Exploring the RPG elements of The Bureau: XCOM Declassified
So in a recent blog post by James Clarendon, Lead Systems Designer on The Bureau: XCOM Declassified.
He gave us some insight into how these (New RPG) systems work!
As field agent William Carter, you take the role of squad commander, making important choices as to how you and your agents progress in their careers and achieve certain victory. Bringing low-ranking agents into a mission can easily spell disaster, so you've got to take the time to invest in and develop each squad member for the challenges ahead.
First, the basics: you can keep a roster of eight agents!.
There are four classes in The Bureau, each with unique capabilities:
1. Commando – hits hard and uses direct abilities.
2. Engineer – deploys traps; the lynchpin of tactical combat.
3. Recon – eagle-eyed marksman best used at long range.
4. Support – bolster’s the squad’s abilities and hampers enemies.
Something that's new in The Bureau: XCOM Declassified Are backgrounds that give the agent personalitys and act as minor perks to their stats.
For example An Engineer might have the Gunsmith background giving him increased accuracy with weapons! or your Support agent may have studied Pre-Med, allowing him/her to last longer when injured.
You will also be able customise their face and uniform colors.
If you're familiar with the progression system from XCOM: Enemy Unknown, you should feel right at home. Each time you increase a character’s rank, you'll be forced to make a choice from a branching skill tree. Also something new are abilities, Abilities are powers unique to the class that have clear tactical usage on the battlefield. For example, the Engineer’s Mine ability allows them to toss out an explosive that will detonate whenever an enemy walks near, and the Commando’s Pulse Wave will send bogeys flying!.
So with the Game only about two weeks away August 23ed What are you most looking forward too? Let us know below!
TheGamersTalk Podcast Host
-Rick Brewer
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