Skip to main content

‘XCOM 2’ review

Agonizing yet addictive, 'XCOM 2' revels in the ecstasy of its difficulty

XCOM 2
‘XCOM 2’
MSRP $59.99
“XCOM 2 is one of the richest and best designed strategy games we’ve ever played.”
Pros
  • Everything great about Enemy Unknown, made better
  • Deep and rewarding strategic complexity
  • Punishing but fair challenge
  • Beautiful presentation
  • Full modding support at launch
Cons
  • None

Captain Tina “Butts” Belcher crouches behind the concrete embankment, weighing her options. Most of the squad has already escaped to the evacuation zone across the plaza, whisked away into the hovering Skyranger.

Tina, top-ranked sniper of the human resistance, had stayed behind to provide covering fire from above, giving her squad mates time to escape, but also allowing Advent reinforcements to close in on her. Already limping from an earlier grenade blast, Tina can’t withstand much more.

Across the way, recruit Akira Watanabe nervously fingers his assault rifle. The cruel calculus of XCOM leaves little choice: Akira leaps over the wall and makes a heroic dash, collapsing under a storm of laser fire, while Tina escapes to safety in the distraction. It’s harsh to make a sacrificial lamb of a fresh-faced recruit on his first mission, but tough choices must be made if we’re going to take back the Earth.

XCOM: Enemy Unknown (2012) was Civilization developer Firaxis’ extraordinary reboot of the classic ‘90s strategy series about leading a force of elite operatives to hold off alien invasion. Counter to the usual logic of sequels, XCOM 2 starts with the premise that you lost the first game. The aliens arrived, and humanity knelt. Now, 20 years later, a semblance of peace has been imposed by the joint alien-human Advent government. What remains of XCOM now leads a guerrilla insurgency, operating out of a stolen alien carrier ship to rally a global resistance and dismantle Advent’s sinister schemes.

An impossible board game

Not unlike Civilization, XCOM 2 is a bit like a board game that would be just a little too tedious to run with dice and cardboard. A handful of soldiers, each one of five specialized classes, drops into a procedurally-generated battlefield to complete objectives ranging from simply eliminating all hostile targets to rescuing civilians from terror raids, or kidnapping high-value assets. Each soldier gets two “action points” per round, which can be used for things like moving and shooting, and turns alternate back and forth between the player and Advent.

After individual missions, you’ll fly around the world in your mobile base the Avenger to gather resources and develop resistance contacts. Monthly income earned this way can be used to build equipment and facilities, train soldiers, and research new technology. In addition to the basic currency of supplies, secondary resources like intel, alien alloys, and even time must be carefully managed, and can be spent in numerous ways to develop your organization. Balancing these intersecting economies is reminiscent of European-style board games like Settlers of Catan or Power Grid. You’ll even need to decide whether you want engineers building new rooms or staffing existing facilities — a light worker placement mechanic.

Unlike real-time games such as Halo or Starcraft that tax your tactical decision-making with time pressure and twitch reflexes, XCOM gives you all the time you want to make each move. The challenge instead comes from giving you finite resources and hard choices, and XCOM 2 excels in providing just the right number of options at any given moment across all levels of the game.

Struggle fantasy

Staying true to the spirit of the original, XCOM 2 is difficult. Every time you start to feel confident in your operation, Advent will throw a horrifying new threat at you, forcing you to scramble and reevaluate all your tactics in response. Battles are won or lost by precious inches, and the game frequently forces you to choose the terrible option you can most stomach.

Lead designer Jake Solomon described XCOM 2 to me in an earlier interview as a “struggle fantasy,” inverting the usual video-game trope of making the player feel powerful. You’re the scrappy underdog, rallying against overwhelming odds.

Sacrifices must be made if we’re going to take back the Earth.

Although punishingly challenging at times, the game never feels unfair or capricious. When you’re caught off guard, it feels as though you could have made better choices earlier. When things do go well, the feeling of badassery is all the more potent because of how hard-earned victories are. Difficulty can be adjusted up or down at any time, however, to taste.

Playing normally allows you to “save scum” and reload to a previous turn when things go poorly, turning challenging situations into a sort of time-travel puzzle for how you can affect the best possible outcome. Many devoted fans, however, consider Ironman mode to be the true XCOM experience, automatically saving as you progress with no backtracking. Mistakes have irrevocable consequences in Ironman, making those choices all the more harrowing.

Underlining the game’s difficulty and providing the high stakes is the realistic convention that when your soldiers die or are left behind in a mission, they are gone forever. Your units also become more powerful, and gain new class abilities the longer they fight, creating a tension: The veteran soldiers you most want to rely upon are also your most devastating potential losses. Sometimes, you might even push a recruit like Watanbe into the grinder to save a vet like Belcher.

This is my squad. There are many like it, but this one is mine.

Besides stats, each soldier carries a wealth of tweakable cosmetic options, from eyes, hair, and ethnicity to scars, props, and headgear. There’s even a setting for “attitude”, which colors their animations and vocal responses with demeanors like “twitchy,” “by the book,” or “hard luck.”

As soldiers achieve higher ranks, more customization options open up. With enough effort, you can turn your team into your friends and family, neutral clones, or, as I did, the Belcher family from Bob’s Burgers.

XCOM 2
Image used with permission by copyright holder

Importantly, all of this is entirely optional. New recruits show up looking like individuals, and left to their own devices will acquire scars, props, and choose their own nickname over the course of play.

As a side effect to this randomness, XCOM 2 quietly does diversity better than nearly any other mainstream game. In my most recent play-through, my starting squad happened to be entirely composed entirely of non-white women. Aliens, it turns out, don’t discriminate.

Sophomore slumps are for chumps

XCOM 2 categorically improves upon its beloved predecessor by deepening what was great about it, while also excising and replacing elements that did not work as well.

For instance, in Enemy Unknown, the best tactic for nearly all situations was creeping forward slowly. Its expansion, Enemy Within, tempted you to rush for special resources that expired within a fixed number of rounds, but it always felt like a patched-on solution. XCOM 2 overcomes this with a variety of parameters that change the pace from mission to mission. Some start in stealth, allowing your units to sneak past enemies and set up ambushes. Some have overall timers of how long you have to complete a mission and before your ride leaves. Some have no time pressure. This variety of conditions demands a much wider range of tactics, and produces less repetitive gameplay.

Staying true to the spirit of the original, XCOM 2 is difficult.

The four main classes of the first game are all more or less back, but tweaked to allow for more variety in how you use them. They are joined by a new psychic class, which gains powerful abilities through training in a special facility, rather than field experience.

Enemies are broadly familiar, but many with nefarious twists that will surprise and delight returning fans; even the humble, grey-skinned sectoid is cause for concern now with devastating psychic attacks.

Operating out of the mobile Avenger forces some strategic twists, too. You’ll need to forge connections with regional resistance cells, gather resources, and respond to Advent threats as they emerge. Coincidentally, flying around in a jet and choosing where best to spend your time is very similar to Klei’s Invisible, Inc., a stunning tactical stealth game from 2015 that in turn owes much to Enemy Unknown.

Left unharassed, Advent will steadily construct facilities around the world and complete the sinister Avatar Project, winning the game. Fortunately, you can turn back their doomsday clock by sabotaging these facilities in challenging raids.

Every month you are also presented with three upcoming “Dark Events,” with effects like adding extra armor to Advent troops for the next month, or sending a saucer to hunt you down. A few weeks into the month, you will be presented with missions that correspond to each of these Dark Events. Like the terror raids in Enemy Unknown, you can only respond to one, forcing you to weigh the consequences and rewards.

Pop the hood open

A big reason for the previous game’s enduring popularity was the emergence of fan-made mods, particularly The Long War, which extended and complicated the campaign to make it more challenging for serious players. Firaxis has doubled down on mod support for XCOM 2, sharing all of the assets and source code alongside the game at release. The team behind Long War has even agreed to take time off of their own project to create officially-supported mods for launch. Now a full studio going by Pavonis Interactive developing their own XCOM-inspired game, they have released a full Long War 2 mod for players that want the longest and most punishing possible XCOM 2 experience.

The customization goes as deep as you want it to, whether that’s tweaking the radius of your grenade explosions, making your armored soldiers look like Stormtroopers, or making it so specialist Linda Belcher responds to orders with her trademark “All right!” Although the decision to support modding also meant developing solely for PC at first, where the previous game also released on consoles, the added developmental focus feels like a worthwhile trade. PS4 and Xbox One versions have since come out.

Our Take

Even without any mods, XCOM 2 is an absolutely fantastic game. Firaxis took one of the best strategy games in recent memory and improved upon it in nearly every way. The expansion War of the Chosen improves on the formula even further, but even in its basic state, XCOM 2 is a stunning achievement.

Is there a better alternative?

No. XCOM 2 is the gold standard for turn-based strategy.

How long will it last?

A single playthrough will take around 30 hours to complete, but the game’s random elements make it infinitely replayable.

Should you buy it?

Yes, as long as you’re willing to give it your undivided attention.

This game was played on a Windows 10 PC with a Steam code provided by publisher 2K.

Editors' Recommendations

Will Fulton
Former Digital Trends Contributor
Will Fulton is a New York-based writer and theater-maker. In 2011 he co-founded mythic theater company AntiMatter Collective…
All sphinx riddle solutions in Dragon’s Dogma 2
A sphinx in Dragon's Dogma 2.

Dragon's Dogma 2 is full of mythological monsters and beasts. During your travels, you will encounter many classics like Cyclopses, Griffins, and Dragons, but a more obscure creature is hidden away in a cave waiting to challenge you in a different way. The Sphinx is found in the Mountain Shrine at the top of the hill once you go through Wordlsend Cave. It won't attack you when you approach, but instead, it will challenge you to a test of intellect. There are a total of 10 riddles to be solved, with a reward given for each one you manage to crack. Dragon's Dogma 2 never holds your hand with anything, so we'll help you unravel these riddles.
First five riddle solutions

The first half of the riddles are given at the location mentioned above. Once you solve this first batch, the Sphinx will move, and you will need to find it again to continue. Here are the first five riddles, their solutions, and rewards.
Riddle of the Eyes
“Our eyes are our allies, yet oft do they betray, for eyes tell lies, so I advise, and thence do lead astray. Yet how will your eyes advise you? Venture through yonder door and retrieve that which is of greatest value.“

Read more
How long is Dragon’s Dogma 2?
A sphinx in Dragon's Dogma 2.

Open-world RPGs can be anywhere from around a dozen hours long to well over 100. Dragon's Dogma 2 is very unique, even among others in the genre, for not adhering to a lot of traditional design philosophies, such as how it handles fast travel. If anything, that will only add to your total playtime, plus there are all the optional quests to do, Vocations to try out and level up, and more if you're a completionist. If you're wondering if you have the time to fit Dragon's Dogma 2 into your schedule among all the other games releasing, here's how long you can expect this adventure to last.
How long is Dragon's Dogma 2?

For the main quest, Dragon's Dogma 2 can probably be beaten in around 25 hours, give or take. That's assuming you mainline the story as efficiently as possible and don't get stuck on any boss fights being under-leveled. A more realistic playthrough where you explore a bit, do some side content, and maybe go for the true ending will push you into the 30 to 35-hour range, as it did for us.

Read more
The best vocations in Dragon’s Dogma 2
Dragon's Dogma 2 key art featuring a knight with a fiery hole in their chest.

Your Vocation defines your role in combat in Dragon's Dogma 2. Everything from your skills to what weapons and armor you can use is tied to this class. You will pick from just a handful at the beginning of the game, but can easily change Vocations later on, as well as unlock more than twice as many new options than what you start with. It can take a while to really get a feel for a Vocation and how it performs in combat, as well as to look through all of its skills and augments, before knowing if it's worth sticking with to level up. Personal preference will play a part to some degree, but these Vocations have the most potential to make you the strongest Arisen in history.
The best vocations in Dragon's Dogma 2

You can pick from 4 Vocations at the start of Dragon's Dogma 2, but will end up with a total of 10 by the end of the game if you unlock them all. New Vocations are unlocked by completing quests, but they are almost unmissable. Four Vocations -- the Magick Archer, Mystic Spearhand, Trickster, and Warfarer -- can only be used by your character and not any Pawns.
Warfarer
There's very little downside to being a jack-of-all-trades in Dragon's Dogma 2, which is exactly what the Warfarer is. This is the only Vocation that can use any weapon in the game AND learn any skill from other Vocations. This is the only Vocation that really lets you build whatever class you want and gives you the ability to adapt to any situation you find yourself in. The main downside to this class is it has the lowest base stats, but that is a small price to pay for how versatile you can be.
Mystic Spearhand
Hybrid Vocations are all quite powerful, but we put the Mystic Spearhand at the top of the heap. This class turns you into a fighter that can take advantage of magic to output crazy damage. The two almost overpowered abilities you get here are the ability to slow enemies for a short time and to create a magical mimic that doubles all your actions. It is great for both crowd control and large single targets, but takes a while to unlock and lacks some range.
Warrior
If you're going to be a straight-up melee fighter, you might as well hit with the biggest weapon you can, right? The Warrior swings swords large enough to make Guts blush and is a full-on tank. You won't be doing anything fancy with this vocation beyond charging up and swinging as hard as possible. The obvious drawback is any flying or ranged enemy will counter you, so bring some Pawns in those classes to cover your bases.
Sorcerer
For those who fancy themselves a pure mage, stick to the Sorcerer over the actual Mage vocation. While the Mage is more focused on healing, it is the Sorcerer who gets the best offensive spells you will want to be casting. If you have a second Sorcerer with you, you can even sync up and decrease your casting time. If not, you will need some tanks to take aggro while you deal with some slightly long casting times and low total health.
Thief
As far as the starting Vocations go, the Thief is the one we find the most fun and viable for the entire game. This is a light and speedy build focused on critical hits and being able to climb and hang on to large beasts. Once on, you have a number of great skills to stagger and knock down an enemy so the rest of your squad to gang up on it. Just don't get hit because you're one of the squishier Vocations.

Read more