![]() ![]() ![]() I remember he and I talking about that while the team was beginning work on Enemy Within. Those were: procedural maps on the tactical side, and making the strategy game system a little bit more open-ended. And it was also reflected in the community. I get excited when certain goals align, and there were two high priority goals that did align with what our creative director Jake Solomon wanted to do. Design has some core things that they wanted to do with, but they also considered community feedback, which is very, very important too.īy clicking 'enter', you agree to GameSpot's Can you talk about that process?ĭeAngelis: It was a scary time, but it was an exciting time. GameSpot: With XCOM 2-especially following Enemy Within-you really had to create a full, fleshed-out sequel, and not another expansion. After over 60 hours for our review, and dozens more following release, we sat down with producer Garth DeAngelis and designer Mark Nauta to discuss the challenges of making a sequel, the rebirth of difficult games, and the process of balancing a strategy title. Playing XCOM 2 means exploring a multilayered system, with everything from procedurally generated maps, to stealth-oriented combat, to character creation tools. But with XCOM 2, Firaxis had much less time to meet them. Much like the acclaimed XCOM: Enemy Unknown-the 2012 reboot of a series absent from the spotlight for 15 years-the sequel had high expectations to meet. ![]() XCOM 2 released a week ago, and with it, a two-year process of brainstorming, iteration, and experimentation came to a close.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |