Jake-Solomon

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  • Stories we tell in quiet houses and alien invasions

    by 
    Edward Smith
    Edward Smith
    09.26.2014

    Video game experiences aren't wholly relegated to what designers have deliberately laid out for you; through gameplay, a unique narrative emerges. We all have our own stories: a car chase in Grand Theft Auto V, a battle within a hidden cave in Skyrim, an ore-rich chasm in Minecraft. These discoveries highlight the promise that, if we just keep looking and keep testing a game's boundaries, we might find something that's uniquely ours. Thanks to franchises like BioShock, Fallout and Grand Theft Auto, the idea of player-driven narrative is being explored in different ways. From collectibles to character customization and sprawling open-worlds, video games today are littered with tools people can use to manufacture stories that belong only to them. But that doesn't mean the role of the developer has been in any way diminished. On the contrary, designers now have more work to do than ever, subtly and precisely tailoring their games so that players can get a full experience without feeling like they're being led by the nose.

  • Jake Solomon on XCOM iOS and the 'happy accident' of mobile strategy games

    by 
    David Hinkle
    David Hinkle
    05.30.2013

    "This isn't just like a port to a new platform," XCOM: Enemy Unknown designer Jake Solomon tells me over the phone. "From a development angle, this is one of the – and I honestly can't think of another experience except for The Walking Dead – where it's a game, a AAA game that we just put out on consoles, and we're putting the whole thing out to tablet. This is something that I can't take any design credit for, but turn-based strategy games work really well on mobile devices. It's sort of a happy accident, in that sense." The project can be traced back to the time when Firaxis was finishing up its work on XCOM: Enemy Unknown for PC and consoles. 2K China presented a version of the game running on iOS, and from there Firaxis would work with them on the portable incarnation due this summer. It features the full functionality seen on other platforms, thanks to the Unreal foundation that has played nice with iOS since late 2010. "Without Unreal, it certainly wouldn't have been possible," Solomon says. %Gallery-189626%

  • XCOM lead designer goes undercover to sell his game

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    10.03.2012

    The crew at Firaxis is pretty passionate about XCOM: Enemy Unknown, few more so than lead designer Jake Solomon, who went to a local shop to pitch the upcoming game to customers. In his own special way, he tries to get customers to give the game a shot come launch day.If you appreciate Solomon hamming it up, be sure to give our Gamescom podcast a listen, where he joins us as a guest with XCOM producer and designer Garth DeAngelis. They eventually get around to talking about XCOM, but it's a fun and bizarre journey before we get to that point. XCOM: Enemy Unknown will begin abducting your time October 9.

  • Sid Meier joins XCOM in new video, first PC screens revealed, digital pre-sales open

    by 
    Richard Mitchell
    Richard Mitchell
    09.07.2012

    Alongside the announcement of Steam pre-sales for XCOM: Enemy Unknown, 2K has released a gameplay walkthrough narrated by lead designer Jake Solomon. Things don't start out looking very good for humanity ... until Sid Meier's psionic powers turn the table, that is.In addition to the new video, we also have the first screens of Enemy Unknown's PC version. Apart from the obvious point-and-click differences, the PC version also features a traditional grid system, which should be familiar to fans of the series.Finally, 2K has announced that digital pre-orders for Enemy Unknown are now open. In addition to Steam's pre-order promotion that Valve revealed yesterday, the downloadable version of the game is available from other outlets as well, including GameStop and Amazon. As with its retail counterpart, pre-orders of the digital version include the "Elite Soldier Pack," which features the original X-COM flat-top hairstyle, among other soldier customization options.%Gallery-164464%

  • Here, watch this hour of XCOM gameplay

    by 
    Ben Gilbert
    Ben Gilbert
    08.28.2012

    Were you looking to watch an overabundance of new XCOM footage? 2K Games and Firaxis are sure hoping so, as the two companies took to Twitch.tv yesterday afternoon for just that – an entire hour of XCOM: Enemy Unknown hosted by Firaxis' Jake Solomon and Garth DeAngelis.What's that? You want even more XCOM coverage? We've got this handy, international-flavored podcast with the aforementioned Firaxis devs right here. You can almost taste the Gaffel Kölsch!

  • Exploring the unknown parts of XCOM: Enemy Unknown

    by 
    Richard Mitchell
    Richard Mitchell
    07.30.2012

    Speaking with XCOM: Enemy Unknown producer Garth DeAngelis earlier this year, I managed to unearth a little information that had been (appropriately) unknown about the game at the time. Specifically, I learned that aerial combat is returning in Enemy Unknown. Dogfighting alien aircraft played a huge role in the original X-COM, a game that developer Firaxis is trying very hard to live up to.But what other secrets are housed within Enemy Unknown? We've been privy to plenty of information when it comes to ground combat and tactics. Make no mistake, that's the meat of the XCOM experience, but the core gameplay of outwitting alien combatants is all supported by the structure of scientific research and aerial combat.To uncover more pieces of Enemy Unknown's intricate design puzzle, DeAngelis has returned alongside designer Jake Solomon to exclusively explain to Joystiq about gunning down UFOs, scouring its wreckage, and turning its alien tech back against the invaders.%Gallery-161402%

  • Sid Meier indirectly involved in XCOM: Enemy Unknown

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.01.2012

    XCOM: Enemy Unknown's lead designer Jake Solomon may be part of a conspiracy at Firaxis that finds studio head Sid Meier experimenting on employees. Asked by PC Gamer if the legendary creator of the Civilization series is involved in the development of XCOM, Solomon noted he and Meier interact on an almost daily basis."I say 'Look, I have this problem. What do you think I should do?' and he's a very gifted designer. He can look at a situation and he can say 'have you tried this?' And I'll be like, 'oh, that's really good.' I claim all the credit for it, but I rely on him so much," Solomon said, before saying too much. "I'm now to the point where I can basically hear his voice in my head, which is probably not healthy. He tells me to hurt people. [laughs]"Fight the chip inside your head, Solomon! We believe in you.