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Phoenix Point [by original XCom designer]

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Grifman
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Phoenix Point [by original XCom designer]

Post by Grifman » Fri Jun 03, 2016 9:01 am

First screenshot from a new game by Julian Gallop, the designer/developer of the original XCom:

Image

Supposedly the game will be/have:

*X-Com style game
* Tactical turn-based missions
* Geoscape
* Destructible terrain
* Character progression

Looks like we get another XCom like.

Website here, not much yet:

http://www.phoenixpoint.info/
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Re: Phoenix Point [by original XCom designer]

Post by hepcat » Fri Jun 03, 2016 9:07 am

I'm honestly surprised we don't have more. I'll have to keep my eye on this one. It sounds good.
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Re: Phoenix Point [by original XCom designer]

Post by Sepiche » Fri Jun 03, 2016 9:13 am

From what I've read, the actual game play will be closer to Valkyria Chronicles than the original XCom (turn based, but with quasi real time, third person movement and shooting).

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Re: Phoenix Point [by original XCom designer]

Post by tgb » Fri Jun 03, 2016 10:04 am

Sepiche wrote:From what I've read, the actual game play will be closer to Valkyria Chronicles than the original XCom (turn based, but with quasi real time, third person movement and shooting).
As long as it doesn't have 14-year-olds with big eyes and a tank in the garage, I'm in.
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Re: Phoenix Point [by original XCom designer]

Post by Lordnine » Fri Jun 03, 2016 11:00 am

How did Chaos Reborn turn out, does anyone know? I didn’t hear much about that one after it released.

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Re: Phoenix Point [by original XCom designer]

Post by Sepiche » Fri Jun 03, 2016 11:11 am

Lordnine wrote:How did Chaos Reborn turn out, does anyone know? I didn’t hear much about that one after it released.
I only played it in early access, and it never really grabbed me, but I haven't gotten around to trying the release version yet. I know there are a few people around here that really liked it however.

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Re: Phoenix Point [by original XCom designer]

Post by Archinerd » Fri Jun 03, 2016 11:27 am

Sepiche wrote:
Lordnine wrote:How did Chaos Reborn turn out, does anyone know? I didn’t hear much about that one after it released.
I only played it in early access, and it never really grabbed me, but I haven't gotten around to trying the release version yet. I know there are a few people around here that really liked it however.
Yes, I like it for the PVP multiplayer.

The player base is relatively small, so it's sometimes difficult to find a live game (which I prefer). The Asynch game scene is pretty active though with several unofficial tournaments as well as random pick up games.

The single player never really was all that interesting to me. I took a break from it earlier this year to play through the Witcher trilogy and haven't gotten back to it yet. I have every intention of doing so though, I love it.

It's currently on sale at GOG for $8.

EDIT: It does use a Random Number Generator to determine success of casting spells and causing damage. This is a turn off for some... but Chaos is in the name so I think it's fine. Plus there are ways of managing risk.

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Sat Jun 25, 2016 12:48 pm

This sounds really cool, XCom meets Fallout:

https://www.rockpapershotgun.com/2016/0 ... an-gollop/

The strategic layer and the backstory which includes different human factions sounds pretty cool.
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Re: Phoenix Point [by original XCom designer]

Post by IceBear » Sat Jun 25, 2016 4:35 pm

Archinerd wrote:
Sepiche wrote:
Lordnine wrote:How did Chaos Reborn turn out, does anyone know? I didn’t hear much about that one after it released.
I only played it in early access, and it never really grabbed me, but I haven't gotten around to trying the release version yet. I know there are a few people around here that really liked it however.
Yes, I like it for the PVP multiplayer.

The player base is relatively small, so it's sometimes difficult to find a live game (which I prefer). The Asynch game scene is pretty active though with several unofficial tournaments as well as random pick up games.

The single player never really was all that interesting to me. I took a break from it earlier this year to play through the Witcher trilogy and haven't gotten back to it yet. I have every intention of doing so though, I love it.

It's currently on sale at GOG for $8.

EDIT: It does use a Random Number Generator to determine success of casting spells and causing damage. This is a turn off for some... but Chaos is in the name so I think it's fine. Plus there are ways of managing risk.
There's currently a beta patch that uses hitpoints and auto success on attacks...the Law branch I believe it's called. For those that had an issue with the RNG

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Sat Jun 25, 2016 4:41 pm

Hey, go create a Chaos Reborn thread to talk about that! :)
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Re: Phoenix Point [by original XCom designer]

Post by baelthazar » Sat Jun 25, 2016 4:44 pm

Grifman wrote:Hey, go create a Chaos Reborn thread to talk about that! :)
I already did, back in 2014:
viewtopic.php?f=2&t=87722

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Re: Phoenix Point [by original XCom designer]

Post by IceBear » Sat Jun 25, 2016 9:25 pm

Grifman wrote:Hey, go create a Chaos Reborn thread to talk about that! :)
Was just pointing it out to show the responsiveness of the developer

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Fri Mar 17, 2017 8:33 am

Tolerance is the virtue of the man without convictions. – G.K. Chesterton

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Thu Mar 23, 2017 1:42 pm

AMA here:

https://www.reddit.com/r/PhoenixPoint/c ... h=f2e317df

Lot of interesting stuff here.
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Re: Phoenix Point [by original XCom designer]

Post by LordMortis » Thu Mar 23, 2017 3:28 pm

Grifman wrote:AMA here:

https://www.reddit.com/r/PhoenixPoint/c ... h=f2e317df

Lot of interesting stuff here.
procedurally generated aliens,
OK, now I really want to know about this...

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Re: Phoenix Point [by original XCom designer]

Post by Freyland » Thu Mar 23, 2017 3:48 pm

LordMortis wrote:
Grifman wrote:AMA here:

https://www.reddit.com/r/PhoenixPoint/c ... h=f2e317df

Lot of interesting stuff here.
procedurally generated aliens,
OK, now I really want to know about this...
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Thu Apr 20, 2017 11:12 pm

Tolerance is the virtue of the man without convictions. – G.K. Chesterton

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Tue Apr 25, 2017 3:28 pm

Campaign has begun:

https://www.fig.co/campaigns/phoenix-point

This looks really cool. I'm in!
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Re: Phoenix Point [by original XCom designer]

Post by Punisher » Tue Apr 25, 2017 7:02 pm

I got notice about this from Fig along with a $5 credit so I backed it at the $25 level for $20.
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Tue Apr 25, 2017 11:28 pm

RPS article on the game:

https://www.rockpapershotgun.com/2017/0 ... interview/

Fig campaign is over 50% in one day!
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Re: Phoenix Point [by original XCom designer]

Post by Daehawk » Tue Apr 25, 2017 11:40 pm

Cool workshop. Might need electricity.
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Re: Phoenix Point [by original XCom designer]

Post by Victoria Raverna » Wed Apr 26, 2017 12:15 am

So this is a remake/reboot of X-COM: Terror from the Deep?

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Wed Apr 26, 2017 8:26 am

Victoria Raverna wrote:So this is a remake/reboot of X-COM: Terror from the Deep?
No, not even close. Did you read the various links posted about the game? :)
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Re: Phoenix Point [by original XCom designer]

Post by ColdSteel » Wed Apr 26, 2017 8:27 am

I will buy this game when it comes out.
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Re: Phoenix Point [by original XCom designer]

Post by tgb » Wed Apr 26, 2017 10:07 am

ColdSteel wrote:I will buy this game when it comes out.
This. I was going to make this my very first Kickstarter contribution, then I saw the projected release date. 4th quarter of '18? I'll probably be drooling into my applesauce by then.
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Re: Phoenix Point [by original XCom designer]

Post by TheMix » Wed Apr 26, 2017 10:23 am

I was slightly tempted by the backer only rewards. Until I saw that you don't get those at the base level. Only at the higher backer levels. Which really doesn't make them backer, implied 'all', rewards.... :(
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Re: Phoenix Point [by original XCom designer]

Post by NickAragua » Wed Apr 26, 2017 11:09 am

I missed the "early bird" pricing, but you know what? I don't care. I'm practically guaranteed to buy this full price the second it comes out, so I might as well just back it now.

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Re: Phoenix Point [by original XCom designer]

Post by Archinerd » Wed Apr 26, 2017 2:23 pm

I'm in the "wait and see" camp.
The "low luck" LAW mode introduced for Chaos Reborn ruined that game for me.
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Re: Phoenix Point [by original XCom designer]

Post by TiLT » Wed Apr 26, 2017 4:34 pm

Julian Gollop knows how to design tactical games, which is why I'm very much in. His 3DS Ghost Recon game cemented that in my mind. It was pure tactical bliss cut down to perfection, with nothing superfluous or out of place. This kind of thing is anything but easy to do, so the fact that he's still got it shows that he's a very special kind of game designer who deserves my attention.

I actually got in through the Fig backstage pass, so I only have to pay $20 to get the game apparently.
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Thu Apr 27, 2017 3:29 pm

Just crossed over $400k, looking good. I know it will slow down a lot but there's also usually a big rush on the last day, so I think this will hit the goal.
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Re: Phoenix Point [by original XCom designer]

Post by LordMortis » Thu Apr 27, 2017 4:24 pm

Grifman wrote:Campaign has begun:

https://www.fig.co/campaigns/phoenix-point

This looks really cool. I'm in!
Holy crap does that look ambitious... and good...

Tempted to back it well enough to get in to the alpha and then remembered I don't do alphas any more as I burn out on games before their release. So, I'm sure it will be a week oneish purchase, no backing from me. But it does look good.

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Re: Phoenix Point [by original XCom designer]

Post by GreenGoo » Thu Apr 27, 2017 4:53 pm

TiLT wrote:Julian Gollop knows how to design tactical games,
I've enjoyed several of his games so I have no reservations on the tactical side. I am concerned however, about the procedurally created enemies. It takes a lot of skill for procedural anything to work well, and the ideas and technology behind procedural critters is still in its infancy. I'm worried that a great game will be marred by critters that are either too generic where all fights have a sameness to them, or too outrageous where the ai coding just can't handle the options created by a system that generates unique creatures, or more importantly, unique tactical options for the critters.

What good would well designed tactical gameplay be if your enemies are either braindead or or never vary their tactics?

And that doesn't even cover my fear that the enemies will be visually uninteresting. For my personal tastes, I don't like blobs, puddles or bubbles. A blob with an arm growing out of it isn't much better.

That said, if he and his people can pull it off, it will be amazing just from that aspect alone.

We'll see.

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Re: Phoenix Point [by original XCom designer]

Post by baelthazar » Thu Apr 27, 2017 7:03 pm

Greengoo,

From what I saw in the marking material, the procedural generation is not like Spore level, but more procedural in that the game has a basic framework and then decides what armor and weapons to put on the creature. So you get a crab man with a human face, back carapace, exposed front, a gatling gun left arm and a claw right arm. Or you could get a crab man with a head shell covering the face, a front and back light carapace, and claws on both hands. It looked more like procedural in the weapon and armor choices and not in the actual creatures themselves. You will always get crab men, just different flavors.

AFAICS, you won't be fighting the giant green goo mutant horde in one game and a race of pink octopus crabs in the next game. You will always be fighting the same sorts of general sea mutant creature things.

Here is one example:
Image

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Re: Phoenix Point [by original XCom designer]

Post by GreenGoo » Fri Apr 28, 2017 12:30 am

And that works for me assuming enough variety.

And if gameplay influences enemy evolution so much the better.

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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Mon May 01, 2017 12:35 pm

It's at $490k, almost there. Probably will hit the funding target either today or tomorrow.
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Tue May 02, 2017 8:54 am

And we are there!!

Now two new stretch goals:

Image
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Tue Jun 06, 2017 1:16 am

Alpha combat video, looks good, reminds me a lot of XCom:

https://www.youtube.com/watch?v=_uMePkH8oX0
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Re: Phoenix Point [by original XCom designer]

Post by $iljanus » Tue Jun 06, 2017 10:10 am

Grifman wrote:Alpha combat video, looks good, reminds me a lot of XCom:

https://www.youtube.com/watch?v=_uMePkH8oX0
Thanks for posting this. It is XCom and more which is fine with me. Targeting of body parts looked both fun and tactically important. I was laughing at my self a little for almost yelling at the screen when he moved his sniper into close combat range rather than keeping him in the periphery. But it's only a combat demo. Poor guy at the end though who killed off the queen only to have the bloated corpse come crashing down on him. :lol:

And I just pledged as well.
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Tue Jun 06, 2017 3:23 pm

Yeah, his tactics left much to be desired but I liked what I saw!
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Re: Phoenix Point [by original XCom designer]

Post by Grifman » Thu Aug 31, 2017 8:54 am

Update on the Geoscape:

https://phoenixpoint.info/blog/2017/8/2 ... s-and-more

Along with the sweet tidbit:
Every new game of Phoenix Point will be different. Every time you explore the globe, you will have a unique experience. Before you start each new campaign, a number of Havens and various other points of interest will be seeded around the globe. A very clever simulation, which all happens behind the scenes, simulates several years of war between the factions and the independent Havens, fighting over outposts and resources. The alien threat starting to encroach on the land, consuming and mutating as it goes. Each faction has its own "personality" which tells the simulation how and where it should try to expand. You will never have the same play-through twice.
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