New Xcom isn't Xcom. It's a result of "let me hold your hand I do the micromanagement for you" and a f*cked up combat system.
Those things are not necessarily bad. I mean, when I played UFO:EU back when I was
...counts years... 16, the amount of micromanagement and the UI was
brutal for a teenager. Even more so than combat.
What bugs me about x-com 2012 is that the maps are
way smaller, the 4-6 people squad limitation, and that the time-limited missions have
very few turns. Combine that with the x-com2 thing about "get here in 2 or less turns to get loot or else the alien artifact will self-destroy inexplicably" and you've got yourself a game where you just have to push forward with little thinking. There is very little opportunity to leverage different soldier abilities or equipment.
But I do think that UFO:Aftermath was in a sweet spot. Yes, there is a 7-people limit (but the game overcomes that by providing much better situational awareness for your squad status), a real-time system that I greatly enjoyed (I'm not that nostalgic of turn-based combat, mind you), and the right amount of loadout micromanagement. Major drawback was the "we couldn't figure out how to make doors, so we have teleporters instead" thing :-|
Forget what the reboots tries to be and fails doing so. This is the real Xcom.
I dunno, that sounds like
No True Scotsman. Different audiences like different kinds of games. But people should realize things like "Ugh, xcom 2012 is too arcadey,
I don't like it" or "Ugh, openxcom+xpiratez has too much micromanagement,
I don't like it"