- XCOM: Enemy Unknown — Demo impressions
- Who wants a walk-on role in my XCOM: Enemy Unknown squad?
- Let’s Play XCOM: Enemy Unknown! Part 1: Baby Steps
- Let’s Play XCOM: Enemy Unknown! Part 2: Winning battles, whither the war?
- Let’s Play XCOM: Enemy Unknown! Part 3: Terror and Triumph
- Let’s Play XCOM: Enemy Unknown! Part 4: The Turning of the Tide
- Let’s Play XCOM: Enemy Unknown! Part 5: Pride Goeth Before a Fall
- Let’s Play XCOM: Enemy Unknown! Part 6: SHIVs, Stopgaps and Archangels
- Let’s Play XCOM: Enemy Unknown! Part 7 (FINAL): Avenger
- XCOM: Enemy Unknown – The Verdict
- XCOM2 first impressions: Good luck, Commander. You’ll need it!
- Thoughts on XCOM 2
More detailed thoughts below:
– This is how to balance a single-player game — “give the player interesting decisions” means “give the player an impressive choice of tools” 1 The punishing early game teaches several lessons: Protracted shootouts are dangerous. Guaranteed damage is better than relying on the odds. Stack the odds wherever possible. By the mid-game, we’ve unlocked enough abilities to put those lessons into practice. Every XCOM 2 class can do something cool: rangers can stealthily scout, sharpshooters can engage multiple targets on overwatch, grenadiers can choose between high single-target damage or area-wide de-buffs & damage over time, specialists can heal from a distance or inflict guaranteed damage, and psionics can do most of the above. (While XCOM: Enemy Unknown and Enemy Within also had plenty of impressive tools — snipers in Archangel armour, run-and-gun plus rapid fire, using Mimetic Skin to sneak heavies in range for an explosive barrage — I feel XCOM 2 does a better job of making every class feel powerful, with psionics the big winner.) Balance is driven by limitations on what the player can deploy, not by making the player feel weak.
– Successful fusion of strategy and RPG. At a tactical level, the Firaxis XCOM games revolve around choosing one’s favourite tools (equipment and especially character abilities), understanding how they interact, and applying that knowledge to solve individual problems — a description that could also apply to a well-designed party RPG. In turn, those problems involve multiple dimensions, such as the number and type of enemies, terrain, positioning, the mission timer, and the resources already expended (health and consumables, plus any abilities on cooldown) — factors usually associated with the strategy genre. That interplay gives these games their richness.
– Music the biggest let-down. I like XCOM 2’s visuals — the architecture of the new human/alien civilisation is surprisingly lovely, masking the iron fist beneath. The ADVENT soldiers’ big, imperious arm gestures cement them as pulp baddies. XCOM operatives’ animations are as satisfying as ever, from shimmying down drainpipes to whipping out pistols, and late-game equipment looks fantastic. Set against this, the music is merely decent — a big step down from the great soundtrack of XCOM: Enemy Unknown.
- Contrast Civilization: Beyond Earth, which gave the player underwhelming choices instead. ↩