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Review: XCOM 2

VeolaParnell88945443 2025.12.17 23:47 조회 수 : 0

As the rescued and restored Commander, the player takes on a challenge and SLG Walkthrough campaign that is, in many ways, an inverted form of the original. Now operating as the resilient infection the aliens posed previously, the gameplay, mood, desperation, and constant threat of failure and death have been completely twisted. The main difference is the element of surprise: allowing players to operate unseen prior to attacks, scouting enemy forces, planning and executing ambushes, fundamentally changing the complexion of the standard miss


When it comes to strategy games, Civilization probably remains as one of the most memorable in the bunch. After all, it's this series that popularized the 4X genre, and it's staying strong to this day. Thanks to Civilization 6 , gamers can relive making a civilization from scratch and see it thrive with better graphics and gameplay. Moreover, the wide variety of world leaders to choose from can make for a ton of fun historical scenar


Some armors, like the Spider armor, will give soldiers the ability to use a hook to reach high places near them. This action is free, which often means soldiers can use it to cover great distances. Having the high ground is often very beneficial in XCOM 2, as it offers a +20 to aim, although players should be careful as it often also leaves soldiers exposed to multiple enemies. Being mobile in XCOM 2 is crucial, and having a free move can quickly turn the tide of com


There was a time when the revival of the science fiction franchise XCOM by Firaxis Games was seen as simply a small-scale, back-up title to the main event. But long before the squad-based shooter disappointed many, the traditional, turn-based strategy XCOM: Enemy Unknown had been launched to near universal acclaim, not only doing the brand justice, but reinvigorating the genre as a whole. The expansion Enemy Within doubled down on the fiction and gameplay - but it was **XCOM 2 ** that had the anticipation in its fa


XCOM 2's Ironman runs can provide a very rewarding experience despite these drawbacks. Having permanent consequences gives more weight to each decision and rewards good strategy. Properly managing the XCOM headquarters, identifying what missions are most valuable, and learning to move carefully while dealing with mission timers are all crucial skills players will need to master to succeed in Ironman runs, especially at higher difficult


The core thrill of seeing a squad erupt from 'Overwatch' to let barrages loose on an unsuspecting enemy is augmented by the new tweaks to Squaddie classes. The standards remain (Sniper, Grenadier, Specialist), but the 'Assault' class has been replaced with the fearless and furious Rangers. And before player assume the name means these fighters are ranged characters, realize that sprinting across a battlefield to unleash a sword attack point-blank has a distinct melee feel. The turn-based gameplay remains the same (although clearly increased in difficulty), leaving the fiction to inform the meaning of the mechanics - scrounging alien technology, attacking research centers and extracting assets - and in turn, letting the desperation of the campaign amplify the story ramificati


It's the kind of tense, story-driven stakes that have kept couch-based players on the edge of their seats, and thankfully, the controls have been adapted to a gamepad with as streamlined and intutitive a control scheme as could be hoped for. The controls will be second nature by the second mission or so, maintaining the tactical-over-twitch sensations. The only real cost of conversion to consoles is nagging framerate drops and flickering during cutscenes, specifically. They're noticable, and a shame; but if the game adapts the feel of playing the game, it's a worthy trade-off (especially with the troubled history of trying to make complex strategy games "work" away from a mouse and keyboa


Make no mistake: you will lose fighters in this game, and the developers make sure you're aware of it from the very start. And knowing now that each fighter is one of a dying breed, every death - every death - carries an extra sting of defeat and desperation (not to mention the always-looming threat of ADVENT launching a surprise attack on your base - potentially ending the campaign in one fell swoop). But as players learn to use surprise, squad tactics, and smart, not hesitant aggression, the reasons for Firaxis' changes make perfect se

Unfortunately, the biggest and most heartbreaking problem with XCOM 2 is from the technical side of things. For one, after almost every turn concludes and there are aliens on screen, the game will stall for upwards of a minute until finally giving you back control of the squad of characters. It could very well be unidentified aliens moving around in the background, but considering you don’t know how many there are, it will test your patience to an unfortunate degree. This combined with load times that hang for far longer than they should create an experience that will artificially extend your playtime clock. This isn’t even the worst part, though as we also ran into various crashes, enemies being able to shoot through geometry they shouldn’t be able to, out of the ordinary performance issues and some of the visuals going haywire. The controls can also be a little clunky at times when trying to select an enemy to fire at, although it’s far from the worst problem here.

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