In XCOM 2, the roles have been reversed, and XCOM is now the invading force. They are hampered by limited resources and must constantly evade the alien threat in their new mobile headquarters. Players must use a combination of firepower and stealth-like tactics to help XCOM recruit soldiers and build a resistance network, while attempting to expose the evil alien agenda and save humanity. XCOM 2 will introduce gameplay features such as procedurally-generated levels, which will make each experience unique to the player, as well as offer a much deeper level of modding support. Additionally, XCOM 2 will offer a variety of new content including five updated soldier classes, increased soldier customization, more alien and enemy types, evolved tactical combat and more.
This post has been edited by Rei7: Aug 7 2015, 05:58 PM
Over the next month IGN will reveal huge details about XCOM 2, uncovered during our visit to Firaxis’ Maryland studio. Tomorrow you’ll get an in-depth overview and interview with Creative Director Jake Solomon that’ll highlight the major new features, including new soldier classes, new aliens, stealth-infused tactics, procedurally generated maps, and more. Following that, we’ll have a Rewind Theater examination of all the details in today’s trailer reveal with Solomon and Lead Producer Garth DeAngelis.
And, later this week we’ll go in-depth with Solomon and DeAngelis on the reasons behind the bold move to take XCOM from a multiplatform series to a PC exclusive, and how XCOM 2 will be tailored to take advantage of that single platform’s strengths – followed by Firaxis’ exciting plans to support modders and their work.
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Features to be brought into XCOM 2:
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- soldier inventory mechanic in battlefield from the old XCOM. - enemies will not spring into cover when spotted unless the soldier engage the enemy unit or your soldier spotted by enemy unit during their turn. (stealth mechanic + cover system like invisible inc.) - downed enemy's weapon and gadget will have time limit like meld back in XCOM EW - two move radius is back and it gets an improvement waypoint (i guessing no accidental click to open up a door back in EU/EW) - each map will have different secondary objectives to complete - extraction can be called at anywhere on the map [?] (not sure do we need to go back to the starting point and hit the abort mission button) - alien enforcers (human on alien side) sometimes have alien commander tag along. - the new sectoid in XCOM 2 can mind control your troops at the start (aka sectoid commander at low ranking in this game?) - melee weapon is confirmed - more soldier customization
» Click to show Spoiler - click again to hide... «
Features to be brought into XCOM 2:
» Click to show Spoiler - click again to hide... «
- soldier inventory mechanic in battlefield from the old XCOM. - enemies will not spring into cover when spotted unless the soldier engage the enemy unit or your soldier spotted by enemy unit during their turn. (stealth mechanic + cover system like invisible inc.) - downed enemy's weapon and gadget will have time limit like meld back in XCOM EW - two move radius is back and it gets an improvement waypoint (i guessing no accidental click to open up a door back in EU/EW) - each map will have different secondary objectives to complete - extraction can be called at anywhere on the map [?] (not sure do we need to go back to the starting point and hit the abort mission button) - alien enforcers (human on alien side) sometimes have alien commander tag along. - the new sectoid in XCOM 2 can mind control your troops at the start (aka sectoid commander at low ranking in this game?) - melee weapon is confirmed - more soldier customization
most important of all, PC exclusive!
that means no dumbed down features to cater shitfuk.
Hmmm... does that mean we actually lost the first war and now the aliens are in control while XCOM is reduced to a group of anti-establishment military organization?
Hmmm... does that mean we actually lost the first war and now the aliens are in control while XCOM is reduced to a group of anti-establishment military organization?
Most likely after the last event, XCOM is destroyed although we won the mission.
Remember that the world is actually under assault, we were only responding to a few incidents. The last mission shows that we were just being tested to see if we as a race were worthy of something. Where other races were also tested for ascension, they failed but is still absorbed as thralls for the alien conglomerate.
Most likely we pass the test and is absorbed to the alien culture by force to 'use' us for some other hidden reason. Hence the world is now controlled by aliens and the surviving XCOM must restart and resist.
In the last game, when you lose the game it shows how the council is mind controlled to close XCOM down. Won't be surprised if that happened anyway regardless if you win or lose.
This post has been edited by Skidd Chung: Jun 3 2015, 06:59 PM
0:00:32 - Alien cities are traps to lure in citizens for mysterious purposes; they're built on top of real-world cities.
0:02:47 - XCOM appears, starting concealed. Civilians might be alarmed by you sneaking around and alert the aliens to your presence.
0:03:30 - The idea behind the statue is that you can't be quite sure if the alien is picking the human up or leaving him behind.
0:04:15 - Ethereal sighted! Sort of.
0:04:38 - You'll have to avoid street scanners.
0:05:12 - Sectoids and Advent troopers communicate.
0:06:03 - Our intro to the XCOM classes and their robot pal, the Gremlin drone.
0:07:07 - Sharpshooter is using an upgraded weapon. Weapons are scavenged and upgraded with parts acquired from looting.
0:09:09 - How ambushes work to counteract the scamper. "We heard the scamper stuff loud and clear. There are actually a lot of ways around scamper."
0:10:06 - Advent use magnetic weapons, aliens use plasma.
0:10:22 - Vipers are the "true form" of the Thin Men. "Earth is their planet, so they don't have to hide anymore."
0:11:34 - "These weapons will wreck the environments. We've even gone so far that floors and ceilings are destructible."
0:11:54 - The Gremlin's stun is an area-of-effect weapon that also does minimal damage.
0:12:09 - "That's her bind. But the dangerous thing about the Viper is she doesn't need to find you. She can reach out with her tongue and pull her to you."
0:13:00 - "Aliens are much stronger - you really can't go toe-to-toe soldier-to-alien."
0:14:00 - Sectoid appears. "These are game assets...What the player is going to see in-game, these models are reflective of that."
0:14:36 - Melee combat. "The Ranger's great. They can deal a ton of damage with their sword, but that's a really risky move." "The Sectoid can mind-control you early."
0:15:30 - "You can carry your squadmates, and you have to carry your squadmates sometimes if they're hurt badly." "If there's a mission where you have to evac at the end, you're not going to want to leave your soldiers and their gear behind."
0:16:34 - You can call a Skyranger in anywhere on the map in most mission types. "As long as it's in a space where the Skyranger can hover." You can still be killed as you try to reach the exit.
0:17:16 - "The player gets to play in a wide variety of environments, and some of them are out in the wilderness where people probably wisely don't want to move into the cities, and XCOM often operates on the edges."
0:17:58 - The Avenger rises out of the canyon. "The idea is that the player's on the run, and they have a base now that is mobile."
0:18:55 - "The idea is that XCOM games have had so many subtitles, we felt it was time to clarify that this was the next step for the franchise, so it made sense to put a 2."