XCom 2, the sequel to the hugely successful and popular XCOM: Enemy Unknown created by Firaxis, set twenty years on. With XCOM dissolving and World leaders offered an unconditional surrender leaving the Aliens to rule the planet. Cities grow tall with alien like buildings that promise a better future for human existence however concealing the sinister agenda to eliminate all who dissent the new order.
You are part of the resistance group rising from the ashes of the previous XCOM regime to strike fear into the new order and take over as the superior race on earth, once again.
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XCOM has a more serious look, maps, character models and weapons, all have a slick look to them compared to its predecessor. Visually the game has more graphical detail, character models have a high level of detail, especially the battle maps which are generated randomly. During missions between turns the game houses realistic character animations to break up the stringent turn based gameplay, I’m impressed with the way the developers have given the game more flow. XCOM 2 has a new breed of enemy and their units are intimidating and generally large in scale. The grunts are now human hybrids which look like they’re out of some futuristic film and bear slight resemblance to the Third Reich. Weapons skins and armour are customisable for those who like to add colour to their characters.

Soundtracks are well composed and very similar to the original Firaxis version, feels very much a military theme. In-game combat use ambient sounds and sound effects to give the battles tension and eerie feel to them and using uptempo battle music once engaged for contrast. Sound effects are awesome as you would expect from a title like this. Magnetic weapons sound very futuristic and can be obtained early game, I never tire of hear those guns resonating into your enemies. Voice acting feels slightly weaker though, lacking depth and purpose. However, the picture in picture animations on the avenger from NPC’s giving advice or progress reports between missions adds depth, gives a feeling that you’re part of an organisation.
Combat aesthetics are the same, units have two action points, cover system consists between full and half cover and different units have special abilities. Hit percentage now includes range and factors in angles giving you bonuses or reductions dependant on distance or a degree of angle. They’re many modifiers, too many to list but needless to say nothing is set and you’ll have to use abilities, attachments and other such items to get a greater advantage. Shooting can still feel frustrating at times especially when you nailed on for hit and you miss when you really feel you should hit the target. Flanking seems more polished making making greater emphasis of tactical positioning, critical hits really can make the difference in scenarios when you’re outnumbered. The maps are tighter with more cover making twists and turns everywhere for you to try and get the upper hand over your opponent, using real guerilla combat tactics. No longer do you have to hide behind full cover hoping for the enemy to spawn in front you in fear of being exposed and losing really important units so cheaply.

One new mechanic to the combat system is concealment and this is a major game changer. XCOM operatives will start the mission hidden and the enemy will not be able to engage your squad until your troops are revealed. You can only be revealed by engaging the enemy in combat or entering the enemy’s field of vision. The flip side of concealment, missions are now time based, to ensure a balance between combat and advancement. I found the previous XCOM’s scouting phase frustrating when progressing through the mission map only to engage a random spawn of enemy units, then whilst trying to engage them you would reveal another. The new combat system can be approached in a number of ways which can cater for difficult playstyles, being able to see enemy movements before they’re aware of your presence gives an insight into the way they patrol and guard locations. This gives greater control over the battlefield and much enjoyable experience, with each mission having it’s own unique challenge you’ll have to use all the elements to get your soldiers through alive.



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