Jake Solomon was starting to panic. For the second time in his career as a game designer he'd been given a shot at making the one game he'd always wanted to make: a true successor to X-COM: UFO Defense, the 1994 turn-based classic. But he was facing a problem, a really major one, in fact. Because again for the second time in his career, he couldn't make it fun to play.
About three years earlier, he'd been given a small team and just six months to create an XCOM prototype and well, in his words:
"We lovingly crafted the biggest piece of shit that anyone has ever made. I'm not joking."
Read more…
More...
About three years earlier, he'd been given a small team and just six months to create an XCOM prototype and well, in his words:
"We lovingly crafted the biggest piece of shit that anyone has ever made. I'm not joking."
Read more…
More...