
Xenonauts S1 E1 (3)
Xenonauts is Goldhawk Interactive's modern answer to the classic Xcom formula. It involves a strategy layer that requires budgeting, base placement, and an immersive dogfighting Real Time Strategy minigame. There is quality of life adjustments in reference to the budgeting of the original Xcom, for instance, never will you need to refill your transport with additional ammunition, and unusable alien artifacts are sold off automatically. The artificial intelligence is similar for aliens but superior. I would have preferred more coordinated alien attacks in this iteration. The community has worked as close to hand in hand with modders as I have ever witnessed, because there are incredible improvements made by the community with encouragement by the developers, to the extent that the modded version is now considered the definitive gaming experience. This is one of my favorite games despite not being especially great at it.
This will be a run through that will be rife with tangible difficulties. Sure, I could lose a unit in Fire Emblem, however, I could lose an entire campaign of Xenonauts possibly during an early episode. Although the tactics of aliens aren't especially coordinated, it takes precise coordination on the player's part to remain upright. I should note, that my preference would be having at least a group of aliens roaming around the map because part of the fun is being ambushed out of nowhere by an alien. It is a tense game because the margin for error is great. That's why it is more satisfying to clear a map, and all the more painful when you lose when you were on the brink of victory. I will play differently than what is considered optimal, but I think it will be fun to play and watch.
I will be loading a bevy of troops with rocket launchers to destroy cover so that sniping units will be able to pick off aliens in relative comfort. You will oftentimes see me preferring the high ground for defensive, offensive, and scouting purposes. Every soldier has a medkit on them as well so that they can tend to themselves. Most players utilize scouts that utilize pistols, and shields, I would add shotguns as a backup if I were playing optimally. Furthermore, players are oftentimes explosive averse because it may damage the number of recoverable artifacts acquired, I prefer keeping my soldiers alive more than anything. Most players move as one giant blob, which I contend is not optimal, I will optimally break off into three fireteams--one of which is a reserve fireteam that steps in when the Alpha or Bravo Fireteam make contact. This episode was pretty lucky I think, but I want to start researching new interceptors.
I decided to lay down two bases with my main base in the Occident and the other one defending the United States' sphere, Future planning will involve the orient as my third and perhaps final base if I can defend the Aussies too. I based my weapon selections on an extremely simplified version of the USMC's new infantry organization guidelines, but I think I'll utilize the old method for fun in the next playthrough...or maybe my second base if I survive long enough. I destroy a lot of terrain in the tactical mission, it was so much fun because I antagonized the Xenos-well for the most part anyway. I will have a squad of only twelve at least at this first location because I think that is the max amount of troops once I fully upgrade my transports, however, when I can I think I'll implement a laser or rocket based drone as well keeping some of the troops in reserve. It was so much fun to seize a building and utilize it as a vantage point for the rest of the map. Here's what to expect in the next episode.
I will forego my usage of the timed charges to breach walls in favor of more rockets and grenades. I will figure out off camera how to research interceptors as fast as possible, and put a priority on equipping units with lasers. Thirdly, I will research body armor. More presciently, I will try to narrate more as I had in that ancient Fire Emblem video that I recorded in 2016 (for context this video is released in 2020 but was released a day after that Fire Emblem one)! I think a mod involving the Soviet pact may be getting in the way of researching interceptors immediately for lore purposes or I might need to research some basic things first, no way to know besides playing through. This may be a point of failure if I cannot keep up with the aliens in terms of air supremacy, but we shall see. Expect these videos to run every day alongside my Fire Emblem Episodes until we release all of the videos!
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Other Videos By Grid Ironman
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2020-05-20 | Xenonauts S1 E5 (9) |
2020-05-19 | Xenonauts S1 E4 (7) |
2020-05-19 | Fire Emblem Shadow Dragon 3 (8) |
2020-05-18 | Fire Emblem Shadow Dragon 2 (6) |
2020-05-18 | Xenonauts S1 E3 (5) |
2020-05-15 | Xenonauts S1 E2 (4) |
2020-05-13 | Xenonauts S1 E1 (3) |
2020-05-12 | Fire Emblem Shadow Dragon 1 (2) |
2020-05-11 | Game Review 1 Xcom Chimera Squad (1) |
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