Eh, the interface was not mysterious, it was awful. I still remember the first time playing OGXCom, and thinking “what the hell is this? How do I… Wait, not like… Hmm, and to shoot, I want to kill that guy!”.
I kind of enjoyed the process of discovering which button did what. It was a good thing to me that the interface was so complex because I had no previous experience with complex strategy games and using only the buttons I could understand was more than enough to get me started and hooked on the gameplay and explore all the little nooks and crannies of the UI later.
Scott T Jones, the developer of XcomUtil says something similar: “I never use strategy guides, because discovery is one of the best parts of the game.”
To those of us who loved the sense of discovery it gave us, we loved it. Others could feel their confusion and lack of control about the UI first and foremost, because we’re different
But today this UI would not be feasible, not without a built-in great tutorial. Those self-sufficient ways of olde seem to be gone.
The intro feels so out of place from the rest of the game, that we could remove it entirely and not miss a thing. Cool soldiers with shiny armours and huge weapons jumping from their ultra high tech airplanes and spreading chaos and panic amongst the enemy! And then you started the game and there was no ubermensch, just frail panicked soldiers.
I’m wondering if you’ve played the original years after it was released? I played it on release and my experience with the intro and the game’s corresponding graphics were as I’ve described in the original post. Moreover, my best soldiers’ stats would eventually overflow and restart from 1 and they could wipe the floor on their own with an entire map of aliens (just before stats overflowing). Notice that their armor in the video is yet to be researched, which implies that they could be veterans. They certainly act more confident than a rookie would Everything was perfectly in place in that video to me at the time.
Tunes that the best bit cartoonish imprints itself in the viewers minds and sticks there.
This makes great sense with games like Warcraft, WoW and Starcraft that don’t have horror music and sinister lighting. The original I don’t think was meant to look cartoonish (except in the intro maybe, but it looked more manga than traditional cute cartoonish to me). The game seemed hyper realistic to me as I’ve mentioned and a remake might want to look very realistic too to be true to the horror feel of the original.
This is the area where where I don’t have any issues: just from reading the Briefings we can sense the huge effort the lore team has been making in building a structured, reasonable, well thought, world building. Things like the centuries in which Phoenix Project has been existing, and all the factors behind the growth of factions and why they came to be, are outstanding.
I’m very glad to hear that.
was the introduction of Earth as your main character. It really sold the idea this was a huge fight for the fate of everybody and everyone you have ever met,
Yes, and it’s the ultimate example of a cornered beast. If you lose, there’s nowhere to retreat. It’s like the Roman commanders burning their boats on the enemy shores so there was no turning back. An invasion of the Earth is always going to evoke peak emotions! (Until we’re an interplanetary species)