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XCOM 2

Written by: Adam "ManKorn" Korenman, CC2K Video Games Editor


The World of Tomorrow

X-COM has always been a rather attractive series, even back in its 32-bit glory. In the sequel, Firaxis wants to take players away from the familiar battlefields and place them in entirely new environments. Snow-covered hills, futuristic cities, and scorching deserts are just a few of the proposed templates. Even more exciting is the concept of a procedural generation for new maps. Using advanced templates and modular buildings, the computer can craft complex worlds in seconds, allowing for randomly generated maps that still provide unique tactical choices. What it comes down to is a gameplay experience unlike any other. 

In addition to new worlds, the tactics are changing as well. No longer are players forced to give away their positions before engaging the enemy. One of the biggest complaints from the original game came from aliens always having the advantage of reacting to contact. You would move forward on the battlefield, be spotted, and the creatures would immediately seek cover (or go into Overwatch and put you in a dangerous position). 

Now, your ragtag group of soldiers can scout out enemy positions and take the first shot. If you coordinate right, you might be able to knock out their heavy troops before they even know you’re there. Guerrilla warfare will be a new concept for the series, and one that could shake the dust off the genre in a big way.