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XCOM 2 serves a very different kind of strategy

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  • XCOM 2 serves a very different kind of strategy

    When XCOM 2 was announced earlier this month, it wasn't quite the sequel I was expecting. I had always assumed the follow up to XCOM: Enemy Unknown would simply be more of the same, with alien forces launching a new invasion after recovering their strength in the far reaches of space. Instead, we glimpsed a future in which man and alien share an integrated society filled with guarded checkpoints, propaganda films and nods toward strange eugenics initiatives. The XCOM project has been pushed further to the fringe, continuing as a guerrilla unit trying to upheave this ordered society in any way they can. Hang on! Did we lose the war?
    Indeed we did. Sorry, commander. The good news is that XCOM 2 is a very different game for our collective failure: seeing the impact of this shiny new premise in a behind-closed-doors demo instantly made XCOM 2 one of my most anticipated games of the year.
    For the sake of context, think back to when Bloodborne arrived on PS4, taking away the beloved shield that was such an essential part of Dark Souls and its sequel. This small subtraction carried massive gameplay implications - the tried and tested dodge-shield-strike style of turtling gameplay, embedded so firmly in our muscle memory, was no longer viable. Aggression became the new law, turning Bloodborne - and you as a player - into an entirely different beast altogether.
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