I have successfully completed XCOM2. And I am not entirely sure I will be playing again.
There is a lot to like about the game. If you enjoyed the first XCOM reboot, this one will likely be right up your alley as well. Good turn-based tactical games are hard to come by, and this is decent. There is also the Civilization-esque “one… more… turn…” element when it comes to researching new technology or building new rooms; it is technically just watching a clock spin around, but you occasionally get “interrupted” with critical missions, which you finish, then want to the research to finish before closing the game, but then a new mission… etc.
That said, there are just some core design decisions that I just don’t like.
The biggest one – which admittedly hasn’t changed from the first game – is how enemies get a “free turn” when you first discover them through the fog of war. I mean, I get it, a squad-turn based game needs some sort limitation set so that a scout running around doesn’t let your team instantly mow down tightly-grouped packs of enemies before they can react. Still, I hate it every time, and it warps my tactical considerations in an entirely metagame way. For example, it immensely dissuades melee units, because they can inadvertently reveal new enemies in the middle of a turn, which then causes your team to get hosed out of nowhere.
Another arguably “unfair” criticism I have is the mostly binary damage model. Firaxis isn’t doing anything out of the ordinary here – tactical turn-based games are tactical. But when you have a dude sporting a minigun that sprays plasma rounds at an enemy from 10 feet away, missing a 68% chance to hit and dealing zero damage strains my suspension of disbelief. Missing a sniper shot is fine. Even a few shots with an assault rifle is okay. But shotguns and miniguns should be doing something to your target provided you pointing it in their general direction.
The last problem I have is the same one I brought up with my Impression post. Namely, the wildly uneven difficulty. Early game Sectoids mind-controlling a squad member when you can only field 4 at a time is ridiculously punishing. But by mid-game? My forces were almost untouchable.
I mean, it matches the narrative of a scrappy resistance slowly taking the upper-hand against highly advanced aliens. At the same time, the actual gameplay element immensely suffers due to it. Ironman mode might make things more difficult simply because of it exacerbating the problems outlined in the prior two paragraphs, but the fundamental problem is that more options = easier game. Throwing higher health enemies with extra armor at me does nothing when I can dance around them with Mimic grenades, grappling hooks, and wrist-mounted rocket launchers.
I bought XCOM2 via Humble Monthly bundle for $12, and it has generated 40+ hours of relatively enjoyable gameplay. It is entirely possible that something like the Long War 2 mod could generate even more. So, yeah, I can highly recommend this game. I just can’t particularly say that I want to play it anymore.
Posted on March 6, 2017, in Review and tagged Few More Turns, RPG, Tactics, XCOM 2. Bookmark the permalink. 1 Comment.
Long War 2 basically fixes all of your issues but the first (enemies still get to react when discovered), while expanding on the ‘other’ stuff with region management and tossing new mission types at you. Prolly not a terrible idea to take a little XCOM2 breather, but I think you’d enjoy another go at the game with the mod. Ironman mode I’d say is 50/50. On the one hand it greatly increases the risk/reward feeling, and you already know the basics so you don’t need to learn them. On the other, XCOM to me isn’t a ‘play over and over’ style of game.