Sometimes there is such thing as serendipity.
When Jake Solomon was in high school, he spent all of senior year playing X-COM, a classic sci-fi game series that is part turn-based grid battle, part strategic simulator. He loved the experience so much, he went into computer science so he could make games just like it.
Now heâs the lead designer of XCOM: Enemy Unknown, a reboot of the series that had been presumed dead for the past decade until publisher 2K Games announced it was working on not one, but two games in the beloved franchise. And Solomon gets to live out his childhood fantasyâall thanks to a little bit of begging.
https://lastchance.cc/xcom-fps-pushed-to-2013-firaxis-strategy-reboot-still-5876226%3C/a%3E%3C/p%3E
The big bosses must have grown sick of him asking, Solomon joked. Four years ago, they finally gave him the green light to work on the project, which he says the team wouldnât have been able to make without the modern technology.
âThey said, âWell what is in XCOM?â and I said theyâve gotta have X, Y, and Z,â Solomon said, explaining that it just wouldnât be an XCOM game without features like destructible environments. âWhen we looked at the Unreal Engine and when we realized we could do that game with it, we said to [publisher 2K Games] you know this is something that makes sense for Firaxis.â
Solomon casually refers to himself as âSid Meierâs lieutenant.â He has worked directly under the legendary Civilization creator for the past 12 years, helping the team ship strategy games like Civilization IV and Pirates!. So when he pitched the folks at 2K and label owner Take-Two Interactive, it wasnât tough to get them to see things his way.
âIt wasnât a hard sell at all,â Solomon said. âThey said theyâre kinda excited about the idea that thereâs nothing like it out there.â
Thereâs nothing like it out there. Thatâs a line youâll hear in a metric ton of development diaries and marketing videos, but in the case of XCOM, itâs kind of true. Lots of games have real-time or turn-based strategy elements, but very few blend them like XCOM does. And very few have elements like layered destructible environmentsâthe type you can break apart, piece by piece, like youâll be able to do in XCOM: Enemy Unknown
I asked Solomon why he thinks nobody has emulated that formula.
âBecause four years later, I wanna throw myself out a window,â he said, laughing. âNoâbecause it is a really, reallyâ Iâve been upfront in saying it has been a really challenging game to develop. That first [X-COM] was done in 2D, and a lot of those concepts in 2D are a piece of cake. You transition to 3D the way the industry did, and they become very difficult.â
He cites destructible environments, fog of war, and line of sight as some of the mechanics that gave the team the most trouble. But he says heâs too obsessed with the original game to not implement all of those features.
Weâll have more on XCOM: Enemy Unknown later today.