You need to have a backup plan, or else you can’t complain when you’re dead.
Think of it this way: Playing Russian Roulette with a six shooter with
one bullet, your odds of survival are five out of six, or 83.3%. Those
are pretty good... but you’d have to be crazy to put your life on the
line with a 16.6% chance of blowing your brains out, because way more
often than you’d like, you will. But XCOM 2 asks you to make that same
gamble – or often much worse – with the lives of your soldiers on
virtually every turn. You might think an 80% shot is guaranteed to hit…
but in the one time in five that it doesn’t connect, you need to have a
backup plan for what happens, or else you can’t complain when you’re
dead.
You can’t count on anything, but you will get something.
Likewise, every time through the 20 to 30-hour campaign you’ll see a
random assortment of weapon modifications, soldier stat boosts, special
ammo and grenade types, psionic powers, bonuses for covering continents
with your resistance network, and more. Will you get incendiary
grenades, which are great for disabling enemy special abilities and
inflicting damage over time? Or poison rounds, which impair accuracy
while also dealing steady damage? Or trace rounds, which increase
accuracy on top of their other upgrades? You can’t count on anything,
but you will get something, and having to adapt to make use of what’s
available is a constant challenge.The same goes for the high-quality procedurally generated maps, and a good variety of mission types. Without knowing ahead of time where an objective will be or the location of the enemy, you’ll attack and defend, extract or kill VIPs, and blow things up. Some missions have turn timers that force you to make risky moves, or to make a hasty retreat. I can’t say I ever had a mission where I lost because the map wasn’t fairly laid out (though I definitely had some tough-to-cross stretches thanks to my use of explosives).
And because you start most missions in concealment, keeping your squad hidden while you set up a lethal ambush is a new and different kind of challenge with a potentially big and cinematic payoff. Concealment is an interesting concept, in that it’s basically XCOM 2’s aliens telling us, “Go ahead: take your best shot.” It’s a simple system at heart: when you start a mission, the enemy doesn’t know you’re there until you get within a certain radius, or you open fire. And usually it is simple, unless you dash ahead without looking (as I’ll admit, I sometimes did). If you exercise caution, though, you can set all but one of your squad into Overwatch mode around a group of enemies, then hit your highest-priority target and watch as your squad (hopefully) dissects the enemy in a beautiful slow-motion slaughter that suffers none of the typical Overwatch penalties.
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If the Shieldbearer isn’t disabled, he’ll give every ally around him an energy barrier.Plus, when you take out two of the three aliens in a group, the last one is sometimes smart enough to retreat and group up with another nearby group. That’s fantastic, because not only is the AI displaying a rare will to survive, it gives you another thing to think about when engaging: leave no survivors, or the next fight might be harder.
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