This didn't really give the player much in the way of research choices - e.g. The research tree in X1 was fairly straightforward in the sense that it was mostly just unlocks of tech that were universal upgrades over what came before. I'm also conscious that I don't want to force this stuff onto people if they aren't interested, so you can also safely ignore it if you don't particularly care. I've tried to make the backstory of the aliens a little more interesting than before, made an effort to make fundamentally unrealistic tech sound a bit more plausible, and made the actual game storyline more complex than just capturing aliens of increasing seniority until the final mission gets unlocked. The research writing isn't yet finished, but we're planning to include more lore that the player can seek out if they want to read it - indeed, doing so is planned to unlock an alternate ending. If you're one of these people, good news - this is something we're expanding on with Xenonauts 2. How interested you are in reading technobabble about your latest invention and discovering the story behind the aliens you're fighting is really down to personal preference, but I know a lot of people appreciated the fact that Xenonauts makes an effort to maintain an internally consistent universe and justify why the game works like it does. The tech tree in the original Xenonauts was adequate but took some criticism for being too straightforward, so we're hoping to add a bit more player choice in Xenonauts 2. The research mechanics in Xenonauts 2 are the primary method of storytelling in the game and also the avenue by which the player unlocks all the exciting new equipment they get to use in battle against the aliens.
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