I am currently replaying
Red Alert 2 since it was available for free on Origin a while back, along with the
Yuri's Revenge expansion. And I for one was shocked, nay,
appalled at the fact that in the expansion both the Allied and Soviet campaigns are based off of a timeline where the Allies win the base game. All my Soviet playthroughs wasted! Destroyed! Utterly meaningless!
But seriously, the idea that me saving the world in that one X-Com game means that the world must stay saved forever is just... Silly. It also means you'd have to explain why you don't have boatloads of very high-level gear at the start of XCOM 2. Well I suppose without further alien materials to work with you can't create further advanced weaponry or armour, but still. Recruits with psychic potential would be practically unlimited, if nothing else.
But on a less whiny note, I agree with everything in this post:
Ihateregistering1 said:
I can understand why some people aren't too keen on this setting, but I think the "resistance movement fighting against the oppressive super-power that's taken over the world" is an awesome set up, and I actually think it lends itself much better to how X-Com actually plays compared to EU and EW.
For example:
-It now makes sense why you can only send small groups of Soldiers on missions, since it's risky to send a bunch of people, plus higher chance of arousing suspicion. Never made sense to me in EU or EW that even if I had 70 Soldiers sitting in the barracks, I could only send six on a mission. Also never made sense that I could only respond to one abduction taking place, even though I had tons of soldiers and more than enough money to afford more troop transports.
-It makes much more sense now that funding and resources are so limited. In EU, everyone on the planet knew an alien invasion was happening, yet you still had to beg to get funding from countries.
-Now it actually makes sense that you're outnumbered on missions.
-The idea of hitting strategic targets and slowly turning the populace against the aliens is just a great set-up, and I think will lend itself to way more interesting hard resource decisions that don't feel as forced as X-Com had (in other words, instead of "well you can only respond to one abduction mission because we say so", it's "is it worth possibly losing Soldiers to knock out this propaganda center just to hopefully get the populace a little more on our side?").
Anyway, totally psyched for the game and fingers crossed that it ends up being as good as it sounds.
The fact that you're playing a resistance force post alien invasion actually makes me much more excited for the game.