![]() Its walk-shoot-shoot you die with the gear you brought you can't shoot at walls because they've done nothing to you. The first cinematic of the landing scene gave me a huge grin, and it was mostly disappointing from then on. all were fond memories worthy of revisiting with a modern engine. I tried Firaxis's XCOM as soon as I could, seeking the flexibility of the first two games the devilish plays you could pull when in a tight spot (prime alien grenade - toss at buddy - buddy picks it up - buddy lobs at alien), shooting or running as your speed (TUs per turn) allowed, switching equipment on the field, breaching walls for your teammates. Really want to thank these guys for such a wonderful job - my memories of the summer of 94 and this game are very fond indeed. As I read over the documentation, I can't wait to give this a shot. Dosbox has always been an option of course, but Xcom has bugs, and while using "XcomUtil" () can fix many of these problems, the work of the OpenXCOM to give us such a wonderful, expandable, moddable version of such a giant of PC gaming is simply astounding. Having said that, it still doesn't completely scratch that itch that only a game of nice, classic Xcom. So, I say this for any fans who may have been like me, and avoided the titles strictly because historically the sequels stunk to high heaven. I learned that recreating the original game in the engine they built was their first step in creating the new title, and clearly it was created with love. So, I was very surprised to find that the current Firaxis title was actually surprisingly, surprisingly good. I personally didn't care for any of the sequels that followed XCOM/XCOM:TFTD - none of them seemed to capture that sublime perfection that is the gameplay of the original, most seemed like cash-ins on the IP.
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