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There are, of course, other locations, with various climates represented in this global mission. Streets in cities have that futuristic look as the alien influence has spread across civilisation. It’s not perfect however, as troops and aliens alike can and will shoot through walls or miss point-black attacks breaking the immersion somewhat as a result.Īs dystopian worlds go, the design of XCOM 2 is striking. It’s actually quite startling just how similar XCOM 2 feels to the combat found in its predecessor, yet somehow it feels more refined. Missions can vary a little from kidnapping/escorting a VIP, blowing up a facility, or defending/destroying alien tech, but it usually boils down to killing the enemies and their reinforcements.Ĭombat generally feels the same as the first game otherwise, with skills and overwatch playing major roles in completing the objective. Instead of slowly creeping up towards the enemy at an achingly slow pace, it actively encourages you to get in the thick of it. With the beginning of each mission putting the player on the offensive like this, it dramatically improves the pacing of each mission. This won’t happen a lot of the time, but it’s a handy way of picking off the bigger targets. There’s nothing more satisfying than the perfect ambush triggering the enemy to run for cover while the rest of the squad picks them off in Overwatch. This new mode allows the XCOM operatives to get the jump on the patrolling foes, moving within striking distance of them covertly. Starting a mission will, for the most part, see the selected squad and their loadouts drop into the area in concealed mode.
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But it’s the skills they unlock that are incredibly fun to use, making the turn-based combat full of options as they rank up. Each promotion steadily turns them into deadly Sharpshooters, drone wielding Specialists, sneaky Rangers, and payload packing Grenadier, while research allows you to turn them into mysterious Psi Operatives. It’s a nice bit of customisation that goes a long way to broadening the appeal.Įach of the four character classes have their own set of skills to use in the field, and provided they are kept alive, they can learn more as they gain experience on the battlefield. With the Character Pool, you can insert models based off your friends into your game, but you can also export them for others to use in their game via Steam Workshop. Troops that begin as unspecialised rookies can not only gain one of the four major classes and further specialisations as they level up, but also a surprising degree of customisation. This may sound stressful, but generally it’s down to the player as to what will affect progress the most, which is fair.īuilding up a squad of freedom fighters is genuinely a labour of love. Dark Events also hinder progress by allowing commanders to only choose one mission to disrupt an upcoming debuff. The only real way to reduce it is by destroying the Avatar Facilities that occasionally crop up to attempt to speed up the aliens’ progress. This works far more dynamically than XCOM: Enemy Unknown’s version as it’s not only thematically on point, but also includes an air of tension.Ī large part of that is down to the Avatar project’s countdown, which will steadily tick towards your doom. Sometimes it will be just spending a few days investigating an area, but other times it will require sending a squad to take out the enemy. It is here that the bulk of the management is handled, as you establish new contacts with regions across the world and investigating any intel that appears.
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Building facilities is simpler this time around, which may turn off the diehard fans of the older X-COM games, but it puts the focus more on the Geoscape map. There’s plenty of parallels here from the first game, including researching enemy material, build new weapons, and creating new facilities in rooms full of debris that needs clearing out. XCOM 2 is split into two distinct areas, with the first being the management of your resistance efforts.
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