The new factions in XCOM 2: War of The Chosen are much more than just additional soldier classes to command. They are groups with goals and ideologies that flesh out the world you’re fighting to save. The new gameplay features introduced with these factions expand the strategies available to the player. They also play a huge part in a brand new narrative experience. For the developers, the factions provided the opportunity to develop and evolve many of the features they introduced in XCOM 2.
Joe Weinhoffer (Designer) and Scott Wittbecker (Lead Writer) from Firaxis’ XCOM 2: War of The Chosen team sat down recently to share some of what went into creating the three new factions.
Let’s start off easy. What were the first questions that the team asked themselves as they started working on these new Factions?
Joe W. In general, our approach to the expansion was looking for holes in the game we could fill up with new features, narrative, or at least update to make the game more fun. The faction soldiers had to sit well with all the other soldier classes. Our goal wasn’t to make any established class obsolete, but to offer the player new units that would open up new strategies that would involve all classes, not just the new ones.
What’s an example of one of those “holes” that the new factions helped solve?
Joe W. The first faction soldier that got fleshed out the quickest was the Reaper. The Rangers in the base game had some additional abilities to put them back into concealment and benefit from it. The rest of the classes were able to use concealment like a temporary bonus in a mission. We saw this as one of our design holes. What if we had a unit that could control concealment? From there, the ideas and possibilities just flow out easily. The next question we have to ask is, “Which of these hundreds of awesome ideas work best together“?
Going back at the beginning of the process. What laid the groundwork for these awesome ideas?
Joe W. The creation process for each of the Faction soldiers started with an idea from Jake [Solomon] and an overall description of the faction’s narrative ideology and core gameplay mechanic.
So after you have this rough framework, you start filling the in gaps. What were some of the inspirations for the new factions and their heroes?
Scott W. Like Joe said earlier about the Reaper, we wanted to make sure that we were addressing parts of how the game plays, but also do it in a way that also shows you more of the world and the factions existing on the fringes of it. As for the faction leaders, knowing who we had in mind for the roles (Jonathan Frakes as Volk, John De Lancie as Geist, and Denise Crosby as Betos) helped shape these characters' tones to a degree, based on the actors’ individual strengths. A lot of it, though, came from us building upon the world that already existed. We just took it down roads that made sense. Joe W. Take the Templar, for instance. We wanted to make the Templar feel very different from the base game Psi Operatives, and one of the ways we achieved that goal was by giving them a unique visual manifestation of the psionic energy for their abilities. Traditional XCOM psionics are very organic and wispy in nature, reflecting the natural affinity of the Psi Operatives and their more utility-based abilities. The Templars have harnessed their power through the use of technology, and their attacks are much more offensive, so their psionic effects are more jagged, visceral, and electric. Scott W. For me, though? I’ve got to say that the most interesting creation process was the Skirmishers. The biggest part narrative exploration being how much of their alien nature they would keep after being freed from ADVENT control. We wanted to convey a sense that the world is sort of "new" to them, they're seeing and hearing things independently for the first time without ADVENT telling them how to interpret this information. It was also an opportunity to introduce more of the ADVENT language while also hinting at the intended meanings for some of the original [dialogue lines]. [For a detailed look at the how the language of ADVENT was created, check this story.]
You’ve got your world lore, you’ve determined the gameplay mechanics for each faction. What comes next?
Joe W. Then Mark [Nauta], Jake [Solomon], and I would all brainstorm ideas for abilities, discuss what worked, and come up with a first pass at an ability tree and overall progression. Since we knew the faction soldiers would rank up differently than the base game soldiers, we spent less time worrying about where each ability would fall on their tree, and instead focused more on designing abilities which fit the new gameplay mechanics and had unique tactical benefits. Finalizing the position of each ability at a specific rank in the tree actually happened relatively late in the process.
Obviously, it’s an iterative process as you’re developing - what are some of the more interesting things that didn’t find their way into the final factions?
Joe W. The faction soldiers went through a lot of changes before they ended up in their final form. We went through periods where they were too powerful and others where they weren’t powerful enough. Reapers had a really cool ability called “Executioner” which turned their critical hit chance into an instant-kill chance. It was incredibly fun to play, but became way too overpowered in the late game when you could equip a Superior Laser Sight onto the Vektor Rifle, coupled with the Reaper’s Shadow mode making it very easy for them. We eventually reworked it to become the “Death Dealer” ability, which doubles the amount of critical damage dealt against flanked targets in Shadow, so it kept the same gameplay incentive with a slightly less powerful result. Skirmishers originally had “Forward Operator”, an ability which granted them an extra action point every time a new group of enemies was revealed. This ended up giving Skirmishers many more action points than we intended, since the game has many different situations which it considers an “enemy reveal”, so the ability was cut. The default “Marauder” ability allows Skirmishers to do much more with a single action point than any other class, so abilities like “Reflex”, the Psi Operative’s “Inspire”, or using “Teamwork” from a bondmate can all still give the Skirmisher plenty of actions to work with. The ability list for the Templars, though, is very similar to the original design. The biggest update we had to make during their development was applying restrictions to Ghost to limit the abilities the clones could use, and to ensure the Templar couldn’t summon infinite Ghosts and trivialize missions. When the ability was first implemented, Ghosts could summon additional Ghosts themselves, which was pretty crazy!
Not that you play favorites in the office, but is there a favorite faction amongst the Firaxis staff?
Joe W. We love each faction equally like they’re our children. We made them specifically so they, like the regular XCOM soldiers, aren’t necessarily better than the other faction soldiers, but they excel in their specific area of expertise. That said, there are lots of Templar fans here at the studio. They’re so different than what we usually make for the game. I think the team had a lot of fun creating the look, animating the moves, and making their effects look epic. ***** In the coming weeks, we’re going to continue chatting with the team about all aspects of the game and the work that went into creating XCOM 2: War of The Chosen. And we plan to answer your questions – and more – right here. http://store.steampowered.com/app/593380/XCOM_2_War_of_the_Chosen/ Do you have questions for the team? Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2: War of the Chosen. If you’re looking to enlist with the Resistance, join the 2K Forums!
[ 2017-09-13 21:28:38 CET ] [ Original post ]
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- XCOM 2: Resistance Warrior Pack
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- XCOM 2: Anarchy's Children
- XCOM 2: Alien Hunters
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- XCOM 2: War of the Chosen
- XCOM 2: War of the Chosen - Tactical Legacy Pack
Earth has changed. Twenty years have passed since world leaders offered an unconditional surrender to alien forces. XCOM, the planet’s last line of defense, was left decimated and scattered. Now, in XCOM 2, the aliens rule Earth, building shining cities that promise a brilliant future for humanity on the surface, while concealing a sinister agenda and eliminating all who dissent from their new order.
Only those who live at the edges of the world have a margin of freedom. Here, a force gathers once again to stand up for humanity. Always on the run, and facing impossible odds, the remnant XCOM forces must find a way to ignite a global resistance, and eliminate the alien threat once and for all.
- XCOM ON THE RUN: Take command of the Avenger, an alien supply craft converted to XCOM’s mobile headquarters. New open-ended gameplay lets you decide where to guide your strike team, how to grow popular support, and when to combat enemy counter-operations.
- RECRUIT RESISTANCE FIGHTERS: Five soldier classes, each with its own skill tree, let you create specific soldiers for your tactical plan.
- TACTICAL GUERRILLA COMBAT: New gameplay systems offer more tactical flexibility in combat. Use concealment to ambush enemy patrols. Loot enemies for precious gear and artifacts. Rescue VIPs and save fallen comrades by carrying them to the extraction point.
- A NEW BREED OF ENEMY: A diverse cast of enemies from powerful new alien species to the ADVENT, enforcers of the alien regime, offer a distinct tactical challenge.
- RESEARCH, DEVELOP AND UPGRADE: Configure and build rooms on the Avenger to give XCOM new capabilities on the battlefield. Use your Scientists and Engineers to research, develop and upgrade weapons and armor to fit your preferred tactics.
- EACH MISSION IS A UNIQUE CHALLENGE: Go on missions around the world, from wildlands to the heart of the alien-controlled megacities, to the depths of alien installations. There are virtually infinite combinations of maps, missions and goals.
- CREATE CUSTOM MODS: Community-focused tools allow you to create your own campaign, tactical gameplay, aliens, classes, strategy game features, and share within the Steam Workshop.
- ENGAGE IN HEAD-TO-HEAD MULTIPLAYER: Mix-and-match squads of humans and aliens and battle head-to-head on randomly-generated maps.
- OS: Ubuntu 14.04.2 64-bit or Steam OS
- Processor: Intel i3-3225 3.3ghzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA 650 (1GB). AMD R9 270 (2GB) or better
- Storage: 45 GB available spaceAdditional Notes: * Intel GPUs are not supported at time of release. * Nvidia requires 352.55 or newer drivers. * AMD requires Mesa 13.0.1 driver compiled using LLVM 3.9. * XCOM 2 War of the Chosen requirements differ to XCOM 2. please check the system requirements here before purchasing.
- OS: Ubuntu 14.04.2 64-bit or Steam OS
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- Storage: 45 GB available spaceAdditional Notes: * Intel GPUs are not supported at time of release. * We recommend Nvidia 358.16 drivers for best performance in XCOM 2. * XCOM 2 War of the Chosen requirements differ to XCOM 2. please check the system requirements here before purchasing.
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