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"path": "/i-was-chomping-at-the-bit-to-crack-the-code-how-procedural-maps-became-xcom-2s-biggest-ambition-after-firaxis-couldnt-manage-it-in-enemy-unknown",
"publishedAt": "2026-04-04T11:00:00.000Z",
"site": "https://www.rockpapershotgun.com",
"tags": [
"Firaxis Games",
"PS3",
"PC",
"XCOM 2",
"iOS",
"PS4",
"RPG",
"2K",
"Xbox One",
"Xbox 360",
"Strategy: Turn-Based Strategy",
"Bird view / Isometric",
"Strategy",
"Multiplayer Competitive",
"Feral Interactive",
"Android",
"Simulation",
"2K Games",
"XCOM: Enemy Unknown",
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"textContent": "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.\n\nRead more",
"title": "\"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"
}