Bienvenu sur le topic de Xenonauts, un jeu de stratégie qui prend ouvertement comme base X-Com UFO defense.
http://www.xenonauts.com/
Editeur : ?
Développeur : Goldhawk Interactive
Genre : Stratégie au tour par tour
Sortie : 2011 ?!!
Pour voir l'avancement du jeu : http://www.xenonauts.com/status on constate que la fin est assez proche !
- Les précommandes sont déjà possibles !
Les points importants à mon sens :
http://blogs.wefrag.com/nerro/tag/xenonauts/
Ici, plutôt que de développer une n-ième version du concept de base, le jeune studio anglais Goldhawk Interactive à choisi de proposer un nombre considérable d’améliorations. Si bien que même si les vétérans retrouveront rapidement leur marques, les changements apportés permettront d’éviter le sentiment de lassitude rapide que certains ont pu rencontrer sur UFO:Extraterrestrial.News de spaceanomaly février 2011 :En se qui concerne les combats classiques, on trouve un très grand nombre de nouveautés. La plus remarquable est la présence d’objectifs multiples. Par exemple, pour sécuriser un site de crash, il est possible de tuer tous les aliens mais aussi de tenir la position de leur vaisseau durant un certain nombre de tour. On trouvera aussi des objectifs secondaires générés de manière aléatoire, comme un haut dignitaire à protéger lors d’un Terreur Alien.
Les civils feront également leur apparition dans les combats normaux. Ils chercheront alors à fuir les combat et ne devront pas être tuer par le joueur comme dans le jeu original. Mais on trouvera également des forces de police et militaires qui vous prêteront main forte contre les aliens.
On disposera enfin d’un système de couverture offrant ne nouvelles possibilités tactiques.
http://www.spaceanomaly.com/xenonaut...lone-de-x-com/Le retour de la licence de X-Com sous forme de FPS a déçu les fans de simulations de défense planétaire. Saisissant l’occasion, une dizaine d’indépendants basés en Angleterre ayant forméle studio Goldhawk Interactive, a décidé de créer un clone des bons vieux X-Com remis au gout du jour.
Xenonauts est donc un X-Com-like se déroulant en 1979. Comme dans ses inspirateurs, le but du jeu sera de combattre l’arrivée des extra-terrestres. Pour cela on dispose d’une base secrète et d’une troupe de soldats que l’on devra équiper avec du matériel humain, puis des équipements issus de la recherche sur les aliens. On retrouve donc une alternance entre une phase de gestion ou l’on dirige ses bases et ou l’on surveille le monde entier, et des séquences d’action en vue isométrique ou l’on dirige ses troupes en tour par tour pour combattre les incursions des ovnis en tout genre. Les phases d’interceptions des ovnis en vol seront plus développés que dans les jeux originaux. Les combats aériens seront en temps réel avec la possibilité de passer en pause a tout moment.
Images du jeu ingame (!! screens tirées de l'aplha !!) :
Le géoscape :
L'équipement des personnages :
Les combats entre vaisseaux :
Une vidéo de gameplay, qui rappelle vraiment X-com ennemy unknow :
http://www.jeuxvideo.com/extraits-vi...t-00007591.htm
Le background du jeu (tiré du site officiel) :
Interview : http://www.taktikzone.de/index.php?G...ent=interview2 (très bon site sur nos vieux jeux de stratégie !)On April 23rd, 1958, humanity discovered irrevocable proof that it was not alone in the universe. More worryingly, the Iceland Incident also demonstrated that there were hostile forces in the vast reaches of the galaxy with a power that far exceeded our own.
In the months following the Incident, a series of secret deals brokered between NATO and the Soviet Union led to the formation of the Xenonauts. They were a jointly-funded quasi-independent military force tasked with analysing the data gathered on our extraterrestrial foes and organising a credible defence strategy to protect the Earth in the case of invasion. Knowledge of the Incident was ruthlessly suppressed until it was believed to be an aborted Cold War skirmish; all those involved in the events swore to take the secret to the grave with them.
The atmosphere of co-operation between the great world powers gradually faded as the Cold War once more entered a chill. Governments and politicians began to hold office unaware of the Xenonauts, not knowing that millions of dollars of ‘black project’ development expenditure was funding the operations of the secretive organisation.
On 1st October 1979, the Very Large Radar Array in New Mexico detected what appeared to be a meteor shower headed towards the Moon. Only a passing interest was shown them, until they abruptly changed course and began to head directly for Earth instead. The readings were verified by independent observers in Moscow and Sydney; leaving only one possible explanation – the meteors were extraterrestrial spacecraft.
Panic flooded the planet as military forces across the world went into high alert, none more so than the Xenonaut. Early feelers extended to the Kremlin and the White House were predictably swatted away; neither NATO nor the Soviet hierarchy had any intention of handing over control of any of their military forces to an organisation that they had never heard of before.
In the darkness, though, there lay a glimmer of hope. Any data on the extraterrestrial threat was a valuable commodity; both of the global powers quickly offered additional funding and permission to operate freely in their airspace in exchange for access to the wealth of information contained inside the Xenonaut databanks. It was a poor offer, but there was nothing else on the table.
The fate of humanity on their shoulders, the Xenonauts readied themselves to face the coming storm…
X-Com is a textbook classic, so how did you try to improve the game concept to make it even better than it was in X-Com?
When we designed Xenonauts, we thought about it from the "if it ain't broke, don't fix it" point of view. X-Com did a lot of things right - that's why we're all still talking about it 17 years after it was released! It wasn't perfect, though. There are obvious problems with the game that need fixing (arranging soldiers in dropships, soldiers remembering their equipment loadout, better AI etc), and we've spent a lot of time listening to feedback from X-Com fans to find out their gripes with the original so we could fix them.
In terms of totally-new stuff, we've tried to expand the game and bring in mechanics from more modern games where we thought it would help. We've added an entirely new air combat model to replace the one-dimensional air combat in X-Com, and bring some extra skill and strategy (and variety) into the game. In the ground combat, we've added a cover system so it's a bit less luck-based about whether your troops will be shot dead at the end of any turn. We've also incorporated the Jagged Alliance 2 aiming system into the game (ie, right click to make a shot more accurate at the cost of more APs) as I thought that was a significant improvement.
We've also made lots of small tweaks across the board - UFOs will attack in waves, so the game won't be so stop-start as it was at the end of X-Com. You can customise what weapons your vehicles carry into battle. Aliens now come in multiple 'ranks', as well as different species. There are alternate victory conditions on most missions, so you can win a battle by capturing the enemy UFO and holding it for a number of turns, instead of having to hunt down every last alien. There's probably more that I've missed, but that's all I can think of off the top of my head.