“I was chomping at the bit to crack the code”: How procedural maps became XCOM 2’s biggest ambition, after Firaxis couldn’t manage it in Enemy Unknown

“I was chomping at the bit to crack the code”: How procedural maps became XCOM 2’s biggest ambition, after Firaxis couldn’t manage it in Enemy Unknown

Garth DeAngelis remembers being in the room when Firaxis chose to ditch XCOM: Enemy Unknown’s procedurally generated maps. Despite being a feature of the original 1994 game, when Firaxis tried to build the tech for their reboot of the turn-based tactical classic 15 years later, it was causing major headaches.

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