{"id":10068,"date":"2018-01-11T22:20:00","date_gmt":"2018-01-11T22:20:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/312933"},"modified":"2018-01-11T22:20:00","modified_gmt":"2018-01-11T22:20:00","slug":"how-xcoms-creative-director-was-inspired-by-mario-rabbids","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/01\/11\/how-xcoms-creative-director-was-inspired-by-mario-rabbids\/","title":{"rendered":"How XCOM&#8217;s creative director was inspired by Mario + Rabbids"},"content":{"rendered":"<blockquote><\/blockquote>\n<p>&#8211; Creative director of <em>XCOM<\/em>\u00a0Jake Solomon\u00a0on being inspired by <em>Mario + Rabbids<\/em>.<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/2018\/1\/11\/16869202\/mario-rabbids-best-games-2017-year-in-review\">In a piece recently published by<\/a> <a href=\"https:\/\/www.polygon.com\/2018\/1\/11\/16869202\/mario-rabbids-best-games-2017-year-in-review\">Polygon<\/a>, creative director and design lead for <em>XCOM<\/em> Jake Solomon describes the moment he understood how important <em>Mario + Rabbids Kingdom Battle<\/em> was going to be for providing a new perspective on the turn-based tactics genre. &#8220;It was one of the most surreal experiences of my professional life,&#8221; he recalls. &#8220;There was Luigi, sliding into cover, his gun at the ready. There was Mario, unloading a volley of blaster fire from his overwatch position. And there was Princess Peach, weighing a 50 percent shot on an enemy.&#8221;<\/p>\n<p><em>Mario + Rabbids<\/em> isn&#8217;t an <em>XCOM<\/em> game in the slightest even though it features the ability to flank or cover. Missions play out differently as well. Where\u00a0<em>XCOM<\/em> has few scripted moments and lets systems like procedural environments and soldier abilities take over, <em>Mario + Rabbids<\/em> has a &#8220;right&#8221; way to do things. The missions are hand-designed and are like puzzles that need to be solved. There was never any real fear of competition, but instead, hope. &#8220;The nice thing about working in a genre like turn-based tactics is that it isn\u2019t a zero-sum game. Good tactics games create new tactics players, and then everyone in the genre benefits.&#8221; <a href=\"https:\/\/www.polygon.com\/2018\/1\/11\/16869202\/mario-rabbids-best-games-2017-year-in-review\">Solomon notes.<\/a><\/p>\n<p>Ultimately, Solomon took inspiration from how characters moved around in <em>Mario + Rabbids<\/em>.\u00a0&#8220;In XCOM, moving a soldier is typically a simple case of running them from cover A to cover B. That\u2019s how it\u2019s always been, and it&#8217;s not something I ever thought of changing,&#8221; <a href=\"https:\/\/www.polygon.com\/2018\/1\/11\/16869202\/mario-rabbids-best-games-2017-year-in-review\">he writes.<\/a> &#8220;Until I played\u00a0<em>Mario + Rabbids<\/em>, that is, where movement is a chain of interesting decisions like springboarding off of your squadmates, sliding through your enemies, rolling through warp tunnels \u2014 all before you fire a single shot.&#8221;<\/p>\n<p>&#8220;Movement in\u00a0<em>Kingdom Battle<\/em>\u00a0adds a whole new layer of tactical interest to every turn. It jolted me into reconsidering one of <em>XCOM\u2019s<\/em> design principles,&#8221; He explains. &#8220;Don\u2019t be surprised to see movement work completely differently.&#8221;<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/2018\/1\/11\/16869202\/mario-rabbids-best-games-2017-year-in-review\">Be sure to check out the entire piece over at Polygon.\u00a0<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8211; Creative director of XCOM\u00a0Jake Solomon\u00a0on being inspired by Mario + Rabbids. In a piece recently published by Polygon, creative director and design lead for XCOM Jake Solomon describes the moment he understood how important Mario + Rabbids Kingdom Battle was going to be for providing a new perspective on the turn-based tactics genre. &#8220;It [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":10069,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-10068","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/10068","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=10068"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/10068\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/10069"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=10068"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=10068"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=10068"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}