Logging back in after god, I dunno, a year? Two? 'cause I wanna gush about XCOM. Unf. I've been stuck in FPS/over the shoulder-shooter hell for what feels like forever (with a brief foray into Rainbow Moon, an indie PS3 FFT clone that I thought was pretty good), nice to be playing a real game again.
Thanks for forcing it on the NEB and Ciato, Gref. My life is improved the more people I have to babble about it to. I ran into Ty (whazzee, Excal?) downtown yesterday and he was looking for a copy as well, having played a mission or two on their copy, so if your plan was to convert the DL Vancouver contingent, I think it's working.
I'm happier with the game than I have been with anything since at least FE10. Challenging, deep gameplay, mostly strong interface, lots of replay value. I finished a Normal game a few days ago, struggling through Classic right now. Strategy/base design in the harder modes is super unforgiving at first (half the funds, no officer training school to start, and it feels like the abductions come quicker).
I've got some complaints about the AI, it feels like the game could benefit from more active enemies, or more of a time limit in-mission. It feels like a super slow, overwatch reliant advance carries no real consequences -- enemies won't circle around to flank you because they don't activate until you find them, with the cutesy little double-take/run for cover routines they do (despite you rocketing in on a jet plane a maximum of, like, 200 meters away from where they are, often after having shot them down out of the sky), so you unless you fuck up and overreach in your advance you have a persistent massive tactical advantage, in that you're always already arrayed effectively in cover, etc.
Classic and Impossible apparently have slightly sharper and more aggressive AI, though I haven't seen much evidence of this yet, but I don't think it solves the initial problem of enemies not moving until you find them. Feels wrong, since the whole fog of war/Alien Activity paradigm sort of implies to me that there could be a Sectoid crouched behind any wall, waiting to take a pot-shot at you as you pass, or a whole troop of them moving through the city trying to flank you. And it feels like there should be more of a sense of urgency in getting in and taking control of the situation.
Terror missions are the obvious exception: the aliens are out there killing civilians, and you've gotta rush in to save as many as you can. Definitely the hardest and most rewarding (thrill of success-wise), I found, especially once you've got a posse of high ranked, well equipped badasses and most normal enemy deployments aren't much of a threat anymore.
Class balance feels pretty good -- I've come around on the Heavies, they're obviously the worst in a bunch of ways (slow, inaccurate, and the whole issue with explosives losing you resources), but early in the game it's nice to have a get out of jail free card -- pinned down by 4 Thin Men, no actions left but the Heavy? No problem, their corpses are now scattered across three city blocks. And paradoxically they get even better once rockets aren't an instant kill anymore, since you can use them to soften up whole squads of Mutons (reduced to 2 HP and no more cover) at once without losing the bodies and weapon fragments. Good way to level up squaddies too. And towards the end game they're definitely the best way to take down Sectopods. Still probably the class I go without most often (there's something delicious about 3 assault, 1 healbot support and 2 snipers), but I feel like they've got an important niche that they fill well.
Heard a bunch of complaints about character design, and I see the point -- it'd be nice to have at least a few different body-types for each gender, and there's a certain sameness to the features. Having the armour colour expansion helps; were it me I'd happily spend the $5 to get it (came free with launch but it's DLC afterwards), but I can understand that some people will be less happy about paying for what feels like a pretty basic function. Limited though it is, I really like the female character design. It's realistic without being unattractive, and the range of hair (though it feels limited) is actually about right for military. My army brat girlfriend was impressed, generally there's a range of options that no military in the world would ever let you get away with. And I guess it's not to everybody's taste, but for beefcake factor its hard to argue with a male soldier in Psy Armour. Sploosh. Seriously don't see complaints about lack of attractive men, type-preference caveats aside. And if you like your boys skinny and pretty an army simulator probably isn't the game to go looking for eye candy anyhow.
Stylistically, can I add that I really appreciate that the game doesn't skimp about how awful and creepy a lot of what XCOM does is? As overtly evil as the aliens are, I still end up feeling kinda gross and uncomfortable through the interrogation scenes. That's a win, in my book. I like games with conflicted moral messages, and I'm impressed that one as skimpy on the story content as this one manages it. And in a subject area that's prone to one dimensional jingoism at that.
Gush over, relurking.