It's a huge accomplishment and helps to set XCOM 2 apart. Every part, down to the smallest window and staircase feels as if it was hand-crafted. Firaxis paid attention to the details when adding in this feature and it shows. This usually leaves players running into buildings which have spawned inside of each other, cutting off hallways and doorways that are vital to the player experience. Many games that sport a procedurally generated map system often find themselves plagued by bad set pieces. One of the most astounding features is how seamlessly the pieces of each map fit together. That opens the game up to massive amounts of replayability. Add the procedurally generated maps, and each and every journey through the game can be completely different for every player. After all, these were my friends on the line. For me this made the journey extremely personal. I wasted no time making a group of squad members who resemble (to the best of the system's capabilities) my co-workers. The customization still isn’t as deep as you’ll get in a game like Fallout 4 or other “create-a-character RPGs”, but XCOM was never really meant to fill in that gap in the first place. Character names, looks, and even the notes and information on their death murals can be altered to fit your own personal tastes, and it’s extremely easy to dive in and get lost in creating that perfect character that fits your needs. As one of the first interactions with the game, the character customization has improved massively.
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