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XCOM 2 is a faster, more urgent sequel

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  • XCOM 2 is a faster, more urgent sequel

    I didn't expect XCOM 2 to demo particularly well. I fell in love with its predecessor because it gave me the time to grow fond of the soldiers I was commanding and I couldn't see that happening within the confines of a brief preview. The concern seemed a valid one too, as my first mission came in the form of a restrictive tutorial (which can be skipped, thankfully) that had already decided who would live and who would die. I can't even remember their names...
    This wasn't how an XCOM game should be played. I needed to see the numbers and make my own mistakes. I needed to rename my soldiers, give them different hats, and carefully fret over each decision I'd make on their behalf. Happily, this is exactly what the next two hours would look like.
    And I enjoyed it. The game may be set 20 years after we lost the war in XCOM: Enemy Unknown, but mechanically it all feels pretty familiar. You'll still be playing a game of two halves: either controlling a small squad of troops on the ground, or managing a base (albeit one that now exists within a repurposed alien supply craft). If you didn't enjoy what Firaxis accomplished with their 2012 reboot, don't expect this to be the game that changes your mind. But if you did, XCOM 2 offers the kind of improvements that make the game feel fresh, without losing what I enjoyed about the previous title.
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