With release now a week away, I thought I'd beat the hype drum for a game that's been shaping up beautifully in the months before release.
Hypey-Hype Trailer: https://www.youtube.com/watch?v=-pJHto4YWms
With that out of the way...
TEN GOOD THINGS
1. The randomized maps are looking excellent. Naturally they're shuffling assets around, so it's not like everything is as fresh as just-baked bread, but shuffling assets around is better than stumbling into the same motherfucking construction yard for the 55th time in a row. For those who engaged in Marathon play or Long War, map repetition became a serious strain on investment.
2. The horrendous air war/interceptor combat is gone. This tedious, non-interactive mini-game was a blight, and forced the player to choose between necessity and enjoyment when investing funds in research and tools. It was also hell in longer games, as you'd run into an endless parade of down UFOs, each one requiring a nigh-identical mission to raid a copy-paste ship model. XCOM 2 features a wide variety of mission types.
3. No more satellite spam. XCOM 2 has a completely re-designed strategic layer. There was emphasis placed this time on "no single path to victory". Could it turn out bad? Possibly, but I'll take an unknown over something that I know stinks.
4. Battlefield loot replaces meld as the "impetus to push yourselves a little further, extend out of your comfort range". Rather than an abstract resource, aliens will now drop gear that must be manually collected off the battlefield.
5. Vastly improved soldier customization, including everything from scars to eyeglasses to cigars to a variety of different ATTITUDES and personalities. Now it will hurt thrice as bad when your favorite is murdered. Even weapons can be customized and made unique, through mods and individual skins. A weapon can end up being a "character" in and of itself.
6. The game features an entirely new stealth mechanic, and XCOM forces start most missions stealthed, allowing players to set up overwatch traps and choose the grounds for their initial engagement. Aside from adding a new layer of complexity, this has the added bonus of accelerating the opening phase of missions. There's no longer a requirement to creep forward carefully, attempting to avoid triggering more than a single alien pod.
7. Wider variety of destructible terrain, including roofs. You can now blow a skylight in a building if you so choose.
8. More visual/obvious implementation of armor/damage reduction mechanics. No more "surprise!" when your shot does half the expected damage.
9. Designed from the bottom up to be mod-friendly. In fact, the makers of the game's most famous mod, Long War, and now founders of the new "Long War Studios" have partnered with Firaxis to deliver day-one mods. Players will be able to easily mod/tailor their experience to their liking, allowing you to dynamically tailor difficulty. And it won't be more than a few months before total conversions and other large scale mods start making appearances.
10. Firaxis sent out preview copies many weeks in advance to well known streamers, and content has already been thoroughly tested. Without exception, the reception was overwhelmingly positive. Beaglerush said that in some 2000 hours of XCOM the XCOM 2 missions were amongst the most fun he'd had, Total Biscuit showered it with unreserved praise, and Northern Lion, ChristopherOdd, et al held lengthy Let's Plays. Firaxis has tweaked the game's balancing as well after Beaglerush discovered an AI exploit.
BONUS ACTUAL DISCUSSION VALUE
1. Are you planning on getting XCOM 2 for launch? Yes? No? Why? Why not?
2. What difficulty level are you planning to undertake? Easy? Normal? Commander? Legendary? Or whatever the Long War sadists have cooked up?
3. Anything about the game that worries/disappoints you?
EDIT FEB 1: Reviews are now coming out.
http://www.metacritic.com/game/pc/xcom-2/critic-reviews
Hypey-Hype Trailer: https://www.youtube.com/watch?v=-pJHto4YWms
With that out of the way...
TEN GOOD THINGS
1. The randomized maps are looking excellent. Naturally they're shuffling assets around, so it's not like everything is as fresh as just-baked bread, but shuffling assets around is better than stumbling into the same motherfucking construction yard for the 55th time in a row. For those who engaged in Marathon play or Long War, map repetition became a serious strain on investment.
2. The horrendous air war/interceptor combat is gone. This tedious, non-interactive mini-game was a blight, and forced the player to choose between necessity and enjoyment when investing funds in research and tools. It was also hell in longer games, as you'd run into an endless parade of down UFOs, each one requiring a nigh-identical mission to raid a copy-paste ship model. XCOM 2 features a wide variety of mission types.
3. No more satellite spam. XCOM 2 has a completely re-designed strategic layer. There was emphasis placed this time on "no single path to victory". Could it turn out bad? Possibly, but I'll take an unknown over something that I know stinks.
4. Battlefield loot replaces meld as the "impetus to push yourselves a little further, extend out of your comfort range". Rather than an abstract resource, aliens will now drop gear that must be manually collected off the battlefield.
5. Vastly improved soldier customization, including everything from scars to eyeglasses to cigars to a variety of different ATTITUDES and personalities. Now it will hurt thrice as bad when your favorite is murdered. Even weapons can be customized and made unique, through mods and individual skins. A weapon can end up being a "character" in and of itself.
6. The game features an entirely new stealth mechanic, and XCOM forces start most missions stealthed, allowing players to set up overwatch traps and choose the grounds for their initial engagement. Aside from adding a new layer of complexity, this has the added bonus of accelerating the opening phase of missions. There's no longer a requirement to creep forward carefully, attempting to avoid triggering more than a single alien pod.
7. Wider variety of destructible terrain, including roofs. You can now blow a skylight in a building if you so choose.
8. More visual/obvious implementation of armor/damage reduction mechanics. No more "surprise!" when your shot does half the expected damage.
9. Designed from the bottom up to be mod-friendly. In fact, the makers of the game's most famous mod, Long War, and now founders of the new "Long War Studios" have partnered with Firaxis to deliver day-one mods. Players will be able to easily mod/tailor their experience to their liking, allowing you to dynamically tailor difficulty. And it won't be more than a few months before total conversions and other large scale mods start making appearances.
10. Firaxis sent out preview copies many weeks in advance to well known streamers, and content has already been thoroughly tested. Without exception, the reception was overwhelmingly positive. Beaglerush said that in some 2000 hours of XCOM the XCOM 2 missions were amongst the most fun he'd had, Total Biscuit showered it with unreserved praise, and Northern Lion, ChristopherOdd, et al held lengthy Let's Plays. Firaxis has tweaked the game's balancing as well after Beaglerush discovered an AI exploit.
BONUS ACTUAL DISCUSSION VALUE
1. Are you planning on getting XCOM 2 for launch? Yes? No? Why? Why not?
2. What difficulty level are you planning to undertake? Easy? Normal? Commander? Legendary? Or whatever the Long War sadists have cooked up?
3. Anything about the game that worries/disappoints you?
EDIT FEB 1: Reviews are now coming out.
http://www.metacritic.com/game/pc/xcom-2/critic-reviews