XCOM: Enemy Unknown
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re: XCOM: Enemy Unknown
If memory serves me correctly I thought they released a version for PS1?Now Playing on PS5:
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Now Playing on PS5:
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re: XCOM: Enemy Unknown
Sid Meier Talks XCOM: Enemy Unknown
The Art Of XCOM: Enemy UnknownWhile Jake Solomon is the lead designer on XCOM: Enemy Unknown, it wouldn't be a true Firaxis game without a little involvement from Sid Meier. The gaming industry legend serves as the director of creative development at Firaxis Games and the XCOM team treats him as the holy man to consult on top of the mountain. We spoke to Sid Meier about his history with X-COM, who the game is for, and what will make XCOM: Enemy Unknown feel at home in the Firaxis library. Check out the video below to learn more.
The Unsettling Music Of XCOM: Enemy UnknownAfter years of creating barbarians and Mahatma Ghandis for the Civilization series, art director Greg Foertsch was given the task of reimagining the look of X-COM. Shedding the original's Saturday-morning-graphic-novel look for one of slightly stylized "miniatures", Greg Foertsch and his team of artists have pored over the details of everything from the insectoids to the Skyranger. Check out the video below to see concept art and screens from the game and to learn more about how the new game takes advantage of an active camera.
The Evolution Of XCOM’s EnemiesRoland Rizzo has been working with the XCOM series since the beginning. Originally in the QA department for the first X-COM title, Roland immediately fell in love with the spooky atmosphere of the game. A large part of that classic tone was created by the first game's composer, John Broomhall. Some tracks have aged better than others, but the Micropose team's work is legendary. Now Roland Rizzo is the audio lead for XCOM: Enemy Unknown and is tasked with reimagining and updating the aural tone of the original. Taking cues from the first X-COM's soundtrack and alien sound design, the audio team at Firaxis Games is creating something current yet true to the original. Check out the video below to hear examples of the aural atmosphere being created for XCOM: Enemy Unknown.
Humanity has been staring at the stars and dreaming for centuries, but it’s not easy to envision what alien life might actually look like. It’s also not easy to resist the urge to try. The designers at Firaxis have the advantage of building off an existing framework, but redesigning 18-year-old character concepts for a modern audience was still no simple task. We chat with Firaxis Lead Designer Jake Solomon and Lead Artist Greg Foertsch about the process of designing the aliens in XCOM: Enemy Unknown.Last edited by Flawless; 01-20-2012, 05:39 PM.Go Noles!!! >>----->Comment
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re: XCOM: Enemy Unknown
Looks great. Glad they kept it turn based. Definitely will buy. The original two X-Coms were fantastic.Comment
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re: XCOM: Enemy Unknown
My personal opinion is that we already have enough of those types of games. I don't want another left 4 dead. I grew up on a lot of turnbased games though, so I am biased. Civiliazation 2 and Jagged Alliance were 2 of my favorites.Comment
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re: XCOM: Enemy Unknown
I am happy they didn't sway too far from their original games. There are a lot of those on the market, and hopefully this is good enough & sells well enough to garner more attention on turn based games.
I love these sort of games.Cincinnati Reds University of Kentucky Cincinnati Bengals
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re: XCOM: Enemy Unknown
<iframe width="640" height="360" src="http://www.youtube.com/embed/tZdanb02280" frameborder="0" allowfullscreen></iframe>
<iframe width="640" height="360" src="http://www.youtube.com/embed/RyXyTO2y3lc" frameborder="0" allowfullscreen></iframe>Go Noles!!! >>----->Comment


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