If you can imagine the whole concept of being put in charge of the defense for the entire planet, as an impending alien invasion approaches, then you’ll understand the premise behind XCOM 2. This military strategy game, task players with being responsible for the XCOM as to what they need to produce so that the XCOM troopers enter battle with the best possible equipment. Do well, and the supporting nations will pour even more money into the XCOM project. Do poorly and all the nations will subsequently pull out and leave the project with fewer resources to fend off the alien invasion.
When XCOM was initially released it was highly praised for it’s visually appealing graphics and it’s ability to tell a compelling story. XCOM 2 focuses on those aspects and introduce even more procedurallly generated maps with a higher level of character customization.
XCOM 2 comes up with different game parts
XCOM is essentially broken into two primary parts- Base building (manufacturing of equipment, customization of soldiers and research into weapons) and combat (turn based action). A lot of the in-game elements will seem familiar to XCOM veterans, but the developers have tinkered quite a bit with the system as to what players can and cannot do. For starters, the XCOM base is mobile this time around. And unlike before, where players had to hit a “scan” button so that they could find missions, this time around players can take the Avenger to different parts of the globe, as to which they can decide which missions they would like their teams to complete. As such, there’s a certain degree of flexibility that lies within XCOM 2 which wasn’t previously seen in the original XCOM. Besides that, the Avenger is staffed with the same types of experts that the original XCOM’s subterranean base had, but staffing in itself requires a significant amount of micro-managing this time around due to the fact that players can give individual staff members specific tasks.
There’s also a certain degree of randomness with the equipment creation system. The developers simply describe it as being similar to a slot machine in the sense that players can order armor, ammo and weapons, but they will never know what will really be produced beforehand.
As far as customization options go, players have a rather lengthy list of options that are available. For example, players can customize their armor segments, skin of their weapons, hair and they can even choose to include a scar or two. Overall, I give XCOM a solid 88 out of 100. While the structure of XCOM looks significantly similar to its predecessor, the developers added various new features that make it an entirely separate game on its own.
- AI is significantly more sophisticated this time around.
- System requirements not as heavy as previously thought.
- Gameplay feels very similar to its predecessor.
- Difficult learning curve for new players.