- 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
I did it! I finally did it! At the start of my third campaign, I finally beat the aliens with no fatalities — on ironman “Commander” difficulty, the new name for “Classic”, no less! The stars aligned, the aliens walked into my operatives’ sights, and I breezed through the campaign’s first mission.
On the next mission, my operatives never even made it as far as the objective. There was a time limit; I took too long to dispatch the first two groups of aliens; and with one turn to go, the third group of aliens gunned down my point man, the only one in range to reach the objective. It was a lost cause. I called for evac. My survivors slunk home, empty-handed.
On the third mission, I ran. My soldiers tore through the aliens, losing one veteran in the process. They ran for the prison cell where their target, a friendly scientist, was held. Two more aliens appeared. My squad fought through. As the mission timer hit its final turn, and an alien transport disgorged reinforcements, my soldiers — and the rescued scientist — made it to the evacuation point.
Whew. Welcome to XCOM 2, a tense, exhilarating, thrilling ride. In fact, I may well drop my campaign down to a lower difficulty — I think I’d rather play a relaxing game than a tense one. Several factors make it harder than the original:
*Mission timers, which force more aggressive, dare I say reckless, play. They’re the most controversial aspect of the game — there are already mods that extend or remove them. Personally, I like the idea; I’m reserving judgment on how well they work until I have the chance to play more.
*Alien health. Gone are the days when explosives were a guaranteed kill. On Commander difficulty, even the lowliest ADVENT trooper (4 health) will often survive a single grenade (3-4 damage). The new, improved Sectoid has 8 health and appears from the second mission on!
*Alien abilities — Sectoids can use mind control and panic from the start, allowing them to incapacitate one member of a 4-soldier squad1. Another alien disguises itself as a civilian during retaliation (the renamed terror) missions. And I haven’t even made it past the first game month…
Wish me luck! I look forward to posting more detailed thoughts.
- The counter is flashbang grenades, which interrupt Sectoid psionics; however, every soldier carrying a flashbang is a soldier not carrying a regular grenade. There is also a rumour that flashbangs are bugged and give aliens a 100% critical chance; I don’t know if this is correct. ↩