XCOM 2
A turn‑based tactics game that combined squad‑level combat with global resistance management against an occupying alien regime.
Description
XCOM 2 was the direct sequel the 2012 reboot XCOM: Enemy Unknown, set twenty years after the events of its predecessor. Unlike earlier entries, the narrative assumed that humanity had lost the initial war, with the alien ADVENT administration ruling Earth through a veneer of benevolence while suppressing dissent. Players commanded the remnants of XCOM from a mobile base known as the Avenger, coordinating resistance operations across the globe while striking back against alien forces.
Gameplay alternated between two layers. On the tactical side, players directed small squads of soldiers in turn‑based combat, utilising cover, flanking, and overwatch mechanics. New systems included concealment, which allowed ambushes at the start of missions, and procedurally generated maps that increased variety. On the strategic layer, players managed resources, research, and facilities aboard the Avenger, balancing the need to expand capabilities with the pressure of the aliens’ Avatar Project, a doomsday countdown that advanced if unchecked.
The game introduced new soldier classes, enemy types, and mission objectives, while retaining the series’ hallmark of permanent death for fallen operatives. Presentation drew inspiration from contemporary science fiction cinema, with sleek alien cityscapes contrasting against the guerrilla aesthetic of the resistance. The soundtrack by Tim Wynn underscored the tension of both tactical encounters and strategic decision‑making.
Reception was highly positive, being praised for the concealment system, procedural generation, and the increased narrative emphasis. The game is widely regarded as one of the strongest strategy titles of its generation. DLC and a substantial expansion in 2017 added new factions, enemies, and systems that further deepened the campaign. It was ported to all major platforms, including the Nintendo Switch, and remains a benchmark for modern turn‑based tactics design, balancing punishing difficulty with emergent storytelling born from player decisions and soldier survival.
Datasheet
| Item Name |
|
|---|---|
| Item Code |
|
| Item Number |
|
| Series | |
| Type | |
| Genre | |
| Characteristics | |
| Territory | |
| Packaging | |
| Documentation | |
| Developer | |
| Publisher | |
| Media | |
| Players | |
| Peripherals | |
| Video Modes | |
| Classification | |
| Release Date | |
| Date Added |
|