XCOM 2 PS4 Review
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Patch Version: 1.06
Having never
played the first rendition of XCOM, all I knew going into XCOM 2 was that it was a strategic turn-based game.
The first
mission guides you through the basics of
movement and combat utilising a squad of two to get the drop on some enemy
combatants. The tide quickly turns though, and before long you'll find
yourself on the back foot, especially if you do anything other than what is
suggested.
I was
impressed, however, by how XCOM 2 seamlessly switched from its top-down perspective to mini cutscenes showing
me close-ups of the action. A nice
touch for sure.
Gameplay, so
far, has consisted of me 'commanding' my team into positions and choosing from combat actions, which consists of: attack, shoot first if the enemy get close enough and hunker down for defence
bonuses.
However,
having completed this tutorial mission I'm surprised by what I encounter next.
A base type building game akin to the mobile phone game Fallout Shelter.
I wasn't
expecting this at all, and it's not a negative, the problem is, from here on
out the learning curve spikes.
On the surface, it seems simple, but there is a hell
of a lot to this part of the game to get your head around. It has
everything you can think of. Resource management. Room management.
People management. And the missions all tie in. Some, which
are completely played out on the bridge, which is where the main world map
is displayed giving you a real-time world
overview of your current goals and objectives, but also the enemies progress to
something they call the Avatar Project. I'm not sure as to what happens
if that completes as yet, but it can't be good.
However,
after three hours, I've spent more time either in cutscenes, on this map
speeding up time to scan things or loading than actually being in game with my
team.
This is not
what I was expecting, and I’m wondering... is this what XCOM 2 is all about?
Initial Score after 3 hrs of play
Overall Impression
Having played
XCOM 2 now for 32 hours and completed the game on my first attempt, I have to
admit, I was impressed and enjoyed it.
It's not a
flawless game and clearly struggles to handle itself
at times on the PS4, the console struggling with the A.I. calculations during
their turns and slowing down or stalling for a few seconds, but this seemed to
occur more so in the latter portions of the campaign opposed to at the start.
I also encountered a crash, which completely rebooted my PS4, but
considering my total playtime, this hardly disrupted me since it only occurred once.
One thing
that did disrupt me though was the horrible loading times. The worst of which
being 3 minutes, but on average were around 2. They only occur when
loading in or out of a mission, which is more of a problem at the start than
towards the end of the campaign as the missions get longer opposed to being quick
and easy in the beginning. On the flip
side, this really made me question my decisions whilst in game and truly think
before making a move. Why? Because if I needed to reload a checkpoint it
was just as painful and long to load.
Another thing
that was particularly bad was the camera when XCOM 2 switches to the cutscene
modes or when automatically attempting to show enemies during their turn.
Though it will work for about 80% of the time, for the remaining 20% it will
fail to focus on the action, instead, will either show the wrong area entirely,
a close up of some random in-game object
that obscures line of sight, or worse, tease you by showing just enough yet
misses the damage inflicted.
However, when
you weigh this against all the positives XCOM 2 has going for, it's an
annoyance, nothing more.
In regards to
gameplay, the ground missions, which revolve around you taking a squad of four
into battle (that can be increased to six later
on), consist of you taking it in turns to perform two actions for each
character. Normally, this consists of moving your team members into optimum
positions, to either defend or attack, or
simply moving them towards the objective.
If you do
choose to attack it will end that character's turn regardless, whereas, if you
choose to move first, you can then attack or perform a second action.
Blue highlighted squares indicating it will cost one turn. Yellow,
indicating it will cost two and ending that character's turn once they have
reached it.
There are
some skills certain class types have that can enable you to attack without
using one of your two actions, and also skills that allow you to move once
without losing a turn, but these only unlock later as your upgrade your team
members.
Speaking of
which, there are four class types to choose from, each class having different
skills and strengths, as well as making use of different weapons.
Furthermore, not only can you alter their load outs, XCOM 2 enables you to
tailor the squad for the battle beforehand, the mission screen detailing the
enemy types you are going to encounter before being tasked with choosing your
team.
Adding
further complexity to this is the skill tree for the character classes.
Every time a squad member levels up you are presented with a choice
between two different skills for that particular rank. The skills being
different depending on the class of the squad member too, which further allows
you to tailor the experience.
If that
wasn't enough, you can even alter the look and appearance of each squad member
via their character screen, which allows quite a diverse array of options to
personalise their appearance. Even your weapons can be upgraded and
decked with mods. The depth of this system is impressive indeed.
It is because
of all these modifications, upgrades and personalisation that the ground
missions are so intense. Why? Well, if someone dies in the field
they are KIA and permanently dead. Lost forever! You will even lose their
gear and equipment if you don't consume someone's turn to go loot their corpse.
It certainly
keeps you on your toes as you become more and more invested.
This threat
of permanent death though is not the only reason to be strategic and careful on
the battlefield. Every time a team member takes damage they become
wounded. The more wounded they are, the longer they will have to
recuperate before going into battle again. You can decrease this time
though by visiting your H.Q. and selecting the relevant option, which will add
a bonus to healing every day that passes. You can also construct a room
that functions as a high tech medical bay, which further reduces the downtime.
Sometimes
though, escaping unscathed is just not possible. As such, recruiting new
people to your team is also another facet of the game you’ll have to manage.
As well as soldiers, there are scientists and engineers to keep your eye
open for. These can either be purchased once a month from your H.Q. or a
black market, or gifted as rewards for
certain missions.
Either way,
taking your best members into the battle every time might not be the best
option. You don't want to risk injuring them all and missing that important
mission because your B-Team, as it were, is not strong enough, or worse, you
don't even have anyone ready to enter the mission with.
As well as
the ground missions, you will also spend a good chunk of the game on the
command vessel, either in research, where you can have your chief scientist
perform autopsies on the enemies you've encountered to unearth new technology
for your squads to use, or on the bridge, which houses the world map, which is
how you command your vessel, sending it all over the world to perform scanning
missions to gain rewards and make contact with new resistance camps, all of
which opening up new opportunities.
Whilst you
are on this map, everything you do will advance the time at an accelerated rate.
Even doing nothing will see the hours pass. It is only when you are
either on a ground mission or in the other command vessel's menus that the time
doesn't increase. A good thing too, because you'll also be spending a bit
of time in the ships construction rooms, from which you can build various
different rooms with varying purposes to aid you in a varieties of ways.
For instance,
if you need to increases the amount of resistance H.Q. you can contact, there's
a room for that. Want to increases your squad's deployment size, there's a room
for that. Improve how your scientific team functions, there's a room for
that.
One thing I
will make note of though, is that paying attention to your mission objectives
early on is important, because building
the rooms that you think might be of use might not help you complete certain
objectives. And if you make a mistake, it will be costly to fix in the
form of time.
So why is
time so important? Well, every second that passes is a second where the
enemy attain a step towards their Avatar project. If this dark project is
allowed to complete, you will have 24 hrs (game time) to turn things around.
If you fail, it's game over. You
lose!
Reducing
their efforts towards this project can be achieved by completing certain
missions as and when they arise, which touches on the point I made early about ensuring you have a squad when needed most.
As for the types
of enemies you will encounter, XCOM 2 does not disappoint in that department
either. There's a decent array to contend with. Each of them bound to the
same rules of combat that I explained early, and all of them with unique
abilities for you to counter.
However,
there's a problem here, and that's the trial and error process of learning what
the enemy can do if they get the jump on you, and given the harsh KIA rules,
you are either forced to reload a checkpoint or allow the mission to fail and
try again, unless you don't mind permanently losing a member or members of your
squad whilst you push through to mission completion. But if you do decide
to reload or restart, as I've already mentioned, the loading times are
horrible.
For the most part, the game and all its features tie in and
weave together rather smoothly, the only serious bugs of note were a loud
repeating sound glitch I encountered, which didn't even fix itself after a
reload, forcing me to finish that one particular ground battle with the sound
on mute.
The second was an issue with a main mission
objective in another ground battle, it had been accidental destroyed by an
enormous enemy combatant. Problem was, that this didn't fail the mission,
and with the object in question now not interact-able,
my only option was to reload a save and use it before it happened again.
All of the
issues and annoyances aside though, the level of polish and thought in XCOM 2
is impressive. It's a very well-crafted game that is not just enjoyable,
it makes you think and plan you actions
with care. My only gripe is the learning curve at the start, there's a
few systems not really explained and you are just expected to figure it out.
However, I imagine that if you've played the previous version of XCOM 2
then you'll be able to hit the ground running.
If you
haven't played XCOM 2 but are a fan of strategic games, or was a fan of the
first one, then XCOM 2 won't disappoint.
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