I really enjoyed Enemy
Unknown for the PS3 (never played the expansion/DLC) and was
delighted when the sequel came, after some delay, to consoles. I
wrote this review right after completing a single playthrough on the
standard (Veteran) difficulty, and amended it following the 1.02
patch (which makes some improvements I’ll mention below).
Gameplay
The doom counter of the
previous game more or less makes a return, with the Avatar project.
It’s an unknown project of alien dodginess, and if the counter
fills all the way and the countdown hits zero, it’s game over for
mankind. The counter can be reduced by progressing with story
objectives and completing missions, and advances sometimes naturally
over time, and sometimes in response to mission failures.
A second part of the
overall strategy are the Dark Events. These are basically Bad Things
(for example, doubling the cost of new recruits for a month, or rapid
Avatar project progressions) that can happen. When you have a choice
of mission you’ll need to weigh up the Dark Event that particular
mission will avert, the potential rewards and how difficult it is.
But you can only do one. The others (usually two) will go undone and
those Dark Events will not be averted. XCOM 2 doesn’t give you a
pain-free option.
Missions usually have a
turn timer. Fail to complete it within that turn and, at best, the
mission is chalked up as a failure and a Dark Event proceeds, or, at
worst, your squad will not be evacuated and everyone still on the
ground will be captured. I’m not one generally in favour of such
things, but it does actually work very nicely because you can’t
just crawl forward with multiple overwatches and one chap running
forward. It creates stress between the need for safety (losing
soldiers is very easy) and the time limit on the mission, so you need
to take risks and use your limited resources wisely. Do you use a
one-shot heavy weapon on the first enemies you meet to maximise the
chance of killing them without suffering any damage at all, or do you
save it in case more difficult enemies lie ahead?
Otherwise the mechanics
are very similar to the previous game, with full and half-cover,
multiple classes (four to start with, the Psi class requires a new
structure in your base), and flanking bonuses. The skills have been
nicely rejigged.
There’s a wide
variety of customisation on both a cosmetic and gameplay level. You
can alter the appearance, voice, name, nationality and biography of
every soldier, and equip them with a variety of armours, weapons and
extra items (grenades, ammunitions, medkits and so forth).
The classes (I have
limited experience with the 5th, Psi) are extremely
well-balanced. Not only that, but at each rank (past the first, which
assigns class) there are two skill options of which one can be
picked. Most of these present interesting choices, and can feasibly
be used to create substantially different soldiers (you might have
two Sharpshooters, and make one focused on pistol skills and the
other on sniper rifle skills, both being very useful).
You can also create
your own characters in the character pool, which means they’ll
persistently appear in your games. So you can have Zhuge Liang,
Nicephorus Phocas, Arthur Wellesley and Benjamin “Dizzy Rascal”
Disraeli in your squad. Unfortunately, and unlike the PC version, it
does not seem possible to either export your soldiers so others can
download them, or to download any (excepting some the developers
made). That said, still a cool feature.
The counterpart to the
missions is, of course, base-building. This time the base is an old
alien ship, but functionally it’s very similar to the old base.
It’s been streamlined, which is usually code for dumbed-down, but
here the streamlining actually works very nicely. Facilities can be
upgraded, often by employing engineers (which may reduce research
times on Proving Ground projects, or increase radio capacity), so you
could choose to have two bog standard radio facilities or just one,
but fully upgrade it. However, whilst facilities are affordable,
getting everything is tricky so, as ever with XCOM 2, you need to
prioritise.
One big advantage of
the base aspect over the previous game is that the latter was a bit
passive. You had to wait for aliens to do things. Here, there’s
always *something* to do, whether that’s contacting new rebel
groups, scanning for Intel, visiting the Black Market or doing
missions.
Story
Surprisingly, Firaxis
has managed to make the story both less linear and more interesting
than the last game. The narrative’s a bit stronger and there’s a
fair degree of flexibility as to the order you do things.
The basic story is
thus: the aliens won. Earth is under their control and Advent (think
a global version of Vichy France) is governing a cowed people subject
to widespread propaganda campaigns.
You, the Commander, get
rescued from stasis by Bradford (the only main character to survive
from one game to the next) and set about building a resistance
movement and slapping the aliens across the face with the giant
haddock of righteous indignation.
Graphics
As you’d expect,
these are a bit step up from the previous game. There are some
graphical glitches, with the frame rate occasionally stuttering (not
a major issue with a TBS game) and the camera can sometimes be dodgy
when trying to throw a grenade (only for the roof to get in the way).
Generally, a good-looking game without being ground-breaking.
Sound
The main characters are
nicely voiced, but the soldiers are where the improvement really
comes from. No longer does the vaunted world-wide organisation only
recruit people able to speak in an American accent. Now they speak in
American, British, French, German, Spanish and Italian accents. A few
more (Japanese, Chinese etc) would’ve been nice but there’s
substantial improvement.
The effects of weapons
fire and grenades remains good, and there are now fire effects, so
you can hear the sizzle as the building around you is consumed by
flames (and might partially collapse).
Music is good but
prolonged loading times can make it a bit wearing (see the Bugs
section).
Longevity/replayability
I’ve only played it
once (hard to guess play time because I took a long break in the
middle, but it took me perhaps 20-30 hours), but I think the game
will have excellent longevity. Even on the standard difficulty it can
be a serious challenge, and with two higher tiers and the Iron Man
mode (no loading, it auto-saves after every action) there’s a lot
of replay value.
Maps are procedurally
generated, meaning you can’t just memorise the layout of critical
missions.
The first thing I did
after finishing it was start a new game on the same difficulty, but
Iron Man mode.
Bugs and Other Issues
There are numerous
bugs. Most are minor. Sometimes when an alien arrives their
appearance is a little glitchy. The old XCOM problem of shooting
through walls recurs (although this seems to be true for both humans
and aliens).
More seriously, the
game does crash sometimes (I’d guess once every 8-10 hours or so
for me). The auto-save is so frequent it doesn’t result in much, or
any, lost progress but obviously it’s still not great. Load times
are long. Very long. Early game it’s fine but late game you can be
looking at 5 minutes plus. However, Firaxis have recently released a
patch which reportedly fixes that problem. [Update: with the 1.02
patch this doesn’t appear as bad. I’m fairly far into an Iron Man
campaign and the problem seems diminished or absent].
Also, if you get a free
mini-DLC be aware at least one item (the ski-mask, I think it is. In
appearance, a balaclava with mouth and eye holes) means you can’t
use a character with it. [Update: the 1.02 patch seems to have mended
this].
Most importantly, you
can make characters from the UK. Or Scotland. But not England or
Wales. This is clearly in need of correction.
After two very late
missions (the game tells you when you reach the point of no return),
there are cutscenes which are followed by a few minutes of black
screen, then the scenes replay and all continues normally. Just be
aware of this.
Conclusion
A fantastic game that
improves in almost every way on its predecessor, but which is
hampered by technical flaws mostly corrected by the patch. I’d say
it’s a 9/10 with the patch, and 8/10 without.
Thaddeus