look like. It’s also not easy to resist the urge to try. The designers at Firaxis have the advantage of building off an existing framework, but redesigning 18-year-old character concepts for a modern audience was still no simple task. We chat with Firaxis Lead Designer Jake Solomon and Lead Artist Greg Foertsch about the process of designing the aliens in XCOM: Enemy Unknown.

Sectoids

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Foertsch: The first thing we tackled was the Sectoid. Everyone knows what it is, because it’s the first alien that you run into in the game. We knew that if we got that right then as we got further into the game and the aliens got a little crazier and more whacked out then I think people were going to buy into our universe a lot more.

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Foertsch: We looked at the original character design and then put it away and started designing the character. These are the first images we got back. We were originally thinking about making him about seven feet tall. I was going for this really elongated look.

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Foertsch: I was watching Aeon Flux at the time, and that influenced a lot of our decisions. Eventually, we came back to making him smaller. We really wanted to go with this emaciated look. At one point we talked about putting armor on him, because the one thing that is weird about him was the gun and the fact that he’s naked with a gun.

Solomon: I think it’s scarier that he’s naked. If you see naked dudes with guns, clearly there’s something not right there. That man is insane!

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Foertsch: This is where we ended up. We ended up staying pretty true to the original look without really trying. We wanted him to be visible in the game, so that light shining out of him helps him become a little more visible from a top down view, especially within dark environments. It also ties into the fiction with all of the psionic powers that the Sectoids have.

Mutons

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Foertsch: These guys were a challenge, because he’s a giant soldier and he’s suppose to be menacing while in a green unitard. We wanted to make him so that as soon as you saw him you knew he was a Muton.

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Foertsch: This was our first pass. He’s a soldier, but he’s a little bit orcish, and we wanted him to be brutal. I wanted him to look tribal and I wanted him to look physically imposing. I also wanted to take away the pink skin and green armor.

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Solomon: This was a little too Orcy. For example, the human skulls on his belt – which I loved because it’s kind of awesome. You figure Mutons probably carry trophies around, but it was a little too orcy.

Foertsch: As we were looking at him, his human nature sort of bothered us, and as we got closer to the point where we were going to animate him, it bothered me even more. So we decided to make him a little more ape-like – a little more primal. We changed his proportions a lot. He’s a lot wider in his stance, and he’s a little bit shorter, because he’s hunched over.

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Solomon: This is where we ended up. Design-wise the idea behind the Mutons was that these guys were the intergalactic Seal Team 6. We want these guys to be the foil for the player. They’re evil Seal Team 6. They are these elite military units that work together, so they’ll call to each other a lot and set up all kinds of flanking maneuvers. Their tribal nature gives them strength. They have an ability called Blood Call, which lets them fire up everybody around them and then those guys will be huffing and have all these combat bonuses because of that.

Next, we look at the Cyberdisc and a new X-COM enemy, the Thin Man.

 


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Cyberdiscs




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Foertsch: This was a cool one, because he has such a simple original design, so it required us to do a lot of back and forth about “What does he do?” What do we want him to do?” This is probably one of the more written up characters in the game.

Solomon: He’s enigmatic. Even in the original game. Sure he’s a little disc, but he always struck me as this very enigmatic enemy, because he doesn’t display a lot of his outward character and he doesn’t make a lot of sound. We wanted to push that a little – this character is a bit of an enigma.

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Foertsch: One of the things that we wanted to do with him is defy reality. He has so much stuff jam-packed inside that there is no possible way that it fits, but it somehow does. When he opens up – when he goes to attack you – he unravels. He becomes fairly menacing, and he’s fairly large. You can see the scale size on this shot. When he opens up you can see the more organic side of him and he’s more vulnerable.

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Solomon: Design-wise these two forms have gameplay benefits. When he’s bottled up in his UFO form he’s very difficult to score hits on, but he has to unfold to attack and that’s when he becomes vulnerable to attack. But he’s still a very strong alien. He has ways of healing himself, and he’s this big tank-like enemy.

Thin Man

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Solomon: This is a new character in the XCOM universe, and he comes from a lot of different things. The idea that monsters are among us is probably one of the oldest ideas, but it also fits that UFO lore – that they’re with us and they’re watching us. They have infiltrators. At the same time, we kind of did a play on Men in Black. The Thin Man is very tall. He’s unnaturally tall, unnaturally slender, but if he was in a crowd your eyes might pass by, but you might feel a little unnerved. He’s close – they tried to get him close – but he’s not perfectly human.

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Solomon: He doesn’t move naturally, you’d think he has a few too many joints, which give him some very interesting characteristics. He’s one of our favorites.

Foertsch: His animations are very different, and you can see some of that here. He’s very reserved, but when he uncorks his animations are really cool. Some of these are early drawings, which were key when the animators started working with him. Again this is when I was watching Aeon Flux and we were talking about these elongated figures.

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Solomon: He’s about as covered up as he can be, but you see those little hints, like in the wrists, where there’s some discoloration. You don’t ever want him to take off his glasses, because again he’s not a perfect copy. Design-wise we wanted to play off the fact that he’s unnerving. He can leap up multiple stories, which can be very disconcerting, but is also tactically useful for him. He also uses poison as a weapon. He has this move where he unhinges his jaw and then vomits forth poison, so you can tell that what is inside doesn’t match what is going on outside.

 
In una recente intervista, il game designer di Firaxis Jake Solomon ha elogiato le qualità di 2K per essere un publisher audace e collaborativo. 


"Vi dico, con noi, 2K va assolutamente d'accordo perché sono creativamente coraggiosi.", ha affermato Solomon nell'intervista, "Ho lavorato molte volte con loro da un punto di vista creativo e non ci sono mai state questioni del tipo 'Beh, che qualità ha il gioco, che cos'è questo e quello'. Ho lavorato con un sacco di altri editori nel corso degli anni, ma con 2K, la conversazione è quasi sempre creativa, come ad esempio 'Come stai facendo questo lavoro, questo sarà qualcosa di unico per i giocatori, e come creiamo questo e quello'. Credo che quello che dirò su di loro in futuro è che ho apprezzato moltissimo il lavoro fatto insieme.".


 


Solomon, che lavora come lead designer su XCOM: Enemy Unknown, ha dichiarato di essere stato colpito dai commenti del direttore di 2K Christoph Hartmann, il quale ha affermato che i titoli di strategia non sono contemporanei, perché "non rappresenta" quello che avviene fra l'editore e Firaxis.


 


"Sono sicuro che fosse semplicemente fuori contesto, perché, ovviamente, lavoro molto con lui, e voglio dire che egli ha dimostrato che ciò che conta è seguire sempre le proprie scelte. Comunque resta il fatto che sia una delle più grandi software house del mondo e so che è sempre stata profondamente collaborativa.".


 


Solomon ha inoltre citato XCOM come esempio di impegno di 2K per la creatività nei giochi, piuttosto che guadagnare soldi con questi ultimi, e descrive il progetto come "pazzo" in termini di investimenti richiesti.


 


"Quando abbiamo parlato a 2K di questo progetto, loro non hanno esclamato 'Bene, come sarà questo gioco?' o 'Beh, non è come gli altri giochi che avete sviluppato', ma sono stati incuriositi dal fatto che X-COM fosse diverso da qualsiasi altro gioco, e così si sono dimostrati molto favorevoli nel svilupparlo. Il nostro tempo di sviluppo è stato lungo, mi hanno sempre dato tutto quello di cui avevo bisogno, il tempo per sviluppare, le persone che mi servivano, quindi si, credo che la frase detta da Hartmann fosse semplicemente fuori contesto, per come lo conosco personalmente.".
Fonte:Spaziogames

 
XCOM: Enemy Unknown, nuovo strategico in sviluppo presso Firaxis, si mostra con delle nuove immagini in-game ed n video di 6 minuti. Rimandandovi alla gallery sottostante per visionare le immagini vi ricordiamo che il titolo uscirà quest'autunno per PC, Playstation 3 e Xbox 360.
Fonte:Spaziogames

:phraengo:

 
Secondo il Lead Designer di Firaxis Jake Solomon, XCOM: Enemy Unknown è il diretto discendente del leggendario primo titolo della serie uscito negli anni '90. 


"Se ci giochi, capisci che è sicuramente XCOM. E' un nuovo XCOM.", ha dichiarato Solomon in un'intervista per il sito Kotaku, "Io credo che, se si confrontano gli screenshot del primo X-COM con alcuni del nostro titolo, balzerebbe subito all'occhio la somiglianza tra i due. Si vedrebbe una sorta di DNA ereditato dal titolo originale della serie, dato che abbiamo ancora la telecamera posta sopra i soldati e il sistema a turni....Sicuramente ci sono dei cambiamenti poichè questo è un nostro gioco, ma è anche vero che se si comparano i due, un fan dell'originale potrebbe giocare al nostro prodotto perché siamo anche noi fan dell'originale.".
Fonte:Spaziogames

 


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