On my new computer, I finally had a chance to sit down and play XCOM 2 War of the Chosen by Firaxis, without the technical issues plaguing my old PC and see the game in its full light. I’ve said many times over that Firaxis’s take on the venerable franchise comes close to being my perfect game, but the issues I have with it keep it from that lofty position.
This year, I’ve been able to play a variety of tactical strategy games, and I can finally put into words why I feel XCOM and XCOM 2 just don’t work for me from a design perspective.
For this week’s cast, I sat down with the lead designer of Pavonis Interactive John Lumpkin to discuss how wanting to make XCOM better lead to the Long War mod, his company: Pavonis Interactive, and the future with Terra Invicta.
For today’s topic, we’re going to dig a little deeper into personalization options in video games. What started out as simple texture changes has become a major part of allowing players to define their characters.
Thanks to sales and developer press keys, I’ve played a lot of rogue-like and rogue-light designed titles this year. And outside of a few standouts (Dead Cells, Slay the Spire), I keep finding myself returning to the Binding of Isaac. BOI is not the most complicated rogue-like on the market, but what it does well is that secret sauce that I feel a lot of rogue-like designers are not figuring out.