Clippings: Firaxis February

Still alive! While this year has been busy (in a good way), I’d like to carve out bits of time for this site when I can.

This week’s highlight is Rock, Paper, Shotgun’s interview with Jake Solomon, lead designer of Firaxis’ XCOM games. It’s one of the best developer interviews I’ve read in some time, touching on issues such as:

  • What to do when theme and mechanics (in this case, XCOM2‘s controversial timer) clash;
  • Player psychology;
  • Elegance in strategy design – a topic where I agree with Solomon.

On the subject of Firaxis, the 25th anniversary of Civilization has seen the release of several interesting articles: an overview from a panel with Sid Meier, Brian Reynolds, and Soren Johnson; two interviews with Sid himself; and for a different perspective, an interview with Bruce Shelley.

Finally, Looking Glass fans might be interested in this interview with Warren Spector.

Musical Monday: “Roses of May” (Final Fantasy IX), composed by Nobuo Uematsu

Welcome back to Musical Monday!

This week’s song is from a game I haven’t played — I know it from its appearance on the orchestrated Final Fantasy album below. Following the recent mobile re-release of Final Fantasy IX, the time seems right to highlight this lovely piece. Enjoy!

Continue reading “Musical Monday: “Roses of May” (Final Fantasy IX), composed by Nobuo Uematsu”

XCOM2 first impressions: Good luck, Commander. You’ll need it!

This entry is part 11 of 12 in the series XCOM: Enemy Unknown/XCOM 2

XCOM2 Briggs Misses His ShotI did it! I finally did it! At the start of my third campaign, I finally beat the aliens with no fatalities — on ironman “Commander” difficulty, the new name for “Classic”, no less! The stars aligned, the aliens walked into my operatives’ sights, and I breezed through the campaign’s first mission.

On the next mission, my operatives never even made it as far as the objective. There was a time limit; I took too long to dispatch the first two groups of aliens; and with one turn to go, the third group of aliens gunned down my point man, the only one in range to reach the objective. It was a lost cause. I called for evac. My survivors slunk home, empty-handed.

On the third mission, I ran. My soldiers tore through the aliens, losing one veteran in the process. They ran for the prison cell where their target, a friendly scientist, was held. Two more aliens appeared. My squad fought through. As the mission timer hit its final turn, and an alien transport disgorged reinforcements, my soldiers — and the rescued scientist — made it to the evacuation point.

Whew. Welcome to XCOM 2, a tense, exhilarating, thrilling ride. In fact, I may well drop my campaign down to a lower difficulty — I think I’d rather play a relaxing game than a tense one. Several factors make it harder than the original:

*Mission timers, which force more aggressive, dare I say reckless, play. They’re the most controversial aspect of the game — there are already mods that extend or remove them. Personally, I like the idea; I’m reserving judgment on how well they work until I have the chance to play more.

*Alien health. Gone are the days when explosives were a guaranteed kill. On Commander difficulty, even the lowliest ADVENT trooper (4 health) will often survive a single grenade (3-4 damage). The new, improved Sectoid has 8 health and appears from the second mission on!

*Alien abilities — Sectoids can use mind control and panic from the start, allowing them to incapacitate one member of a 4-soldier squad1. Another alien disguises itself as a civilian during retaliation (the renamed terror) missions. And I haven’t even made it past the first game month…

Wish me luck! I look forward to posting more detailed thoughts.

  1. The counter is flashbang grenades, which interrupt Sectoid psionics; however, every soldier carrying a flashbang is a soldier not carrying a regular grenade. There is also a rumour that flashbangs are bugged and give aliens a 100% critical chance; I don’t know if this is correct.

Musical Monday: The Music of XCOM: Enemy Unknown, composed by Michael McCann

Sometimes tense, sometimes exciting – what would Firaxis’ XCOM have been without its soundtrack? With the release of XCOM 2 imminent, I thought I’d highlight Michael McCann’s superb music for the original:

(Note that the versions above, from the composer’s Soundcloud page, appear slightly different from what plays in-game.)

Several tracks stand out. First off is the menu theme, “Enemy Unknown”; its low, ominous beat echoes the ambient music in the Gollop Brothers’ original game, before swelling into something more rousing.

“Ready for Battle”, the squad select theme, is one of the few “heroic” pieces on the soundtrack. I’ve heard it dozens of times and it still hasn’t grown old.

The intense “Combat 8” is my favourite battle theme. I love how it compresses the emotional beats of XCOM combat into less than a minute, from the warble at 0:15, through a harsher blare, to a few hopeful seconds around 0:40.

Finally, “Our Last Hope” is the other notable heroic theme. Enjoy!