![]() Let’s say you were to play classic difficulty. Chris England, project lead on Xenonauts, asks ‘Why can’t you just die?’ No, no, actually his question was "I was wondering how they were going to keep things as lethal as it was before, where your troops are being mowed down left, right and centre?" So we know there's perma-death in there, but how often and how easily does it happen? I’m sure they’ve gone through a lot of the development headaches that we have as well. But, what I would say is that I am actually kind of excited for them because if there was any way, whoever is on that team over there, you tell them that we seriously need to sit down and have a beer some time because I can only imagine the stories that we could share about trying to make a game like this. I’m going to digress before you hit me, although if you call them rivals I’m a little afraid of what the question’s going to be. Jake Solomon: They are not rivals! I consider them to be brothers in arms. Are you aware of Xenonauts, your erstwhile rival? RPS: So, I have a question from someone you might have heard of. I'll probably try it both ways (missus) to work out which I prefer in practice but I'm super-chuffed that we're getting the option.Īlso discussed - what he thinks about indie X-COM remake Xenonauts, chat about how to capture live aliens, how alien interrogation and research works, more on the game's lethality, and to what extent the game will shape your advancement up the tech tree. Turns out we will indeed be able to turn them off in favour of quieter, interruption-free strategising. Here it is - and it brings with it particularly glad tidings if, like me, you weren't 100% convinced the slo-motion 'glamcam' killshots and 80s action movie soldier vocals were for you. As promised yesterday, here's another chat with XCOM: Enemy Unknown lead dev Jake Solomon. ![]()
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