"Concealment and turn timers punish every cautious instinct"
About
XCOM 2 is set on a future Earth twenty years after an alien invasion, where humanity's last hope rests with a clandestine resistance movement operating from a mobile base. You command squads of soldiers in tactical turn-based combat missions against alien occupiers, managing resources, research, and base operations between engagements. Success requires balancing immediate tactical decisions with long-term strategic planning across a procedurally-generated campaign that tracks the aliens' advancing influence over the planet.
Verdict
XCOM 2 took the underdog fantasy of its predecessor and weaponised it, trading slow overwatch creep for guerrilla ambushes and turn timers that never let you breathe. The mission-to-mission loop of managing soldiers you genuinely care about losing remains unmatched, and the modding scene has quietly turned a 2016 release into something close to bottomless. Performance and the odd graphical bug still nag, but they're noise against the systems underneath.
You'll like it if …
- +you thrive under turn timers that push aggressive, high-stakes play
- +you get attached to soldiers when permadeath means losing them for good
- +you sink hundreds of hours into mods and replay variety
You'll dislike it if …
- −you prefer cautious overwatch creeping over forced aggression
- −grinding through a repetitive early game across playthroughs wears you down
Breakdown
- +Concealment and turn timers force aggressive, high-stakes play instead of cautious creeping
- +One bad pod activation cascades into disaster, building tension through consequence
- +Class trees and research give the strategic layer real weight on top of tactical decisions
- −Early game grows repetitive across multiple playthroughs
- +Permadeath makes you genuinely attached to squad members you'll lose
- +Modding (Long War 2, LWOTC) extends the game into hundreds of hours
- +Routinely under ten euros on sale with the DLC, and War of the Chosen adds enough that reviewers call it a second game
- −The strategic layer drops the original's UFO-hunting in favour of geoscape busywork
- +Squad stories you build through permadeath do more emotional work than the scripted plot
- +The occupied-Earth premise gives the resistance fantasy real bite
- +Audio sells the panic well, that held breath before a 90% shot whiffs
- −Visuals look rough and show their age, though they run maxed on modern mid-range hardware
- +A decade of patches smoothed the worst of it
- −Crashes, floating corpses and frame drops still surface, especially once mods pile up
score