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XCOM 2 - Preview @ The Escapist

by Myrthos, 2016-01-07 17:19:51

The Escapist has played XCOM 2 and penned down their findings.

There are numerous gameplay changes that make the experience distinct from its predecessors, but the most obvious and impactful is the strategy layer. While base building is largely the same as before, the actual map (Geosphere) brings some important changes. You're still scanning to pass time, but there will be options for what you're scanning on the Strategy layer. Whether you're contacting a resistance cell or searching for a supply drop, you're no longer simply waiting for a new alien craft to shoot down. Some combat missions are still a binary choice - do one and fail the other - but others like Supply Raids are another cost/benefit situation. Is it more valuable to get that resistance group on board for more funding this month, or get a payout from the Supply Raid mission?

Though base building itself is largely unchanged, you start with minimal research and engineering facilities, putting an emphasis on collecting scientists, rather than constructing laboratories. Engineers aren't just for building anymore, as some of the new structures can use an engineer for additional perks. The Proving Grounds, for example, can develop new equipment - completing the Experimental Ammo project can yield items like Tracer Rounds, which give an accuracy bonus to a soldier - but assigning an Engineer to the room will halve the time it takes to complete a project. You'll find most of your one-off gear here, which tends to be a bit more powerful than the general upgrades that are automatically available to all soldiers. EXO Armor is just too powerful to give for free to every soldier.

 

Information about

XCOM 2

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Strategy-RPG
Platform: PC
Release: Released


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