Talk:X-COM: Terror from the Deep

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[edit] POV section

I removed the POV section below, which was just added:

==Added Difficulties==
In the Alien Base raid missions the main objective was to destroy the 'molecular control' engine which did lie at the base' core, thus the mission was prefectly feasible to get accomplished without exterminating all of the aliens in the base. However the internal architecture of the base was way more complex that the one in the old game and the aliens much better at staging ambushes. Moreover when the M.C.-device was taken out the mission did not automatically end and any surviving operatives had to leave the base on their own. Getting one or more experienced troopers wounded on their way out was one of the most frustrating experiences ever and forced you to have another soldier to get rid of its equipment to load the teammate on his shoulders, to avoid losing a valuable asset in future battles.
In the old game basically all aliens were vulnerable to one kind of firearm/ammo or another, TFTD introduced a critter (the Lobster Man) which was nigh-invulnerable to ranged weapons, a special kind of vibrating bladed weapons had to be researched to deal with these opponents, adding the dimension of close combat to the game and requiring the player to decide whether to equip all of its team-members with such weapons or to reserve just a small quota of specialized Lobster-Killer to carry them.
The terror missions could take place on tourists' resorts on islands/beaches or onboard of cruise ships or marine merchants; the ships' locations were especially intricated settings with their engine compartments, cargo holds, narrow corridors, crew's quarters, guaranteeing many creepy hours of gameplay, checking round every corner and often chucking grenades or frenzied bursts of fire in the dark, just where the overnervous player thought to have heard that strange noise cmoing from...

It is totally POV, unsourced and poorly written. If someone wants to take a crack at fixing it, addressing the 3 objections, please do so. — Frecklefoot | Talk 14:48, 30 August 2006 (UTC)

Actually, the comment is not uninteresting, even though it's POV. I propose to rephrase it like this
[more difficult, blablabla], for instance, in Alien Base raid missions the main objective is to destroy the 'molecular control' engine which did lie at the base' core. But while that in XCOM 1 the mission automatically ended when the M.C.-device [or whatever it is REALLY called ; synodium device I think] was destroyed, the player in TFTD had to kill every single alien or to evacuate the mission after having destroyed the device. Moreover, the internal architecture of the base was way more complex that the one in the old game and therefore aliens much better at staging ambushes.
One of the critter of XCOM2-TFTD, (the Lobster Man, which was rather resistant to ranged weapons, especially exploding weapons. Therefore, an efficient way to kill them was to use hand-to-hand weapons, many of which had been added in TFTD.
Finally, the game introduced two-stages "Terror Missions", thence making them much longer ; many of those missions were also more intricated, and aliens tended much more than in XCOM to hide in small rooms or buildings.Source there : http://faqs.ign.com/articles/381/381890p1.html
To be complete, a description of the added difficulty of XCOM2 should add that the aliens are much more clever, and tend to use grenades A lot more, that the aliens are also toughter (i.e. Lobsterman / Tasoth, and the brain-thing that could fly, while it's equivalent couldn't in XCOM1) and finally that ammunition were a lot more scarce.Narval 16:40, 30 August 2006 (UTC)
And now all ranged weapons need ammo. --86.125.180.178 15:43, 7 January 2007 (UTC)