I'm a huge huge fan of the original game. It was so ahead of its time it wasn't even funny. And while the remake has been reviewed well, I found the following list of complaints from a dedicated fan, and I have to say I agree with all of them. I'll have to try the game before I pick it up.
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The biggest problems, by a mile, lie in the combat aspect. Here's a list of issues I've run into just from the first few missions:
1. You cannot fire, then move with a unit.
Prevously, Time Units allowed you to perform literally any series of moves or actions, in any order, provided you had enough time units. Even crouching had a Time Unit cost.
This game simplified things. You basically have three options: a) special action (like firing a rocket launcher), b) move, then action, or c) move twice. Inexplicably, there is no option to fire from your current position, then retreat.
This is obviously very limiting tactically, and there is no reason I can fathom for its exclusion.
2. If you sight an alien, you cannot change where you are moving to.
In the original game, if you were in the middle of moving to a spot and you sighted an alien, your movement would cease and the game would warn you that you sighted an alien. You could then continue to where you were going, or alter your path.
In this game, there's no such thing. Your move is your move, and sighting an enemy cannot change it. This seems to be a limitation of the 2-move system, but it seems like they could've found a way around it (Valkyria Chronicles' system was actually a much better way of doing basically the same thing this game is trying to do).
3. The amount of protection cover appears to offer has nothing to do with what it actually offers.
In the original game, if you had a wall between you and an alien, you could count on that wall to take one shot before it was destroyed, unless the alien used an explosive weapon.
In this game, that wall may provide you no protection at all for no discernible reason. In this game, a low wall will say it provides you "half-cover," while a high wall provides "full-cover." But that's not always logical. So a bit earlier, I had a guy crouching behind a low stone wall which was on top of an elevated platform. There was an enemy on the opposite side of the wall and *below* the platform. Logically, he has no line of sight and couldn't possibly hit me (or even see me). But, by this game's logic, I was in "half-cover," so he magically hit me and killed me THROUGH the stone wall (without doing any damage to the wall).
How am I supposed to plan my movements when basic laws of physics don't apply?
4. Aliens can arbitrarily move on your turn, and even prematurely end your turn. Seriously.
Needless to say, in the original game, the aliens played by the same rules you did. If they had enough time units to fire on your turn, they could fire on you. But that was it.
In this game, as soon as you sight them, they get to move into cover. Secondly, an alien will sometimes just take a move, out of the blue, on your turn. So you may use two of your four units to move, then an alien arbitrarily cuts you off, then it's back to your "turn," and you can use any of your four units again.
How am I supposed to plan my tactics properly when I don't know when my turn will actually end?
5. You can't fire anywhere you want anymore.
In the original game, you could fire anywhere, often creating a hole though a wall that you could move through, or blowing up a building you thought aliens might be in.
In this game... nope. You can only fire if you see an alien.
6. There are a finite number of maps. Plus, they tend to be small.
No more randomly generated awesomeness to keep you on your toes like the original.
Instead, they are all pre-constructed. So if you play the whole game, you already know the entirety of the terrain on any given mission, which just feels like cheating.
So then, once we get past all the combat problems, there's another problem in the "other half" of the game:
7. The ship-to-ship combat minigame has been eliminated entirely, in favor of the computer randomly generating an outcome.
Yes, that's right. In the original game, you had some rudimentary "aggresive," "standard," "cautious," and "disengage" options to finesse that alien craft to the ground.
In this game... there's zero control. You send an interceptor after an alien craft, and then the game tells you whether it worked or not. The end.