


XCOM 2’s biggest improvement over its predecessor is its new classes. There is a huge expansion of available tactical options in combat, largely thanks to the entirely re-worked class system. Peer just beneath the surface, however, and you’ll find a lot of changes and tweaks to the way just about everything works in XCOM 2.

Oh, and you still get irrationally attached to the soldiers under your command. Moving your ragtag squad around the battlefield – setting up strategies and improvising on the fly when it all goes to hell, is so much fun you’ll undoubtedly lose countless hours to XCOM 2 just from the strength of the core gameplay alone. Which is no mean feat, as it felt pretty damn perfect last time around. The heavily addictive, turn-based, isometric strategy combat is as good as its ever been, refined to near perfection. The core XCOM gameplay is entirely intact, of course. Firaxis could easily have slapped the number ‘2’ next to the XCOM name, added some new cutscenes, and probably released the game to mass critical acclaim, so the fact that they decided to take a few risks with a revamped class structure, entirely new enemies, and some not-insubstantial changes to gameplay, is to be commended. Enemy Unknown (and its expansion Enemy Within) were stellar games. Firaxis have taken the opportunity to bring a whole host of changes, big and small, to the XCOM series that they revitalised four years ago.

What remains of a shattered XCOM must regroup and find a way to reignite a global resistance before it’s too late. Now Earth is ruled by the Advent Coalition, a government ran by the Elders with a sinister agenda that could threaten all of Humanity. It’s been 20 years since the aliens invaded – XCOM failed, and the leaders of the world had no choice but to surrender unconditionally to the invading alien forces. XCOM 2 is the highly anticipated follow-up to the 2012 critical hit XCOM: Enemy Unknown.
