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Ray the Ranger, callsign: Deadpool, introducing us to XCOM 2 |
XCOM 2: Hit Chance 100%
XCOM 2 is a masterpiece of modern gaming. I’ll go ahead and
get that out of the way.
XCOM 2 is the highly nuanced and brutal
successor to 2012’s exceptional XCOM: Enemy Unknown by Firaxis. It ups the ante
in almost every regard over the original, while remaining very faithful to what
XCOM stands for – brutal gameplay, persistent challenge, constant tradeoffs, and juggling
strategic and tactical concerns. XCOM 2 adds massive levels of replayability to
the mix through an excellently crafted random events and customization systems, fully randomised
maps in nearly every mission, and strong 3rd party modding support.
Where 2012’s Enemy Unknown would start following a predictable path after
the first dozen challenging hours, XCOM 2 never gives you a minute of respite
or undue familiarity, and is stronger for it.
A major change is to the pacing of the game, in Enemy Unknown
enemies would attack only after you saw them, which made gamers advance across the map at a glacial pace to
avoid ‘revealing’ and encountering too many aliens at a time. Given the pain of
losing a character, this strategy made tactical sense but led to a repetitive
experience over time. Firaxis saw this behaviour and how it took away from the
experience and improvised - now most missions (over two thirds) are under a
strict time limit. Miss the timer, and the mission is a
failure – the target gets away, or your evac has to abort, leaving anyone left
behind. Your payout from the mission is lost or much lower, and your squad has
a hole in it now. However, if you run too far ahead too quickly, your troops risk being caught in the open and
attacked. Advance too slowly, and you may still fail due to the timer. This constant
prodding is an excellent way to keep battles tense and constantly challenging,
no action can be taken for granted at any point in the game.
Firaxis also understood the connection gamers had with their
squad characters, so they added a wonderful character pool feature which allows
players to design and share their custom characters who can appear in the game
as soldiers, NPCs, or even random civilians across maps. This time around, the
range of customisations on offer is substantial, and modders continue to add
more. Through all this, I ended up with a squad with Danaerys (GoT) as my Psi
Op, Trinity (The Matrix) as my Hacker, Mikasa Ackerman (Attack on Titan) as my gunslinger
(bad dice roll, should have been a blademaster), Captain Picard (Star Trek) as
Heavy Weapons, Big Boss (MGS) as demolitions, my friend Ray as the Blademaster,
and myself as the long range sniper. Oh the stories!
The Pledge
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Ah yes, early game accuracy. It makes sense given that my solder had no training in combat up to this point |
XCOM2 pulls off an interesting twist on the story till date.
Firaxis mentioned that 60% of players in XCOM lost during their first playthrough, and took
that to be the canon ending for the game - the Aliens winning and taking over Earth. Your victory in XCOM was retconned to
have been a simulation run in your head while you were being used as a wetware computer
used by the aliens to learn human tactics, after your base in XCOM was
destroyed. In the present, 20 years since the fall, XCOM is a rag tag insurgent
force, fighting back from the margins, always a step behind in manpower,
technology and resources. The Aliens have kept humanity alive and governed under a totalitarian state for reasons explained across the game.
XCOM pledges to make you feel like humanity’s last defence from
extinction, and to its credit, the game mechanics communicate this brilliantly.
You are always short of strategic resources, time during missions, your people
are often wounded or worse, and the aliens are merciless. For the first fifteen
hours, you are thoroughly overwhelmed by how badly undermanned you are, how fragile the
resistance is, and how each upgrade you gain is at the cost of another one.
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Too many missions ended this way early on, with a lot of my team healing from their wounds. Side note, mission names are randomly generated and a lot of fun
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The Turn
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Before my team blazed through here, this building had a shortage of windows. The ability to tactically destroy the environment is excellent |
Emergent storytelling is something XCOM2 does exceptionally
well, by throwing up so many elements of structured randomness, every person’s playthrough
will be different, and every encounter is memorable. Unlike the original
wherein missions started to fuse together in my mind, I can look back at a
screenshot from any of the 40 missions I completed in my 40 hour playthrough and
remember exactly what went right and wrong and what I should have done better.
It’s a game that doesn’t hold your hand and demands that you keep up pace.
However, at the same time, it’s put in a lot of effort to not be unfair either,
when enemies are dropping in you know exactly where they’ll land. In between
turns, you can hear which enemies are hidden from the sound of their footsteps/treads,
and hit rates / hacking success is transparently visible.
In sync with the resistance theme, your team start most
missions in concealment, and until a soldier is detected or until you launch an
attack, the enemy will mind their own business, patrolling the streets. The
feeling of setting off a successful ambush is thrilling, and the action camera
does a great job of putting you into the moment.
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Dark Events: You can never stop them all, and they will change how you play the next month's missions |
Mission diversity has further improved, and you usually have
a choice of missions you can undertake at any given point of time – VIP rescue,
supply capture, hacking an enemy terminal, shutting down a relay station, and
many more. Notably, you can never counter all the activities aliens are running, and often have to make a trade-off between which mission to take - each has its own rewards, difficulty level, troop readiness, and negative outcome. Each mission you take prevents that negative outcome, however the mission that you can't prevent will go ahead and trouble you, such as by reducing your funds, spawning more enemies on missions, or other negative modifiers which materially
affect your experience.
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Each weapon has a fair number of customization slots. Each weapon can be named, and if the operator doesn't survive, it can be brought back to base and passed down like a legacy. Neat
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The four key soldier classes have been rebalanced and tweaked, and snipers are no longer head and shoulders above other soldiers by the endgame. Specialists now have the ability to hack enemy robots, and a successful hack is a gamble - a failure means the enemy is boosted, however the risk reward most often makes it worth it. Assaults are now rangers with blades, and excel at recon while under concealment.
Maps are well designed, and the scenery is incredibly chewy - have an enemy getting a good angle on your troops from a roof? A good grenade/rocket will send them falling through the floor (and often to their swift demise). It's a good time to be a grenadier in XCOM.
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Captain Picard takes the fight to our robotic overlords
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Soldiers react to the world around them and likewise. Successful
soldiers have wanted pictures against them put in the world, and will respond if moved next to
them. Based on their attitude, soldiers react differently to your commands and
to making successful or unsuccessful shots. Tragically, their final moments are
also haunting, my own character’s last words were ‘Not like this.’ (It was at
that moment I broke down and couldn’t continue, I had to resort to save
scumming from that point on to make it through, and even then at great pain. I do regret this, and missions became more frustrating and less rewarding, but I just couldn't let him fail)
After a successful mission, everyone on the flight back is overjoyed. If a few teammates didn’t make it back, the mood and the music are more sombre. If there
was a sole survivor, they return traumatised, with their head in their hands.
There’s only ever a hair between your team winning and losing, and the game
makes you live on the edge’s knife, making every victory heady, and every loss
damning.
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The base at the start of the game, with space for facilities being cleared |
Base management is slightly simpler this time round, with
managing energy levels and your small crew of engineers being the main
challenges. New systems this time round include hacking, making contact with
rebel networks across the world, and revamped skill trees. The bonus for having
all countries on a continent is random at the start of each campaign, as is the
layout of your bases’ interiors, meaning that no playthrough is ever the same.
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Hacking usually has a risk of failure, in this case my operative had lots of experience working in her favor
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In the first game, the main challenge was preventing nations
from leaving the XCOM project, which became easier with time. Here, the main
challenge is preventing the aliens from finishing their top secret Avatar
project, which they are constantly making progress towards. Progress is measured on a doomsday meter, and if you aren’t actively
working to stop their efforts by taking down their research centers, the aliens can win at any point in the game (yes, even very close to the ending). It’s worth
mentioning that the core loop of get scarce resources – slightly improve teams or base – fight
off enemy missions – prevent progress on the Avatar project – is so strong, the
game feels it could be played forever. The story missions add to the flavour and
context of what’s happening, but it’s the core loop that sells the game.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIglQ74DuQxAIGhZD-olXXkYAsyBW9Sel252j5wNUzFM5FlU1ilZCdzOVrH-iTei_jU6fHOfm6Me4Bg3vTgVi7MOeO5Rr2zRy7Y3nPZPnCJ2c4M36Yj14-4-ASxhEQLL1S-5bZ97Bkn9U/s640/2016-02-13_00040.jpg) |
A view of all the different things being juggled during a normal day on the Avenger. The doomsday clock is at the top of the screen
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The Prestige
When you decide you’re finally up for the final missions,
you better be extremely confident in your team, the final missions are a major
spike in difficulty and will be more punishing than most games I’ve come
across. The ending is satisfactory coming after a very hard fought battle which will
challenge your tactical prowess to the hilt and make you feel amazed that you
made it through. The story’s conclusion, though not cathartic, was fair, and
that’s fine by me. If anything, I will say the story was overpowered by the
strong systems holding up the game, and that’s alright.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiCPybD6ykwVG0VHDpYKLBvYSLoyk0Dl3VmCx07RKp8HefFoAiY70fTOsL-ng1YqOv18oShZch63yfHm46CKUV4W0sJQBy5JLFtYzeVqrfT9Jssli6S_DU6h7OYq4CBobJVCg3sln6q1w/s640/2016-02-16_00098.jpg) |
Trinity vs an Archon, scary in close ranged combat |
The Aftermath
After completing one campaign, you can take your newfound
skills and start it all over again to see how much better you can do or try new strategies and teams, and given
the excellent procedural generation systems in the game, it would be a worthy
challenge. You can also share your squads online for other players to download
(mine’s available if anyone’s looking) and add their roster to your own. Where
the base XCOM2 is already better than it’s predecessor after that has had
multiple expansion content, XCOM2’s expansion content will be joining by July
or so, and I eagerly look forward to a magnificent game getting even richer in
content. At the same time, user created mods are expected to further expand the
variety of the game and that is another great thing. The game also has a
multiplayer mode, however I’ve had a hard time connecting to servers from
India, so I can only say that it’s an extra reason to play.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKfut5WYfueEDvHqc0k5SHk5Yly6Yi9dD6Nj5bR9HN0v3M81bnU1j2F-zC2Gr9CS5ryyHZL_5O9AzpA0BNlZ5H_if0wBjf-GbAMrqyMF43UtS9qH464kTtPv4XaYuBdBuq-aQzVnc1S-o/s640/2016-02-16_00053.jpg) |
Danaerys vs. a Sectopod
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For specific
demographics:
Price sensitive: Go for it, it can easily be replayed for
hundreds of hours.
Genre sensitive: Fair story, challenging but fair gameplay,
an excellent addition to the Turn Based Strategy Genre
Replay enthusiasts: Go wild, the makers of the Civilization
series have brought a level of replayability from there to here, and it’s wonderful.
Diversity seekers: There’s a good amount of new content here
for players both within the genre and from outside
Those with older systems: Graphics intensive, however can
work ~30 FPS on old systems, and this isn’t a game where FPS materially affects
your turns.
Art lovers: A lot here to love, the details in the world,
the new look of a number of enemies, there’s a lot of quality art direction at
work here
Difficulty Seekers: Knock yourselves out
Final Verdict
A paragon of the genre, and a worthy successor to the
throne, I recommend XCOM2 as a must buy to serious PC gamers
In case you haven't played XCOM: Enemy Unknown - The Complete Edition, I'd recommend you do that first, and then pick up XCOM2, by which time the technical wrinkles should also be sorted
Game: XCOM 2 (Base Edition)
Developer: Firaxis
Launch Date: 4th February, 2016
Time for one playthrough: 35-45 hours
Time Reviewed: 41 hours
Get it on:
Steam or a boxed copy (Not available on consoles, this one's a PC Exclusive)
Price: $60 or INR 3000 on Steam, INR 999 on Amazon.in
Side Note - Technical Glitches: As of launch, the game
suffers from poor optimisation and is not too comfortable running at high
settings. While that does not affect the quality of gameplay itself, it is
still something I do not appreciate. Yes, it is an exceptional game, but I do
prefer games come out well from the start. In a bit of good news, Firaxis is
expected to work on improving the performance over the next few months, and I
eagerly look forward to that.
For more on the Pledge/Turn/Prestige/Aftermath Review
structure, check out:
http://criticalh1t.blogspot.in/2015/06/the-prestige-and-meaningful-game-reviews.html