We certainly knew it was a bold change to have objectives that are different for every single mission Enemy Unknown was the inverse where 90% of the time you’re asked to sweep out all the aliens and then once in a blue moon you’d have a bomb disposal mission or something similar. No, I’d be lying if I said we completely anticipated that. XCOM 2’s strict mission timers are part and parcel of the guerrilla concept, but they’ve definitely divided new players. There are a lot of changes in this sequel that the team pulled off really well and to see it reflected in the vast majority of the community is the best reward we could ask for. The team made a lot of bold choices across the board from design, to changing the rendering and art pipelines, to including new gameplay pillars like modding. It’s not a derivative sequel which is something I’m extremely proud of. Garth DeAngelis: There’s no doubt about it – we’re pretty ecstatic as well. What’s the atmosphere like at Firaxis right now? PCGN: You took an unusually high risk on a sequel, and the reviews are ecstatic.
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