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https://www.youtube.com/watch?v=iuN9g502cYM I used the search function (lol) to see if this thread existed and couldn't find it. I also went back to threads that hadn't been posted in since August or so last year using Ctrl+F on the game name so I'm super sorry if this thread exists already! lmk Phoenix Point is an X-COM like game that has reached 160% of its funding goal on Fig in June of last year. This X-COM style remake has the unique distinction of being developed by Julian Gollop the creator of the original X-COM games. It's due out in Q4 2018 (this year, baby!) I'll post the information from the Fig campaign because it'll explain things much better than I can but here are the neatest things imo in bulletpoint form
Here is the link to the Phoenix Point Fig campaign which contains a bunch of information about the mechanics of the game. I'd suggest starting with the FAQ if you're already a big X-COM fan (most likely if you're reading this OP) as it answers a lot of questions on the mechanics and how they differ or are similar to old and new X-COM/XCOM games. From their Fig campaign Snapshot games posted:Phoenix Point is the new strategy game from the creator of the original X-COM series. It features turn based tactics and world based strategy in a fight against a terrifying, alien menace. The FAQ I linked above is a pretty good way to get to grips with what the game is all about and it quickly answers a lot of the technical and mechanical questions. Over at the official website you can pre-order the game as well as read through a bunch of backstory articles written for the game. I think a good way to read through these is to go through the updates in the fig campaign oldest to newest reading the archives in the order they're linked, these updates also have links to interviews and articles tracking development progress! Pre-Order Discount Code Two Feet From Bread posted:there is a 20% pre-order discount for the $50 ($40) pre-order package. It also works for the $75 ($60) Soldier name package rotation. Didn't try any other ones. EmmyOk fucked around with this message at 15:35 on Feb 1, 2018 |
# ? Jan 31, 2018 17:07 |
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# ? Jun 10, 2024 10:42 |
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I totally forgot about this game until recently and it is Extremely My poo poo. The setting makes me think of the long-forgotten Abomination: The Nemesis Project with a side of X-COM: Apocalypse. If we can mutate and transform our soldiers into Alex Mercer-style terrors, I'll be the happiest boy who ever lived.
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# ? Jan 31, 2018 17:45 |
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I really hope they make it more accessible than some of the other old school XCOM revivals. I couldn’t get into Xenonauts or XCOM Long War even though I loved OG XCom. Xenonauts UI was too trying too hard to duplicate the UI from 20 years ago, and LW seemed to only be listening to the hardcore players when they tuned difficulty.
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# ? Jan 31, 2018 18:40 |
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I am very excited for this game and I want it to be good so bad. If the initial play testing looks good, I might even pre-order it and not just the base version either. Edit: there is a 20% pre-order discount for the $50 ($40) pre-order package. It also works for the $75 ($60) Soldier name package rotation. Didn't try any other ones. Discount code: LUX20 Two Feet From Bread fucked around with this message at 14:11 on Feb 1, 2018 |
# ? Jan 31, 2018 20:41 |
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Awesome thank you! I backed it for enough money to get a copy of the game but I hope people see that, I'll put it in the op! Speaking of the op I'm going to spend the next few days working on it to improve it and take more stuff from all their Fig updates and various interviews. This article from RPS is a pretty comprehensive introduction to the setting and gameplay elements as well as how they plan to go about development It's from 2016 and based on the reading I've been doing of their fig updates some parts of it are out of date but it's still a pretty solid resource. Environment artist's portfolio for Phoenix Point Concept/Monster artist's portfolio for Phoenix Point There's also this neat blog post by one of the lead writers/game designers talking about his experiences with X-COM: Apocalypse and the stuff he wants to take from that and put into Phoneix Point. He was surprisingly negative about Firaxis XCOM though he said he liked it a bunch. Gollop seems much more enthused by the newer franchise. From XCom to Phoenix Point I'll keep updating the OP and posts with interesting stuff from around the web, gang!
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# ? Feb 1, 2018 15:34 |
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this looks loving insane, like some Warhammer 40k / Lovecraftian nightmare world. Actually some of it reminds me of EYE Divine Cybermancy. Anything with XCOM-level gameplay and combat is extremely my poo poo. The bit in that RPS article about the cult of communion sounds ridiculous. I do hope this goes beyond the squad numbers of previous X-COM games because I'd really love to take some kind of Ridley Scott group of 8 or 9 into a huge firefight against an 80 foot crab monster
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# ? Feb 1, 2018 15:52 |
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DLC Inc posted:this looks loving insane, like some Warhammer 40k / Lovecraftian nightmare world. Actually some of it reminds me of EYE Divine Cybermancy. Anything with XCOM-level gameplay and combat is extremely my poo poo. The bit in that RPS article about the cult of communion sounds ridiculous. EDIT: Really good interview with Gollop where he says squads can be up to 16 men One of their stretch goals which they reached was to have vehicles, in the first vehicle concept art it mentions being able to carry up to eight soldiers so I think you're in luck! One of the types of monsters will be these behemoths hundreds of feet tall that you have to land a squad on then fight off waves of aliens as you prepare an enormous drill to mine the behemoth and plant a bomb in it The Lovecraftian elements are front and centre and the two archives I've read so far that are the most like that are The Tomb of the Phoenix and Far Out There. The first is about an expedition in the mid-50s I'm guessing finding a tiny unmapped island that has the ruins of an ancient advanced society there and meeting what wiped it out! The second is harder to explain but is basically about astral traveling to the alien homeworld! Neat articles about featuring real life frozen viruses reanimating after being frozen thousands of years and about enormous virus genomes BBC - Diseases Hidden in Ice National Geographic - Pandoraviruses May Be the Fourth Domain of Life EmmyOk fucked around with this message at 17:16 on Feb 1, 2018 |
# ? Feb 1, 2018 16:12 |
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EmmyOk posted:EDIT: Really good interview with Gollop where he says squads can be up to 16 men holy gently caress this game is going to be great. vehicles in an xcom??? I'm sold.
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# ? Feb 1, 2018 18:28 |
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The best Lovecraft is never seen so hopefully they don't put too much into the light. Regardless, this game looks amazing so far and, having played TftD, I'm glad that stretch goal remains far out of reach.
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# ? Feb 1, 2018 18:41 |
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Pressed the button and preordered. Now we need a poll to pick a default soldier name. I nominate: Soldier McSoldierface.
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# ? Feb 6, 2018 01:20 |
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Looks like Backer Build 1 is due at the end of April. Instructions will come via email.
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# ? Mar 30, 2018 19:07 |
Downloading! I won't have time to play until tomorrow, but I watched a stream a few days ago and it looked like a blast.
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# ? May 1, 2018 09:42 |
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Shine posted:Downloading! I won't have time to play until tomorrow, but I watched a stream a few days ago and it looked like a blast. Same! Had forgotten to keep on top of the backer updates a while ago and was insanely pumped to get my email yesterday saying the first backer build would be released in <24hrs. Gonna download it before college and hopefully have time to try a little when I get home tonight.
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# ? May 1, 2018 11:25 |
The aiming and shooting systems are hella cool. From the FAQ:quote:The ranged combat uses a realistic ballistics system with each bullet following its own trajectory and inflicting damage on anything it hits, including your own soldiers. And you can target different body parts by simply dragging your aim over them. quote:In the free aiming mode, you can select different body parts of a target, or any item of equipment carried, and an information box will be displayed. This shows the following information: In my first encounter I disabled an enemy's ability to charge my heavy by having my sniper shoot its leg out. On its next turn, it was too gimped to get into melee range, but it did get close enough for my assault to flank it and shoot it in the squishy bits instead of the shield it carries in front. Unfortunately, the first bullet killed it, and the next five bullets went right into my heavy on the other side, because I forgot this game has friendly fire.
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# ? May 2, 2018 06:35 |
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I seemed to encounter a bug where my assault rifle guy stopped dead after the crab queen showed up and was unable to do anything - shoot, reload, move, anything. I know it's to be expected, what with the game being in such an early state, but I like to imagine he just saw the queen and his brain just peace'd the gently caress out of there.
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# ? May 2, 2018 21:06 |
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I could only play for a short time, but my first playthrough ended quickly once I realised something: Unlike in New XCOM, reloads aren't unlimited. See, I'd been able to take down two or three Crabmen, and reloaded my guys since their clips were half empty. There wasn't a huge amount I could do to the rest of them before their ammo completely depleted and they were overwhelmed. I LOVE the aiming system and I wish XCOM had included something like that.
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# ? May 2, 2018 22:51 |
I had a sniper fall through the ground (alive, but underground and unable to do anything) when Queenie broke the box he was standing on. At least they make it easy to submit bug reports from within the game. Shooting off a crab man's pincer arm feels so mean. I'm digging the aiming system. No percentage-to-hit counters as far as I can tell (though I saw them on an earlier stream, so maybe I'm just missing how to show them). I like this aiming system. It's more interesting than straight dice roll numbers IMO. Shine fucked around with this message at 01:30 on May 3, 2018 |
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# ? May 3, 2018 00:23 |
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Shine posted:I had a sniper fall through the ground (alive, but underground and unable to do anything) when Queenie broke the box he was standing on. At least they make it easy to submit bug reports from within the game. It is there but it's a tiny white text in the lower middle of the screen, looks like it's tangled up in some other elements. Didn't spot it until right at the end of my play session. Got to play a bit before uni but never read the manual so I was just getting the general vibe. The FAQ you posted explained the aiming a lot so I'm looking forward to sitting down with it properly. I had an alien body fall through the ground that's about it for bugs so far. Looks much better than I was expecting for it's pre-alpha stage
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# ? May 3, 2018 00:29 |
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The aiming system sounds like the one in Jagged Alliance 2 (with the fan patch I guess, I haven't played it vanilla in too long to know if the aiming system was always like that), it's cool. Looking forward to playing this when it's available to the likes of me.
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# ? May 3, 2018 08:29 |
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I remember years ago reading an interview with Julian Gollop talking about what he would do if he ever got to make a new X-Com and it seems like this is pretty much what he was describing. The aiming system especially which he described as being heavily inspired by Valkyria Chronicles. I'm glad he's finally getting to make it and am looking forward to it.
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# ? May 3, 2018 12:01 |
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I’m the only one who misses action points
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# ? May 3, 2018 14:26 |
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Mmmmm this looks entirely sick, thanks for bringing it to my attention! Getting some mild XCOM Apocalypse vibes from the setting (humanity pushed into isolated concentrations) and also from the supersized monsters. Its not VERY Apocalypsey but that was always my favourite and I've always wished it would get remade like the original was, so maybe I'm just looking for it. Anyways cool beans man want this game
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# ? May 3, 2018 14:48 |
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spider wisdom posted:I’m the only one who misses action points Nah, there's an action point mechanic, sorta. While the UI looks a lot like new X-Com, the blue indicates how far you can move and still fire this turn and yellow is maximum move distance without firing in Phoenix Point. The blue range will change for a character depending on which weapon they have selected.
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# ? May 3, 2018 15:02 |
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ReadingZucchini posted:Nah, there's an action point mechanic, sorta. While the UI looks a lot like new X-Com, the blue indicates how far you can move and still fire this turn and yellow is maximum move distance without firing in Phoenix Point. The blue range will change for a character depending on which weapon they have selected. I haven't played XCOM in a minute, but isn't that the same system? Like you can move and do an action (shoot/nade/heal) in a certain range, or you can double move, or double action, and those are your options. I understand the thinking behind that system and how it saves time, but budgeting actions from a pool of 100 ~time units~ was fun — or at the very least could make for some interesting actions if revisited. I know I'm in the minority here, so don't mind me.
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# ? May 3, 2018 16:57 |
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spider wisdom posted:I haven't played XCOM in a minute, but isn't that the same system? Like you can move and do an action (shoot/nade/heal) in a certain range, or you can double move, or double action, and those are your options. I understand the thinking behind that system and how it saves time, but budgeting actions from a pool of 100 ~time units~ was fun — or at the very least could make for some interesting actions if revisited. It's still an action point system, it just actually tells you how far you can move while still having enough points left to shoot, instead of you having to figure that out yourself.
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# ? May 3, 2018 17:09 |
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Jabor posted:It's still an action point system, it just actually tells you how far you can move while still having enough points left to shoot, instead of you having to figure that out yourself. Ohhhhh that's dope. Smart to use computers for maths!
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# ? May 3, 2018 17:18 |
Yup, it's entirely based on action points. They just have a UI that communicates them without you having to see the numbers. Let's say you want to move out of cover to get a better shot at something, and let's say your character has 16 action points, and their assault rifle requires 8 to fire. (I'm making up numbers for the sake of example; as far as I can tell, AP are only represented graphically, instead of hard numbers, but I could be overlooking something) The UI will show a "blue area" of movement, representing a usage of 8 points to move, meaning they can move that far and still have enough AP to take a shot with the equipped assault rifle. So far it sounds like XCOM. But let's say you don't move to the edge of that blue zone. Maybe you just move 4 units (halfway into the blue zone) and take your shot, using 8 AP. After your shot, you can still move because you still have AP left over; you started with 16, used 4 to move and 8 to shoot, so you still have 4 remaining. That means you can get back into cover before you end your turn, whereas in XCOM you'd be stuck sitting where you took the shot, unless you had access to some special ability to gain an addition action after taking a shot. Also, different weapons require different numbers of action points. An assault rifle requires half your AP to fire, but a pistol only requires 1/4, so in that situation above you could move more units and still be able to fire and retreat, or move the same distance but have enough AP to shoot twice with a pistol instead of once with the rifle. Or move a short distance, shoot once, move another short distance, shoot again, and then get into new cover. If you have enough AP, then go for it. With the aiming mechanic, moving 1 or two spaces might give you the slightly better angle needed to shoot around the enemy's shield or cover. It'll make sense when you play. Definitely differs from XCOM's system, despite borrowing similar UI elements. Shine fucked around with this message at 17:37 on May 3, 2018 |
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# ? May 3, 2018 17:33 |
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It’s cool that even the ability bar is color coded so you instantly know what you can and can’t do if you move beyond the blue tiles.
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# ? May 3, 2018 17:34 |
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Wait the aiming percentage I saw only came up when I was aiming on the Crab Queen rather than always being there. Also is there no way to exit the game?
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# ? May 3, 2018 23:45 |
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Jabor posted:It's still an action point system, it just actually tells you how far you can move while still having enough points left to shoot, instead of you having to figure that out yourself. Now I'm even more confused. How does this functionally differ from a 2 point system like XCOM?
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# ? May 3, 2018 23:53 |
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Pharnakes posted:Now I'm even more confused. How does this functionally differ from a 2 point system like XCOM? You can shoot multiple times if you don't move or you can move and fire with your main gun and then pistol also shooting and then moving is possible. It's much more flexible
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# ? May 3, 2018 23:54 |
Pharnakes posted:Now I'm even more confused. How does this functionally differ from a 2 point system like XCOM? Read my example above. In XCOM, you can't move two spaces, shoot, then use "left over" movement to move again. In PP, you can. Your weapon choice also affects this.
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# ? May 3, 2018 23:57 |
Also in this game you can move a bit, shoot, then move back into cover - cause the action economy is not broken down into "actions", just into "action cost". Every action has a cost in action point, but not all actions cost the same - although firing a medium gun (like an AR) takes exactly half your available AP. Firing a large gun (like the machinegun the heavy carries) costs more than half your AP, though, so you'll only be able to move less if you want to fire it. Nothing stops you from combining cheaper actions to do more than 2 different actions in a single turn, if you have enough AP (and I guess we'll have upgrades to get more APs, like old XCom, on experience soldiers)
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# ? May 4, 2018 14:32 |
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Yeah I'm expecting stuff like that as well as upgrades that reduce the costs of certain actions. Like a heavy lifting buff so that soldier can move further with heavy weapons.
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# ? May 4, 2018 14:38 |
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OK I see, that is indeed a much better system than new x com. Let's hope the level design is on par to really let you do interesting things with it.
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# ? May 4, 2018 21:57 |
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Everything about this game looks amazing except for the choice of setting/atmosphere. I hope every building isn't just FLESH AND RUSTED METAL but the demo level kinda looks that way. Digging the monsters though.
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# ? May 4, 2018 22:13 |
If you guys want to see some very early gameplay this is the first video/broadcast in English on the Phoenix Point Twitch list https://www.twitch.tv/videos/256549660 There are about 2h of this dude trying to beat the "randomly" seeded mission in the backer beta he succeeds at the end. The streamer is not too annoying and he's played a lot of X-COM, so it's nice seeing they ways this game is closer to the original one than the remakes: on his first try he runs into the breach with his whole squad, gets flanked on both sides and gets his soldiers killed in a few turns.; on a following run he inches forward a square at a time to avoid the same fate and gets jumped by the queen/reinforcements that spawn at the player spawning point. I think he's fairly right when he calls the current Beta a "Backers Demo", saying that the main reason it's out is that it was a stretch goal. It very much feels like the demo of olds, crossed with early game levels of polish - it even has a "Pre-Alpha" watermark. The game seems to be incredibly interesting, though, and if/when some more content gets released for the Beta I'll definitely consider a preorder at the 50$ level to get access to it. That Italian Guy fucked around with this message at 11:53 on May 5, 2018 |
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# ? May 5, 2018 11:50 |
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So enemy melee attacks hurt. I got rushed by a crab and one soldier's arm was disabled, so I had to find her a pistol. Then another one hit my heavy and destroyed the rocket launcher. Which made it harder to stop the queen so when she hit the heavy he lost an arm and couldn't use his machine gun. Sharpshooter basically carried the day. Ended up with no fatalities.
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# ? May 5, 2018 12:06 |
Bad news: According to a bespectacled alien, the game's been delayed from Q4 2018 to "June 2019".
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# ? May 16, 2018 02:46 |
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# ? Jun 10, 2024 10:42 |
Cream-of-Plenty posted:Bad news: According to a bespectacled alien, the game's been delayed from Q4 2018 to "June 2019". On the bright side, the second backer build is out, with bug fixes and some gameplay tweaks.
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# ? May 16, 2018 04:03 |