XCOM 2

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. WW: May 29, 2020,Mode(s),XCOM 2 is a 2016 that was developed by and published. It is the sequel to 2012's reboot of the series; it takes place 20 years after the events of Enemy Unknown. XCOM, a military organization trying to fight off an invasion, has lost the war and is now a resistance force against the occupation of Earth and the established regime. Gameplay is split between combat in which players command a squad of soldiers to fight enemies and strategy elements. Players manage and control the operations of the Avenger, a derelict alien ship that is a mobile base for XCOM, commanding the engineering and research department of the base between missions.During the game's development, Firaxis inspected players' feedback of Enemy Unknown and added of maps and support to the game.

Earth has changed and is now under alien rule. Facing impossible odds you must rebuild XCOM, and ignite a global resistance to reclaim our world and save.

The developers set the game after the bad ending of the 2012 reboot because it allowed them to change gameplay, introduce various new features and redesign some enemies. To encourage players to play more offensively, the developers introduced time-based objectives to boost the game's pacing. Compared with its predecessor, XCOM 2 has more emphasis on narrative.

The game engine is and artists drew inspiration from sci-fi movies including and when creating the game's aesthetic.XCOM 2 was released in February 2016 for while and versions were released in September 2016. Upon release, the game received critical acclaim. Critics praised the new concealment system, which they said adds a new layer of depth, and the procedural generation of maps. The game was also praised for its difficulty and the addition of modding tools; criticism was mainly directed at its poor performance on many computers at launch. It was nominated for multiple year-end accolades by several.

Firaxis supported the game with downloadable content and released, the game's standalone expansion, in 2018. A version is set to be released in May 2020. A member of the player's squad is hiding behind low as indicated by the blue half shield icon.In XCOM 2, the player-character is the commander of the eponymous military organization that is now reduced to a resistance force opposing the ongoing alien occupation of Earth. The game is played from a and is a title in which players issue commands to a squad of human soldiers to eliminate the aliens in a map and dependent on missions, complete secondary objectives. Many of the missions are timed, requiring players to complete it within several turns.

Maps are to create a wide variety of levels. Every map features different terrain and buildings in each playthrough. The game offers four difficulty settings: Rookie, Veteran, Commander and Legend.After players complete the campaign, they can start a new game with the 'Ironman' mode enabled. In this mode, the player's save file is overwritten whenever the player performs an action, making it impossible for players to import an earlier save after making a poor decision.

Players can create campaigns, cosmetics and enemy types, which can be shared through. The game also features a one-on-one mode in which players received a fixed number of points to build a squad composed of both ADVENT and XCOM forces, and attempt to eliminate the opponent's squad on a battlefield.At the start of most missions, the player's squad is concealed and will not be detected by enemies. Players can position their troops to plan their battle and ambush enemies. Hides the aliens and their actions from view until the player's soldiers are in range and have on them. Squad members can hide behind environmental objects to avoid being shot.

Enemies programmed by will attempt to and exposed soldiers will sustain heavy injuries from hostile attacks due to the lack of any defense. Each turn, players can attack their selected targets with firearms.

The game will inform the players of the possibility of landing a successful shot and the amount of the enemy will deplete. They can also reload, remain in to shoot any moving enemy in their line of sight, and hack into enemies' mechanical weapons like turrets and temporarily shut them down or control them for themselves. Each squad member can perform a limited number of actions before the enemy takes their turn and players can choose to end their turn early.The game has five, each with its own Soldier Ability; Ranger wields a melee weapon that slashes enemies, Grenadier has a grenade launcher and explosives that can destroy enemy, Specialist has a drone that improves the team's defense and health, Sharpshooter is the team's, and Psi Operative—which is unlocked late in the game— uses. Enemies from the first game in the series, including the Sectoids, returned while Firaxis introduced new enemies including the Vipers, a snake-like enemy who can drag soldiers out of their cover. When a soldier is injured or about to, can be used to stabilize his or her condition. Soldiers in the squad can be by enemies and their bodies can be carried back to extract their equipment should the player deem it necessary to abort the mission.

If it is deemed necessary to abandon the mission, a soldier can carry wounded soldiers to extraction where they are revived upon leaving the map. If the soldiers survive and complete the mission, they gain and will be promoted, unlocking new options in the and customization items. Strategy and management Players take control of the Avenger, a derelict alien ship that is the new mobile base for XCOM, commanding the engineering and research department of the base between missions. Players can assign the research department to perform autopsies on alien corpses and study the technology collected from them, which unlock new gadgets, weapons and technologies to assist players in battle. The engineering department can be instructed to craft new ammo types, armors, and weapons. The Armory allows players to recruit soldiers and customize their personalities, names, costumes, genders, nationalities, and weapons. Wounded soldiers will slowly convalesce at the base.

As the game progresses, new facilities that allow players to increase squad size, improve combat performance, and craft experimental weapons are unlocked. Players also need to build Resistance Comms to establish contacts with the resistance cells stationed worldwide, allowing players to keep expanding to new territories and maintain their influence. Facilities must be staffed with engineers to ensure they are fully functional. These facilities can be upgraded.At the bridge of the Avenger, players can access the Geoscape, advance time, move the Avenger, access scanning missions and combat missions, visit the Resistance HQ to purchase new engineers, weapons, and soldiers, trade with the, and discover supply caches and bonus equipment. The construction of facilities requires supplies that can be collected through the excavation of alien debris in the ship by the engineers.

Intelligence is gathered through contact with resistance cells, which can then be used in trade. Other resources, such as Elerium, are materials needed for crafting new gadgets. While the player is managing the mobile base, the aliens also start up a research initiative known as the Avatar Program. It proceeds slowly and if completed is an automatic loss. Progress can be delayed by sabotaging alien research facilities and other semi-random events. Plot XCOM 2 is set in 2035, 20 years after the events of.

Review

Humanity was defeated by aliens, XCOM proved incapable of resisting the alien threat and was betrayed by the council nations, who surrendered to the aliens shortly after the invasion began. XCOM became a resistance force and went underground to avoid persecution at the hands of the aliens.

Most of its members either submitted to alien rule and left behind their past but some, like Central Officer Bradford, refused the alien administration and went into hiding. Earth is now controlled by the aliens through the puppet ADVENT Administration and XCOM has been forgotten, members silenced and records erased. ADVENT has done much to improve public opinion of the aliens, especially by the propagation of the belief the aliens came in peace and that the forces of Earth retaliated aggressively and with prejudice. This is presumed to have happened after the player researches MECs, as stated by the autopsy of an ADVENT MEC.The player assumes the role of the Commander, who had up until recently been placed in alien stasis so they could make use of his strategic thinking via a brain implant.

After the Commander is rescued by Central Officer Bradford, XCOM launches an attack on an alien convoy and steals an elerium core used to power the Avenger, an alien supply barge that has been converted into XCOM's mobile base. On the Avenger, the Commander has the support of rogue ADVENT scientist Dr.

Richard Tygan, replacing the now-missing Dr. Vahlen, and Chief Engineer Lily Shen, daughter of and successor to the now-deceased Dr. Raymond Shen, with whom the Commander was familiar in the prior game.Story The game begins with Bradford leading a raid on an ADVENT gene bank and rescuing the Commander, who had been captured and put into stasis. The Commander is then brought to XCOM's mobile headquarters on the Avenger, where they meet support staff Dr. Richard Tygan and Lily Shen. Tygan tells the Commander while they were in stasis, ADVENT connected their brains directly to their global psionic communication network to act as a battle simulation computer.

The Commander is then contacted by the Spokesman, the last-remaining loyal member of the Council. The Spokesman orders the Commander to unite the resistance groups scattered around the world and to discover the true nature of ADVENT's top-secret Avatar Project.As the Commander leads XCOM in the fight against ADVENT, they raid secret ADVENT research facilities and slowly begin to realize the nature of the Avatar Project. Through their research, Tygan and Shen discover ADVENT's leaders the Elders have been dying from an irreversible physical degeneration of their bodies. To escape their imminent demise, the Elders started the Avatar Project, which involves processing kidnapped humans and turning them into raw material to build new bodies called avatars for themselves.

They also track the Elders' headquarters to an underwater base that is accessible by a special psionic portal. With their hand forced, ADVENT decides to accelerate the project and process all 'non-essential' humans into the Avatar project under the guise of curing all disease at their gene clinics. The Spokesman is presumed killed when he sacrifices himself to warn XCOM about the plan, ordering them to hijack ADVENT's global communication network before they can make the announcement. XCOM hacks the network and transmits proof of ADVENT's crimes to the world, causing a mass global revolution against the Alien occupation.With ADVENT busy trying to maintain order, the Commander takes psionic control of an uninhabited avatar stolen from one of ADVENT's facilities and XCOM raids the Elders' headquarters. The Elders plead with the Commander to stop the fighting and rejoin them, claiming they are only trying to strengthen themselves and humanity against a greater threat.

The Commander ignores the Elders' pleas and destroys all of their Avatars, triggering the destruction of the base. The Commander's Avatar stays behind to battle the enraged spirits of the Elders as the rest of the squad escape.Afterwards, the Commander wakes up in their own body and learns that without the direction of the Elders, ADVENT's grip on humanity crumbles.

The ranks of the Resistance swell as people abandon the ADVENT-controlled cities and the Resistance begins to overwhelm the remnants of the ADVENT forces. In the ocean underneath the ruins of the Elder headquarters, however, a strange energy begins to glow. In the War of the Chosen expansion, the Templars, one of the factions that helped in XCOM's victory, notice the glow and their leader confirms it is the sign a new war is about to begin.Development , the developer of, and its creative director Jake Solomon, returned to work on XCOM 2, which had a shorter development time that Enemy Unknown, The developers inspected players' feedback from the 2012 reboot. Solomon described the game's development as a more liberating experience than making the 2012 reboot because the team had amassed an audience and no longer need to be held up against the original games. The developers drew on elements from the original games, including procedural generation and gameplay unpredictability, to XCOM 2.Adding to the guerrilla nature of XCOM 2, XCOM's technology is no longer on par with that of the aliens and thus has to work with 'old world' weaponry. The Avenger is named after a ship in.

According to Jake Solomon, the game's creative process is 'gameplay driven'. As a result, the setting was introduced after Firaxis changed the character classes and added elements to the game. The developers found fewer than 30% of players finished the first game.

The team also found the new setting is thematically suitable for the squad-based gameplay and that it enabled them to create new alien designs and reset the research options. Compared to Enemy Unknown, the writers spent more time writing the game's backstory. Because the game is set in the future, more backstory was written to ensure players felt attached to the game's narrative. Environment storytelling is an important part of the game; for instance, in the there are signs indicating ADVENT has taken over the world whereas other maps and areas show players the remnants of human civilizations.The gameplay was initially designed to be forgiving but after receiving feedback from play-testers, who noted the game was too simple and that a lot of systems failed to engage players, the idea was scrapped during the late stage of development. The team attempted to maintain the game's difficulty so players who played Enemy Unknown would still face a challenge. According to DeAngelis, the developers wanted the game to be 'brutally challenging' so when the player overcame these challenges, 'the sense of triumph will be truly powerful'. To ensure the game is challenging and replayable, the team valued the idea of unpredictability and randomness.

For instance, when players attempt to shoot an enemy, the game's tells players the chance of launching a successful hit. At a high percentage of chance, they can still miss their shots while at a low percentage, players may be able to land some hits. According to Solomon, the team realized players may become emotionally invested in the experience, thus the real statistic calculation will 'match the player’s psychological feeling about that number', meaning the possibility of successful hits may be slightly higher or lower than the UI statistic.Despite the game's difficulty, the team wanted to encourage players to play more offensively so they added valuable loot drops, time-sensitive objectives and the idea of 'concealment', in which recruits can ambush the aliens, forcing players to take more risks during gameplay.

Players can also achieve variability through the strategic gameplay of the Avengers, in which players need to determine when and where to move the mobile headquarters, what to research and what areas to liberate first. Players need to consider the consequences of performing actions. Completing a side-mission that nets players new resources may mean the aliens may have made further progress with their Avatar Program.The concept of procedurally-generated levels in Enemy Unknown was scrapped because Firaxis believed it would prove disadvantageous and buggy, and that procedurally-generated objects did not fit in with the game's atmosphere. Enemy Unknown has hand-crafted maps that were all designed by Firaxis.

Reception of these maps was generally positive but players complained they became repetitive so Firaxis decided to introduce a system called 'the plot and parcel system' to alleviate the developers' workload. The game's producer, Garth DeAngelis, described the game's maps as 'quilts'. Each map has randomly generated holes of different sizes. Each hole will fit in an object or a destructible building. Side-missions, enemy placements, reinforcements and multiplayer maps are also randomly generated. The implementation of procedural generation created a lot of difficulties and took the team a lot of time to fix.When developing the game's art, the developers were inspired by movies,. When designing the game's weapons, characters and environment, they looked at some science-fiction films and video games such as but they mostly created original designs.

Classic XCOM enemy Sectoids received a new design, which looks 'more feral, more imposing' after the species blended with human. The Viper was inspired by the 'Snake Men' in the original game and the 'Thin Men' in Enemy Unknown, and was created after the gameplay team wanted an enemy who can pull a recruit out from cover. The developers valued diversity and ensured all races are represented in the game because the concept of XCOM is about 'humanity banding together from all around the globe'. The developers designed more female enemies, such as the Viper and the Berserker.

Character customizations are more extensive compared with those in Enemy Unknown, which allows players to develop connections and attachments with characters and that if a playable character, the player can feel the impact. See also:On May 18, 2015, announced a new, untitled AAA game in its annual earning reports. On May 25, 2015, a teaser website called 'Advent Future' was launched. It featured an advertisement of the 'Advent Administration', whose aim was 'creating a world free from hunger, pain, sickness, and war' but later revealed the Administration had more sinister plans. The game was officially revealed on June 1, 2015, by and its debut cinematic trailer was released.XCOM 2 was originally set to be released in November 2015 but its release was postponed to February 5, 2016, to allow the developers additional time to refine the game. Players who ordered the game before release received a new recruit and the Resistance Warrior Pack, which has extra customization options.

2K collaborated with merchandise maker Project TriForce to create a Beam Pistol replica for players to purchase, and partnered with novelist, who wrote a prequel novel named XCOM 2: Resurrection that was released on November 10, 2015. Firaxis announced the game would only be released for because of the company's expertise in developing PC games. Firaxis believed making XCOM 2 a PC-only title would allow them to introduce new features such as procedural levels and that developing for a single platform is simpler.

Despite this, the game was released for and consoles on September 27, 2016. Support for PC and a mode that allows players to explore the Avengers headquarters in were released in November 2016.XCOM 2 's was named the 'Reinforcement Pack' and included all of the game's (DLC).

Players responded to the news negatively because they suspected the DLC was cut content. Solomon said all of the game's DLC was made after development of the main game was completed. The packages are 'Anarchy's Children', which adds new soldier customization items, was released on March 17, 2016; 'Alien Hunters', a pack which adds a new mission, more powerful equipment, additional soldier customization, and new gameplay, was released on May 12, 2016; and 'Shen's Last Gift', ostensibly named after the chief engineer of Enemy Unknown and including a sixth soldier class, a new story mission and map, was released on June 30, 2016. An expansion for XCOM 2 titled was announced at the; it Introduces the enemy 'Chosen' and several other factions, and was released on August 29, 2017. War of the Chosen was later bundled with the main game and other DLC in XCOM 2 Collection, which was released on February 3, 2018.

On October 9, 2018, the company released the 'Tactical Legacy Pack' that adds a, new and remastered maps, and 'Legacy Ops'—a series of missions that links Enemy Unknown and XCOM 2. The XCOM 2 Collection is set to be released for the on May 29, 2020.DeAngelis and Solomon regretted the lack of mod support in Enemy Unknown so the modding aspect of XCOM 2 was increased significantly. Firaxis released the, allowing players to create their own content.

Solomon considered mod support a 'win-win' method for both players and the company, saying it can increase the game's longevity. Firaxis realized the modding potential of the series when they discovered a mod for Enemy Unknown called. Firaxis partnered with Long War Studios (now Pavonis Interactive) to develop three day-one mods for the game. On January 19, 2017, Pavonis Interactive launched Long War 2 for XCOM. Reception Critical reception ReceptionAggregate scoreAggregatorScore(PC) 88/100(PS4) 88/100(XONE) 87/100Review scoresPublicationScore7/10Essential9.5/109/10(PC)(Console)9.3/1094/1008/10XCOM 2 received 'generally favorable' reviews, according to video game.

Nic Rowen from praised the game for building on the original and expanding the number of tactical options offered to players. He also liked the new enemies, which force players to rethink their tactics before they plan their attacks. Maxwell McGee from agreed, singling out the new soldier classes that enable players to use new strategies to defeat enemies. Rich Stanton from described the gameplay as 'rewarding' because every turn may bring ramifications players need to consider. Charlie Hall from enjoyed the concealment system, which he felt that successfully adds new variations to the XCOM formula. This was agreed by Chris Bratt from, who called the new system 'satisfying'. Ben Reeves from called the gameplay 'nerve-wrecking' because of the game's intense difficulty; he lauded the balanced gameplay classes, which offer players gameplay options to outsmart the enemies.

Reeves and Mike Mahardy from said the procedural generation system has boosted the game's replay value, extended the game's longevity and made each map believable. Dan Stapleton from admired the procedural generation technology and enjoyed the game's diverse missions.Hall liked the management aspect of the game, which he thought has 'lent a great sense of urgency and tension to every decision'. Rich Stanton from liked the component, as players only have limited resources and time and they have to sort out different priorities, thus making every decision players made an important one. Tom Senior from called the experience 'gripping' and added that 'the game cleverly uses scarcity of opportunity to force you into difficult dilemmas'. McGee was disappointed with the Dark Events as he felt that they were 'passive and indirect'. McGee liked the strategic aspect but felt that the alien menace was rarely felt.

Dan Ryckert from found the Avatar Project, which served as the game's, to be a stressful experience, as it made him 'question every decision' he has made when he was managing and sorting out the priorities of different tasks. Reeves agreed, saying that 'Firaxis' masterclass in strategy design has you second-guessing all your choices and analyzing your smallest decisions'. Bratt also liked the Project, which propelled players to react and respond instead of constantly for upgrades. Character customization was also widely praised for allowing players to become attached to the soldiers, making each soldier's death impactful and memorable.The game's difficulty received mixed responses. Rowen said the timed missions are not too difficult but that its 'merciless' nature may turn some players away from the game. He also said some of the early missions are 'disproportionately difficult' and frustrating to play. McGee enjoyed the challenge and said the timed challenges and other unpredictable elements 'keep tensions running high', and that the experience would remain engrossing during subsequent playthroughs.

Stanton and Stapleton praised the game's, which would take every tactical advantage it has to put pressure on players. Stanton said this has made players more responsive and created a forward momentum that Enemy Unknown lacked.

Bratt praised the timed missions for encouraging players to take risks and be more offensive. Mahardy noted the difficulty is 'fair' and that XCOM 2 is a brutal experience. He also said the game's difficulty is sometimes beyond challenging with enemies that sometimes ignoring the established gameplay rules.The game suffered from numerous technical difficulties at launch.

While many reviewers noted minor software bugs during their experiences, some critics—including Rowen and Ryckert— said the bugs ruined the experience. Firaxis later issued a performance patch. Sales XCOM 2 sold over 500,000 digital copies on Steam within its first week of release, outpacing the sales of the original game, which was simultaneously released on multiple platforms. Publisher was satisfied with the game's performance, saying its successful launch has contributed to the company's better-than-expected financial results for the fiscal year 2016. Awards and accolades YearAwardCategoryResultRef2016Game of the YearNominatedPC Game of the YearNominatedBest Strategy GameNominated201720th AnnualStrategy/Simulation Game of the YearNominated16th AnnualGame Design, FranchiseNominatedGame, StrategyNominated.

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