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So are we just stating facts now or…? I don’t understand the point you’re trying to make here.
Also yes, there absolutely is an item limit imposed in the 2012 XCOM, it just doesn’t occur to you because you’ve become so used to the baby rails set in place in the name of ‘streamlining’ the tactical combat that you don’t even see them as limitations anymore. Just take the maximum number of troops you can deploy and multiply that by the maximum number of items they can carry. Hint: it’s not a very large number, and it doesn’t even come close to 80. Also, unlike 2012’s “alien weapons disintegrate when their user is killed” cop-out, in the original you were free to use items found on the ground as long as they were researched. For a 1993 game, despite all its flaws, the original XCOM offered a remarkable variety of tactical approaches. I consider Xenonauts its actual spiritual successor, and 2012 XCOM an enjoyable but rather truncated spin-off.
I didn’t say anything about equipment and items not making real world sense.
XCOM 1994’s inventory system had you managing individual guns, magazines for each gun, individual armors for each soldier, multiple types of grenades, medikit, motion sensor, melee weapon, flare, tanks, ammo for tanks and psi equipment. Oh and theres the weight system. And the 80 item limit.
XCOM 2012’s inventory system had you pick one or two gun slots, gadget armor and utility items. There is no weight system and no item limit.
First you complain about the sizes and weights of equipment and items not making any real world sense, then you deny the system is arbitrary? Did the programmers tell you something they never told anyone else about how they perhaps weighed human corpses and pistols instead of just pulling a value out of their ass because it seemed about right? And in what kind of crazy world is comparing the inventory systems of a game and its direct remake a bizarre comparison? I get it, you’re hell bent to bitch and moan about the original, and there certainly is a lot to complain about there. But you’re only complaining about silly things.
Edited
The weight and inventory systems in the original Xcom were not arbitrary.
You seem to have a lot of incorrect presumptions and bizarre comparisons about the game.
It’s a game with an arbitrary inventory and weight system, so yes, I did? Now that you mention it, it never really occurred to me to complain about that before. It’s certainly a better system than having a single utility item slot and infinite ammo like in the 2012 XCOM, and having to spend meme points to magically expand the inventory, squad size and abilities.
And then you accepted the fact that 5 unloaded pistols weighted more than an adult human corpse. Or that the same 5 unloaded pistols took up more space than that same human corpse.
I was eight years old when the game came out, never read the manual, played a poorly translated pirated version, and I still can’t recall struggling to understand that if a soldier carries too much stuff, they’ll start every turn with less than full TUs (yes I meant TUs in my previous post, not energy). There are lots of actually relevant complaints to be made about the game, such as the inability to save gear loadouts which gets old when you’re sending out the 100th team, or the discrepancy between weaknesses/strengths stated in the UFOpaedia, autopsy and interrogation logs, and the ones actually present in the game files. Complaining that no one told you that you can’t equip a guy with four rocket launchers at once if you want him to move normally is silly.
Energy isn’t explained in the game or the manual.
Hacking a game so that the game mechanics are clearly understood does not make it straight forward.
The figures are not visible but the system itself is pretty straightforward, if you deploy with energy at less than 100%, you’re over-encumbered. Anyway, a game mechanic like carry weight or the actual accuracy calculations being obscured from the player is a complete non-sequitur to the statement that the game is primitive. Pac-man is a primitive game. UFO is extremely complex for its time, encompassing a real-time aerospace defense / base management strategic part, as well as a turn-based tactical combat part.
It is absolutely primitive. There is an item weight and carry capacity system in the game that is never explained to the player either in game or in the manual. No modern game would hide that kind of information.
@Space Pirate
Yeah I was always torn on whether that was intentional or not. On higher difficulties (and a patched game), you kinda needed to do that because of the sheer amount of bases, soldiers and aircraft you were paying for.
It absolutely does.
Cuz PC “XCOM:UFO Defence” has no video files.
Edited
I miss some features from the sequels (lemme open the damn doors without coming through ffs), but I would hardly call it primitive.
I have but the base game is so primitive I loathe revisiting it and I say that as someone who played through the entire bug filled version 1.0 game start to finish multiple times in 1994.
Have you seen OpenXcom?