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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",
    "Single Player",
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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"
}