Posts Tagged Tactics
For those of you who don’t know, the original X-Com: UFO Defense is one of the most beloved strategy games in existence. It was only fitting for it to receive a modern update of sorts, but XCOM: Enemy Unknown turned out to be a modern update that was treated with the utmost respect by Firaxis (Civilization IV, Civ. V). Now that same re-imagining of a genre cornerstone is coming to iOS. XCOM: Enemy Unknown’s lead designer, Jake Solomon, was kind enough to answer some of our questions regarding the upcoming mobile release.
148Apps: You and the rest of the Firaxis team obviously have a ton of reverence for X-Com and it shines through in Enemy Unknown. Has X-Com had any influence over other projects you’ve worked on?
Jake Solomon (JS): Since the first time I played X-Com, it has been one of game designs that exemplifies to me a great game, and that means that it’s also been a big part of how I think about game design to some extent. Specific influences are probably harder to point out, but I still crack it out and play the original from time to time.
148Apps: What’s your fondest memory from the original X-Com? Mine is making it to the point where I’m invading alien bases without having lost a single soldier on the way.
JS: Wow, that’s really hard to pick one memory. There are always a handful of moments from a game that you remember, and you take them together and you can tell these war stories about the game. For example, I remember this one game where I had this one rookie who was so useless and I was like: “Son, you’re going to Mars. I can make that happen for you.”
148Apps: How about the aliens? Any particular favorite or least favorite? I find I have a sort of love/hate relationship with Cryssalids.
JS: The Chryssalid is iconic for sure. I guess the one I don’t miss is the Silicoid. I mean, it’s a rock, and it spits at you, and it leaves a giant trail showing where it went. It’s such a non-threat.
148Apps: Deciding what to cut, keep, and change when streamlining X-Com’s mechanics for Enemy Unknown must have been pretty tough. Was there anything you all were actually glad to see go?
JS: I don’t think I was necessarily happy or sad about specific changes we made. We felt the mechanics changes were necessary because of the systems we wanted to include in the game, like soldier and alien abilities and the class system. We did want to make sure that all of the decisions you were making were meaningful ones that had real consequences within the game, and keeping that in mind was sort of a guidepost for the mechanics design.
148Apps: The iOS port of Enemy Unknown looks like it’s coming along quite well. Was an iOS version always planned or was it a result of the game’s PC and console reception?
JS: There was a discussion about whether the iOS version was even feasible at first. Unreal 3 does scale very well, but we still had to go investigate the tech side. And what do you know? It worked really well. After that it was largely a matter of adjusting the interface and making some changes for storage size.
148Apps: Please tell me the option to customize soldiers’ names and appearances is still in there!
JS: Yes, you can still fully customize your soldiers. That’s such a huge part of how people play XCOM that it wouldn’t have been the same if that wasn’t in there.
148Apps: Have there been any features for iOS devices that aren’t prevalent on consoles/PCs (camera, QR codes, augmented reality) that you’ve considered incorporating into this version of Enemy Unknown? Not necessarily as major elements but as little extras or something?
JS: We wanted to make sure that the game that we released on console and PC played solidly on the iPad, so getting that experience solid was our highest priority. I’m sure there are cool things we could do with the camera and location tools, but that’s something to think about for the future.
148Apps: I could see Enemy Unknown‘s multiplayer working quite well on iOS, especially if it was asynchronous. Any chance of that happening or is the focus entirely on the campaign right now?
JS:There will eventually be an update that includes multiplayer, and that’ll be a free update for people who own the game.
148Apps: Will the iOS version of Enemy Unknown include the “secret” characters and/or extra Council DLC missions? Or might the missions be available as add-on content?
JS: We’ve been focusing on creating the best release on iOS as possible – we hope this release like the PC and console will drive a lot of interest and community feedback!
We here at 148Apps would like to extend our appreciation to Mr. Solomon and the entire Enemy Unknown team for answering our questions and for making a remarkably excellent strategy game. No specifics on a release date or pricing are available yet but it’s due out “this summer” and will have a “premium” price tag.
Eagle eyed sports fans may have noticed the prominence of a certain piece of technology during games. Soccer fans: remember pre-penalty shootouts seeing a tactics guy pull out the iPad and show the goalkeeper what to expect from the opposition? iPads are useful for many situations.
CoachNote offers a way of creating sports drills, strategies and tactics, all from an iOS device and it’ll be a real hit for coaches as well as fans. The app makes it easy to create complex plays and strategies with tools for drawing lines in multiple colors to explain what’s going on.
It’s an ideal tool for many different sports from football to baseball, basketball, ice hockey, even water polo and ultimate frisbee. Throughout, it’s simple and intuitive to adjust things such as player movement or ball/puck movement.
It’s even possible to record the plays and share them with others.
CoachNote is out now for iPhone and iPad and priced at $1.99 for a limited time, increasing to $3.99 soon.