Released: February 5th 2016 (Consoles followed in September 2016)
Developer: Fireaxis Games
Publisher: 2K Games
Certificate: 16
Formats: PC, PlayStation 4 and Xbox One
Format Played: PC
2012 saw the return of the classic XCOM franchise with the
passionate and capable reboot: “Enemy Unknown”. Going in a new direction, XCOM
2 does far more than outdo its predecessor, standing among the best strategy
games ever produced.
XCOM 2 takes place twenty years after the 2012 reboot in
which a battered Earth was completely conquered by the aliens. Brief snippets
show the XCOM base destroyed, the Commander being captured by alien forces and
humanity signing a “unification” deal. Now under the control of the ADVENT
coalition, XCOM is now a resistance movement making use of a repurposed alien
battle ship to expose ADVENT’s lies and uncover the alien’s true plans for
humanity. The story is far more cinematic and intriguing than the first with
more cut-scenes and in-game commentary from the main characters; it provides a
solid amount of background information to a world ruled by omnipresent alien
overlords. On top of all that, it feels far more personal, with a further
incorporation of the player into the cut-scenes; often, the three main XCOM
staff members; alongside the returning Council spokesman, Central Officer
Bradford, Chief Engineer Lily Shen and Chief Scientist Richard Tygan will
address the Commander directly at many points, creating further investment.
The overall design of the game has been drastically
overhauled; XCOM 2 makes use of repurposed alien battleship called the Avenger
which flies around the world taking on missions and investigating specific occurrences.
This could be a set of new rookie soldiers, a cache of supplies (which serve
the game’s main currency) or even a scientist or engineer to bring benefits to
research and constructing aboard the battleship. You’re also highly encouraged
to make contact with other resistance havens around the world, creating a
network of suppliers However, each of these events take time to scan and
complete and you’ll find yourself saddled with guerrilla op missions; in these
you’ll send your squad down to perform a variety of tasks from rescuing or
kidnapping VIPs, destroying or protecting a key target and raiding a key supply
point. These missions in turn feed into your primary objectives which include
researching specific projects, enemies and building rooms on the XCOM ship.
Onboard the battleship, you’ll be building better equipment and upgrading it
with items scavenged off the battlefield and constructing rooms (within power
limits) to improve your squad tactics on the battlefield as well as facilities
that can give your soldiers new abilities and training. There’s a lot to keep
track of this time around and on top of all that, there’s a timer called the
Avatar Project constantly ticking away; if this isn’t delayed or slowed, the
game is over and you’ll to reload or try again. Many obstacles can spring up
in your mission to overthrow the aliens; there may be an alien facility you
need to destroy to delay the Avatar Project, but you need to contact the
resistance in that region first. Or there be a room you need to build but you
lack the resources and Avenger power to do so. Alien dark events, which can
range from reduced supply amounts to a UFO chasing the Avenger around the map
are also employed to hamper your efforts, meaning you’ll have to choose which
one to counteract the more the resistance expands. The tension that runs through
XCOM 2’s veins constantly hangs over the player but it skilfully manages all
the information with a fluid menu system that always displays what you should
be doing alongside an intuitive interface for the ship itself. Elements of
player choice also come to play; you could focus entirely on completing the
main objectives and racing to the finish, focusing mainly on building better
weapons, or you could concentrate more developing Psionic soldiers with mental
abilities sooner by prioritising its research.
But it doesn’t stop there; XCOM
2 has a comprehensive customisation system for soldiers with every aspect of
their outfits being interchangeable. You can even write your own biographies (and
possibly epitaphs), furthering your attachment to them over the course of every
campaign. Each soldier created is saved to a character pool which can be saved
and exported. XCOM 2 also has a multiplayer mode where you can again play as
the aliens but not much has really improved from the original game; there aren’t
many unique additions to set it apart from other strategy games or even its own
single player mode. A cooperative mode would better suit the series. I felt
that this didn’t hamper the overall package which has clearly focused on
delivering the deepest and most tactical campaign in the series to date. Finally,
the game is completely open to modders, the biggest being Pavonis Interactive
with their recently released “Long War 2” conversion. There’s an absolute ton
of customisable content here and modding will continue to add to that over
time.
XCOM 2 maintains the shifting tensions and unpredictability
that have defined the series. On ground level, cover is still incredibly
important, as is putting your soldiers at a higher elevation so they can hit
those all-important shots which are again determined by percentages and a roll
of the dice among other stats. Taking turns between the player and the aliens,
four classes make up the tactical decisions this time and each is far more
versatile than before; rangers are close quarters experts who pack a sword for
melee combat, specialists make use of gremlin drones to hack targets and heal
the squad, grenadiers pack heavy machine guns and grenade launcher for crowd
control and sharpshooters snipe from afar. Promoting your troops and giving
them more devastating abilities remains immensely enjoyable but on the other
hand it’s all the more heart-breaking to lose them as well as any equipment
they were carrying at the hands of the aliens. Moving your soldiers around the
map is a diligent process but the guerrilla warfare theme gives way to its
biggest new addition; concealment. Often your squad will start off a mission
hidden from view of the aliens; as you inch forward, you’ll be able to
manoeuvre into position and unleash often devastating ambush attacks,
eliminating several foes in a single turn. There’s also a greater focus on destructible
environments; a well-placed explosive or heavy weapon can shred armour points
on enemies or blow out the floor of a higher building, causing fall damage. Yet
despite all these new tactics, equipment and considerations, XCOM 2 is brutally
difficult, even more so than its predecessor which mostly comes through the
numerous new enemy types; the aliens can mark your soldiers for a boost to aim,
disable their weapons, resurrect fallen comrades, launch aerial bombardments
and even come crashing through the scenery, leaving your soldiers out in the
open. Finding Sectoids that can mind control your troops as early as the third
mission is very indicative of the game’s focus; add to that the numerous timed
missions that offer a limited amount of turns and you a tough challenge that
will require carefully considered strategy both on and off the battlefield. For
the most part, XCOM 2 feels fair, though there are some rare cases
where things become cheap, especially on higher difficulties where the aliens
manage to hit some baffling shots. The game ultimately creates and sustains a
harrowing struggle that’s immensely rewarding to overcome.
Reducing the cell-shaded style in favour of a more realistic
look, XCOM 2 looks far more vibrant and appealing than the first; everything
from the procedurally generated levels to the armour the soldiers carry packs
much more detail. The setting itself commands an immense irony, an idealistic
future utopia with an undercurrent of sinister human abduction and
experimentation running through it. A collection of military march themes gets
the blood pumping in the lead-up to every mission, while also flaring up the
tension when combat finally erupts between humanity and the aliens. A greater
variety of effects also permeates every battle; explosions, fire and acid
effects are particularly detailed. At launch, the game did have a fair few
technical issues; but with some updates, the game’s stability has improved; currently
it runs well, with a hint of framerate drops here and there during loading
screens; some visual glitches such as soldiers picking up a fellow compatriot
through a wall can also be a bit distracting. Overall though, XCOM 2 improves
upon what was established, taking advantage of updated hardware to deliver a
more realistic look.
Outside of a few technical hitches and a somewhat basic multiplayer
mode, everything in XCOM 2 has been taken to a higher level, making it one of
the best sequels in recent memory. More strategic choices to make, more
customisation, more dastardly alien creatures to contend with and above all
else, the same massive level of challenge that the series is known for. It’s an
absolute must-buy if you have any sort of interest in strategy games, tactical
or otherwise.
Rating: 9.5/10 (Superb)
No comments:
Post a Comment
Note: only a member of this blog may post a comment.