XCOM 2 is promising scarier aliens and a more frightening experience. PC Gamer has more.
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“The aliens are brutal in XCOM 2,” says lead producer Garth DeAngelis. “I’m really proud of that. If you look at the Sectoid, for instance, of Enemy Unknown versus XCOM 2, the Sectoid in Enemy Unknown could mind-merge and they could shoot their gun. They can shoot their gun in XCOM 2 as well, but they can also do an attack called ‘mind spin’, which will panic or disorient you. Or mind control you. That can happen as well. The first alien in the game can mind control you.”
That isn’t what happens in my playthrough. It’s the second mission, and, after battling through Advent troops, I’m now experiencing my first alien encounter. One of my soldiers is now on fire. The Sectoid waves a hand, and a psionic purple tendril reaches out to a dead Advent soldier. He gets up. It turns out Sectoids can reanimate people, too. This is bad. The zombie has the drop on my burning soldier. I have been outflanked by a corpse. My soldier is able to take down the reanimated agent, but not before he removes a significant chunk of her health. A turn later, uniform aflame, she succumbs to the fire.
DeAngelis smiles as I recount my experience. “That’s great to hear,” he says. “You have the Advent administration on the front lines. They’re tactically interesting to fight, but we want the surprise—the really cool stuff—to come from these aliens that are emerging from the shadows as the XCOM resistance grows stronger. In this world they’ve always been behind the scenes. Humanity doesn’t really know if the aliens are there or not. They just know there’s this Advent administration that are their saviours. And now XCOM is pulling these more sinister aliens to the front, and you have to fight and face them.”
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