sure – but it’s mostly because
it makes masterful use of its
various mechanics and intricacies
to generate a level of consistent
tension that’s both bewildering and
endlessly appealing.
First, let’s talk about the
narrative’s premise. You’re once
again in charge of the XCOM
organisation, and your directive
is to protect Earth from an alien
invasion that threatens to eradicate
all of humankind if left unchecked.
But! You lost the war with the
invaders long ago. 20 years have
passed since the governments of
Earth surrendered our planet to the
aliens. Propaganda is everywhere,
with the occupying aliens preaching
peaceful integration
while plotting
nefarious deeds from
the shadows. You’re
now on the run, but
your mission is the
same: save Earth
from annihilation.
The narrative, while not exactly
particularly meaningful in the
grander scheme of things, is
immediately interesting for placing
you on the back foot. And most
importantly, the game’s designers
have used the story to fuel a number
of clever changes and new additions
to XCOM’s core mechanics.
XCOM is no longer a largely
static, reactionary organisation,
watching and waiting to respond
to alien threats across the globe.
You’re now housed on the Avenger,
a captured alien ship that serves
as your mobile headquarters. With
I’ve played it for dozens of
hours now, and I still can’t
get enough of XCOM 2.
Issue 38 | 2016 The OverClocker 45