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Made in us
[MOD]
Madrak Ironhide







Editing with links and announcements:

6/10 The Specialist Class http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first?watch

Spoiler:
BY BRANDIN TYRRELIn two decades of alien occupation, Earth has become a much different war zone. The soldiers of XCOM are no longer defending – they've gone underground and on the offensive. Outnumbered and outgunned, they strategically attack vital enemy positions and break into enemy intelligence nodes.

Survival in occupied Earth requires a special technological touch, and fortunately, the Support role of Enemy Unknown has evolved in fill that need. Here's your first look at the Specialist, one of five new classes coming to XCOM 2.

Meet The XCOM 2 Ranger
01:33

The Specialist is support versus offensive. So when you say support: healing, support buffs, boosting stats.

The Specialist has a versatile role in XCOM’s underground guerrilla warfare. The class skews toward providing support to your squad, but can also be built to focus on objective and enemy control. But both sides of the Specialist’s skill tree serve to enhance its remote-controlled, airborne drone – The Gremlin.

"The Gremlin is thought of as a secondary weapon," said XCOM 2 Art Director Greg Foertsch. "It's not its own unit, but the abilities that you get essentially bring the Gremlin to life. What can the Gremlin do? That's what you're choosing."

The versatility of the flying Gremlin is extended by the fact it can path anywhere, but must be guided and directed by the Specialist as his or her action move for a turn; it doesn't move on it's own. When properly upgraded, you can send it out to hack a terminal remotely, or you might use it to cast an area-of-effect stun attack on the enemy.

XCOM 2 Reveal Trailer - IGN First
03:03
"The Specialist is support versus offensive," Foertsch said. "So when you say support: healing, support buffs, boosting stats." For example, you can send your Gremlin to follow your squad’s Ranger and give them protection (presumably less enemy chance to hit) while they scout the terrain.


Hacking is a prominent tactical gameplay mode that you will encounter on almost every mission.

But the Specialist's second ability tree focuses on hacking and controlling enemies – a huge part of XCOM 2.

"Hacking is going to be a prominent tactical gameplay mode that you will encounter on almost every mission type," Foertsch said. "You hack devices, workstations, and you can do that at range with the Gremlin.” Every soldier will have the ability to hack, but only the Specialist will be able to increase their hacking skill quickly, allowing them to hack faster than any other class - and when combined with the Gremlin’s remote hacking power, they could prove indispensable for many missions. They might also be able to activate certain things in the environment that no other character could.

Though hacking plays an important role in the procedurally generated secondary objectives coming to XCOM 2's maps, it's also useful in the usual combat scenario against enemies – specifically the undisclosed robotic enemies that the aliens have come up with in these past two decades. Foertsch explained an ability called Intrusion Protocol, which would allow the Specialist to hack and actually take over robotic enemies – basically a form of Mind Control. The Specialist might not pack much of a punch by themselves, but they’ll be able to set them up for the rest of your team to knock them down. IGN Logo


6/9 The Ranger Class http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first?watch
Spoiler:
BY BRANDIN TYRRELIn Firaxis Games' XCOM universe, a lot has changed in the 20 years since the alien invasion of 2015. After Earth’s swift defeat and unconditional surrender in XCOM: Enemy Unknown, the role of the soldiers who went underground to continue fighting this war changed to suit a more guerrilla style of combat.

XCOM 2 introduces five new soldier classes. Here’s your first look at the Ranger, the evolution of Enemy Unknown’s Assault class.

XCOM 2 Reveal Trailer - IGN First
03:03
The Ranger is largely built for close-range combat, hefting a shotgun or assault rifle as a primary weapon. But the Ranger's signature tool will obviously be the machete sword, which introduces melee combat to XCOM. These weapons allow you to upgrade your Ranger for either pure damage dealing or as a fast-moving, agile scout who can move quickly and quietly through rough terrain – and even scale walls.


My Ranger is buffed and protected as I go out and scout. And then, if I can catch an enemy off guard, I go slice things up real quick.

"One of the things I love doing when I have [the Specialist and the Ranger] together in my playthroughs is I will put the Gremlin on my Ranger so my Ranger's buffed and protected as I go out and scout," said XCOM 2 Lead Producer Garth DeAngelis. "And then, if I can catch an enemy off guard, I go slice things up real quick."

While a stealth approach allows you the first shot, the Ranger doesn’t do backstabbing or throat-cutting style kills. "It's hardcore melee combat," DeAngelis clarified. "We talked a little bit about the backstabbing stuff, but we led with the melee."

Concealment is a big part of XCOM 2 combat, and that can work both for and against the Ranger. “Every unit is in concealment when they start the map; the ranger can push that further, depending on how you spec them out in their specialty tree,” said DeAngelis., and the Ranger is among the best equipped to make the most of the element of surprise. Leaping out of the shadows with a sword to deal a huge amount of damage on the most powerful enemy targets before they know what hit them, or locating enemies for long-range allies can turn the tables on what would have been a losing fight. But once spotted, the close-range nature of the Ranger’s abilities means using them aggressively can leave him out of cover and vulnerable. “So, making that risk/reward choice is very powerful. It's an interesting decision; there's other enemies around you, so you probably don't want to do that.”




Making that risk/reward choice is very powerful. There's other enemies around you, so you probably don't want to [reveal yourself.]

DeAngelis detailed two skills that could make the Ranger even deadlier than Enemy Unknown’s famous Double-Tap Sniper. Towards the top of the Ranger’s skill tree you’ll get access to the ultra-powerful Reaper; with it, scoring a melee kill allows you to combo into another attack – and you can chain that as many times as you want, as long as you keep scoring kills. So if you have two enemies standing side by side, you could run up, kill both, and then take a shot at a distant third with your rifle.

Another high-level skill, called Phantom, allows the Ranger to move again after a kill. On its own, that ability allows you to dash out of cover, strike down an enemy, and dash back – effectively turning the Ranger’s sword into a ranged weapon (although exposing him to Overwatch cover fire).

A Phantom-Reaper Ranger could be absolutely devastating. Imagine, if you will, using a Grenadier to soften up – but not quite kill – a squad of Advent soldiers with an explosive area-of-effect attack. Then your Ranger dashes in and slices and dices his way through all of them, one at a time, for a bloody clean-up. IGN Logo


6/4 Procedural maps http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first
Spoiler:
BY BRANDIN TYRRELThe words procedurally generated spark the idea of endlessly interchangeable combinations of parts linked together in hundreds of different ways, creating something unique that may never be seen again. At its heart, that’s not terribly far off the mark, but as Firaxis Games discovered during the production of its 2012 reboot, XCOM: Enemy Unknown, there’s a gulf between random and procedural. And traveling from Enemy Unknown to XCOM 2 has meant discovering how to bridge that long divide.

XCOM 2 Reveal Trailer - IGN First
03:03

Random's not fun. That is the lesson we learned.

Much of that learning process took shape during the development of Enemy Unknown – so much that it simply couldn’t be shaped and applied alongside the project’s already hefty development. Fortunately for us, those lessons are finally ready to be applied to XCOM 2’s shining white alien-built megacities, rugged forests, deserts, and snow-capped wildernesses (among other settings) that will serve as the battlefields in humanity’s war against the aliens’ occupying force.

The first rule, according to XCOM 2 Art Director Greg Foertsch, is striking a balance. “Random’s not fun,” Foertsch declared. “That’s the lesson we learned. The procedurally generated levels in Enemy Unknown, they were more random.”

It’s the kind of randomness where each slab of cover could be a bench, or a trashcan, or dumpster, or some clumsily lain obstacle course of the aforementioned parts that don’t give you good opportunities to advance your soldiers under fire. “Maybe that was a bridge too far.... And, visually, it also looks terrible.”




And so Firaxis turned to hand-crafted maps for Enemy Unknown that both looked good and played well. But the other side of that coin is that because each piece was meticulously constructed, Firaxis could make only so many – the finite number of maps just wasn’t enough to sustain the series’ dedicated and diehard fanbase, who very quickly learned to anticipate enemy placement.

“Overwhelmingly, players of [Enemy Unknown] said, ‘We like the maps, but man...we're exhausting them pretty quick,’ even though the team put in 80-plus maps,” said Garth DeAngelis, lead producer on both Enemy Unknown and XCOM 2. “And they were all handcrafted, which was a ton of work.

‘So,’ we said, ‘How do we resolve this problem?’” The answer is what the team literally calls “the plot and parcel system,” and what DeAngelis refers to as “a big quilt.”

Building A Better Tomorrow
Here’s how the metaphor works: imagine a map in XCOM 2 as a quilt, with holes where a pre-constructed modular building will be placed – those are the parcels. The holes are big, small, and medium-sized, with a range of unique buildings that could fit into each size. These buildings, and the holes in which they’re socketed, are the parcels of the system.





Buildings aren’t procedurally generated, but crafted set pieces, and almost entirely destructible.

Though modular in nature, buildings in XCOM 2 aren’t procedurally generated, but crafted set pieces, and almost entirely destructible – including their ceilings and floors. “They're actually high-cost to make,” said Foertsch. “There are a lot of steps that go with them. Then there's the visibility stuff. And there’s a lot of things to iron out when you destruct these things.”

However, with the addition of mod support in XCOM 2 -- which we’ll be diving into next week -- and the modular nature of building design and creation, there’s no telling how many different variations and original buildings you’ll soon be blowing holes through. But in the meantime, Firaxis is planning plenty of variety in each map layout.

“You might get a gas station next to a park, next to a parking lot in one playthrough, and that's your experience,” DeAngelis said. “Even though the ‘quilt’ is the same, all of these elements are procedural, mini set piece bases.”

The plot portion of that system comes into play in the space between our buildings. At the risk of mixing our metaphors, think of the plots as the connective tissue that links one parcel to the next. The plots could be a street, or a park area, or train tracks, or a river bed, or an empty tract of land, et cetera. When you begin a mission, the map reaches into a bank of options and fills it up.




“All the stuff you see that comes up on the road, like where the cars are, the lights – that's all random rule,” Foertsch said. “It has a pool of things it can put there. But we think more about it as like a little bit of a diorama set than, ‘I'm going to put an individual trash can here.’”

“In addition, the connective tissue does have random cover that propagates on top of it,” DeAngelis continued. “So, cars in the streets, where telephone booths are, where the security checkpoints you saw in the announce trailer are, those come in as well.”

Each chunk of each plot will be procedurally generated from an appropriately themed bank of around 20-ish possible dioramas, and so on so forth. This is how XCOM 2 will generate a near-endless supply of maps, and how you’ll likely never play the same one twice.

Your Mission, Should You Choose To Accept It
But the procedurally generated approach of XCOM 2 doesn’t stop with the patchwork environments and battlefield locales. For the first time, your squad will not only be tasked with exterminating the aliens in the area, but secondary mission objectives which will cater to the procedurally generated settings. “It might be blowing up one of these buildings to spark the resistance,” Foertsch said. “It might be hacking a workstation, or protecting a device. All these different things you can do that can show up and in dozens of different buildings and areas. And you don't know what you're going to get.




“We're really excited about the baseline gameplay. Because it just ramps up that whole procedural factor beyond just geometries in a different place – which is what we wanted to set out to do.”

“I'm super excited about this,” said DeAngelis. “There was an interesting long-term learning lesson. Because again, with the pie-in-the-sky approach, you're like, ‘Let's make it as random as possible so you truly get play forever and totally randomized.’ But there's so much value in what the artists and designers do with crafting, so it's really that nice hybridization of techniques we learned in Enemy Unknown, but then try and give back some of that UFO Defense.” IGN Logo


6/2 Preview http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords
Spoiler:
It’s difficult to please both new and old fans alike when rebooting a beloved franchise, but in 2012, Firaxis pulled off a game-development miracle when it successfully revived the legendary but long-mistreated X-COM franchise with XCOM: Enemy Unknown. The modernized version recaptured the key elements that made the 1994 original memorable: an against-the-odds struggle against a technologically superior foe; the emotional sting that comes from the permanent loss of personalized soldiers heroically killed in battle; and a deep tactical system with an element of randomness that forces you to prepare contingencies in case your plans don’t survive contact with the enemy.

XCOM 2 Reveal Trailer - IGN First
03:03

Surprise: You didn’t beat the aliens – they steamrolled you.

Enemy Unknown was a success that demanded a follow up, and it’s our great pleasure to announce that it’s getting one in XCOM 2, due out this November. But that posed a difficult question: Where do you go from the end of Enemy Unknown (and its expansion, Enemy Within), where, spoiler alert, XCOM has unlocked the secrets of the aliens’ advanced technologies and used them to destroy the invaders’ mothership, ending the threat? When faced with this problem in 1995, Microprose took the fight underwater with X-COM: Terror From the Deep, which simply reskinned X-COM with a less relatable deep-sea theme, and added a scant few new features. For Firaxis’ second XCOM, Creative Director Jake Solomon and his team are going in an entirely different direction: instead of changing the setting, they’re changing history to make XCOM the underdog again. How? Surprise: You didn’t beat the aliens – they steamrolled you.

Solomon painted an alternate version of how the war unfolded: “When the aliens showed up, XCOM suffered massive casualties, and governments around the world crumbled in face of popular support to surrender. Then, the Earth was quickly overrun. And so, 20 years into the future, the world is a very different place. The aliens rule Earth from giant shining megacities where all the people of Earth are flocking; that’s where they’re promised an easy life, a secure life free of disease.“

We’ll have much more on the new setting next week, in Impossible Ironman is Canon: Why Earth Had to Lose the War for XCOM 2 to Happen.

And here’s another shocker: though XCOM: Enemy Unknown and XCOM: Enemy Within came out on PlayStation 3, Xbox 360, and PC, XCOM 2 is a PC-exclusive game. More on that on Friday in Why XCOM 2 Had to be a PC-Only Game.

Down, But Not Out
The year is 2035, and XCOM now operates as a resistance movement against the alien occupation. That represents a huge shift in context for both the strategic and tactical battles we’ll fight in XCOM 2. “XCOM never lost the war; they just never stopped fighting and went underground,” explained Solomon. “Players are no longer the commander of this elite military force. They are commanding a very hardened group of freedom fighters and guerrilla fighters, and they’re leading them to ignite a global resistance and wake everyone up, and then try to rescue Earth from the government that now controls it."

Is the alien statue helping him up, or leaving him behind?

The aliens have a weird idea of tourist attractions.


XCOM never acquired advanced weapons and armor technology.

The situation is desperate: Earth is enemy territory, and in this reality XCOM never acquired the advanced weapons and armor technology that allowed us to go head-to-head with powerful aliens. We’re outmatched – even more so than before, as we’ve lost the home-field advantage, and the aliens have become even more powerful. To avoid being pinpointed and obliterated, the old subterranean headquarters has been abandoned in favor of a mobile base, built on the frame of a captured and retrofitted alien cargo ship rechristened as the Avenger. (This is a reference to the Avenger interceptor/troop carrier in 1994’s X-COM: UFO Defense, not Nick Fury’s helicarrier in Marvel’s 2012 Avengers movie.)

Firaxis isn’t going into detail about its new version of XCOM’s strategy layer just yet, other than to say that territory control will be important. From what we see in the trailer, in which the Avenger flies out of the canyon where it was concealed and off to parts unknown, we can surmise that it will move from region to region as XCOM attacks vulnerable alien targets in hit-and-run strikes. “The idea is that you’re inspiring people by actually taking the fight to the aliens and their New World Order,” Solomon hinted.

Human Revolution
What he is going into depth on is the tactical battles (which have always been the meat of XCOM games) and how this change in circumstances affects the moment-to-moment gameplay of using teamwork and complementary weapons and abilities to shoot aliens in the face. Solomon described the creative process that led to a guerilla-themed XCOM as gameplay-driven. “The idea for us is that mechanics always come first, and then we look for a setting that’s going to fit the mechanics,” he said. He and his team had some big ideas about how to change up battles and make them more tactically interesting and less repetitive, and the freedom-fighter setting rose up around them.

Your friendly neighborhood Advent checkpoint.

Sneaking into position to ambush Advent soldiers will be easier than a fair fight.

First of all, we have a new team of battle-hardened XCOM soldier classes that are similar to Enemy Unknown’s, but distinct. The Sharpshooter shares a lot of DNA with EU’s Sniper, but can also specialize in using a pistol as a primary weapon instead of a last resort. The Ranger is the evolution of the Assault class, still specializing in close combat with shotguns and the like, but now comes equipped with XCOM’s first lethal melee weapon: a machete-like blade. The Grenadier? He (or she) blows things up, much like the Heavy. The Specialist replaces Support, and uses a hovering drone called a Gremlin both in combat to stun enemies and buff allies, and out of combat to pull off tricks like long-range hacking. There’s also a fifth mystery class that Firaxis is saving for reveal closer to launch.

We’ll have more on XCOM 2’s new classes next week in Meet The Specialist and Meet The Ranger.


This is really more of a Sons of Anarchy-type of squad.

XCOM 2 Art Director Greg Foertsch says the character models and textures shown in the cinematic trailer are the same ones we’ll see in-game (though here they have some post-processing effects on them), setting an extremely high bar for visual quality. Despite that, we’re promised much more control over our characters’ looks this time. Out of every success in Enemy Unknown, Solomon considers the soldier customization and the personal attachment that comes from that to be among the biggest, and has set out to push it further in XCOM 2. “We have some really cool-looking soldiers,” he promised. “They can have big beards, they can have really awesome haircuts, they can have some cool stuff that gives them a lot of character and fits this idea of they’re this sort of hardened group, they’re not fresh-out-of-the-barracks Johnny Soldier; this is really more of a Sons of Anarchy-type of squad.”

We'll have much more control over our soldiers' looks.

We'll have much more control over our soldiers' looks.

We can now swap genders and set nationalities to our liking – if you want an all-female, all-Portuguese team, you can do that. What’s more, we’ll be able to tweak the look of the right and left arms, torso, pants, and headgear individually, drawing from a larger selection of pieces designed to give this version of XCOM a more ragtag, scavenged look and feel. “When that stuff came online I got caught in the trap of customizing rookies, which was a huge mistake,” Solomon confessed. “We try to make it easier for the player to customize, but you can spend a lot more time customizing your soldiers, which you should not do unless you have relative certainly you’re either going to re-load when they die or that are going to survive. So, don’t do that on rookies because you’ll have wasted a lot of time.” Veteran soldiers will have unique cosmetic upgrades unlocked to visually emphasize how hardcore they are, he added.

Enemy Territory

The structure of a typical XCOM 2 mission will be dramatically different from what we’ve seen before.

The bigger change is that the structure of a typical XCOM 2 mission will be dramatically different from what we’ve seen before. For comparison, let’s recap the typical Enemy Unknown encounter: we arrive on the scene of an alien incursion and, upon spotting something that didn’t belong, immediately engage in firefights until one side or the other is dead. It’s a guns-blazing, all-or-nothing kind of fight. If you’ve played for a few dozen hours, you’ll probably have a good idea of what the map you’re fighting on looks like and where the enemies will be, which eventually makes it routine.

Every map will look and play differently each time you see it.

Every map will look and play differently each time you see it.


We’ll be able to scout out the alien positions and move our troops around the battlefield before the fighting starts.

Solomon wants XCOM 2 to turn these concepts on their heads in several ways. “In XCOM 2, the idea is that you have the jump on the aliens. They’re already there, and they’re not hiding.” That means we’ll have the element of surprise: our small squads (still in the four to six range) will arrive unseen in enemy-controlled territory, at which point we’ll be able to scout out the alien positions and move our troops around the battlefield for as long as we’re able to stay out of hostile units’ detection radius and behind cover. Thanks to a new concealment system and waypoints that’ll allow you to precisely guide your troops’ movement within their two-move radius, setting up the battle will be a big part of what Firaxis intends XCOM 2 to be about. “You have a lot of control over when the engagement starts,” Solomon explained. “Of course, a lot of times you’ll blunder or do something wrong, like come around the corner and get revealed. We give the player the ability to jump the enemy first, and that feels very resistance-y, very guerilla tactics.”

As we see in the trailer, XCOM sometimes gets to take the first shot – and that’s a huge deal. Except in certain situations (Stealth Suits and Battle Scanners), the aliens have up until now always seen us the moment we see them – and when they do, they “scamper” to cover and deny us the chance at a clean shot. In fact, the scamper is probably the most common complaint I’ve seen from other XCOM players, some of whom see it as an unfair advantage for the aliens. Those people will be very happy to hear that they’ll have the opportunity to cancel out that advantage in XCOM 2. “The first enemy that you get to jump on, obviously they don’t get to scamper anywhere,” said Solomon. That’s not all: “Enemies will get surprised, so that prevents them – some of them, based on some factors – from fully scampering into cover.” Between that and hinting at further, yet-to-be-disclosed ways to counteract the scamper, Solomon makes it sound like if we play our cards right, setting up an ambush correctly could turn what would’ve been a losing fight into shooting fish in a barrel. Don’t expect to be backstabbing aliens or picking them off one at a time like Batman – stealth is useful for getting into position to ambush the enemy, but does not replace combat.

Nice propaganda center. It would be a shame if someone fired a grenade launcher at it.

Nice propaganda center. It would be a shame if someone fired a grenade launcher at it.

If the maps were the same set of 80 or so pre-built setups we saw in Enemy Unknown, that might give us too much of an advantage over the aliens – but that’s where XCOM 2 throws in another much-requested feature: procedurally generated maps. Solomon summed up the need for a system like this in a way that’s music to any gamer’s ears: “Obviously, replayability is a big thing at Firaxis, and it is a big thing for XCOM. We always talk about value for the player’s dollar, right? And the core of that is replayability, to make your game as replayable as possible.”


Because maps are procedurally generated, the AI has been made more procedural to allow aliens to navigate and fight on them.

With Firaxis’ new system, we’ll see maps drastically change each time we encounter them, drawing from a large pool of components like buildings, roads, and different types of terrain to create battlefields that look good, are more destructible than ever (including by fire that spreads, acid that melts through floors, and exploding barrels), and offer well-placed cover. And, because the maps are procedurally generated, the AI has been made more procedural to allow aliens to navigate and fight on them. All of this together has the potential to extend XCOM 2’s replayability dramatically, and to make each of our experiences unique. “That’s the thing that I’m personally very excited about,” Solomon said. “When you have those moments, and you’re like, ‘This would have never, ever happened in Enemy Unknown.’ That’s what we’re going for.”

More on that later this week in XCOM 2’s Procedurally Generated Maps.

What We're Fighting For
Just as importantly, we’ll have a greater range of options for success on each mission. According to Solomon, every mission will have a dynamically generated objective – in addition to simply killing all the alien forces, of course – that will prompt us to hack a terminal, extract a VIP, or other types of not-yet-disclosed goals. If you can get in, accomplish your secondary goal, and call for extraction (which you can now do almost anywhere on the map), you can still count that mission in the win column without necessarily being able to take out the meanest hostile on the map – as long as you didn’t lose too many soldiers and pieces of equipment in the process.


XCOM soldiers have in some cases literally duct-taped upgrades to their weapons.

Inventory is set to be much more important this time around, too. “Loot is a thing now,” said Solomon. “One thing for the soldiers is that they have to make do with the things they’re recovering from the battlefield.” This doesn’t extend to the kind of on-battlefield inventory management X-COM: UFO Defense fans remember, but rather a sort of “backpack” into which you can throw loot items recovered from fallen enemies or allies. Once you return them to base, you’ll be able to equip them for the next mission. What that loot is hasn’t been detailed yet, but we can see in the trailer that XCOM soldiers have in some cases literally duct-taped upgrades to their weapons.

Loot will serve an important function on the battlefield, too: in the same way that Enemy Within added the Meld resource to incentivize us to charge our soldiers into danger (instead of slowly advancing your troops at an ultra-conservative pace) by putting an expiration timer on valuable collectables, XCOM 2’s loot will have a countdown. If you don’t reach loot items within a few turns, they’ll explode into less-valuable weapon fragments, which is what happens to gear in Enemy Unknown if you don’t take the aliens alive. So there’ll be increased risk attached to the best rewards, because the Advent soldier or alien who just dropped something shiny might have still-living friends in the area.

If one of your troops is rendered unconscious, wounded, or killed in action, one of their teammates can sling the body over a shoulder and carry them out. When resources are scarce, it’ll be crucial to save their equipment even if you can’t save their lives.

Aliens on Steroids
Which brings us to the aliens you’ll face in XCOM 2 – and all of them are terrifyingly powerful. “When you encounter aliens out in the field, your soldiers are not going to go toe-to-toe with them. Certainly not in the beginning of the game,” promised Solomon. “In these past 20 years, they’ve grown very strong. The important thing about the aliens is that soldiers are no longer a one-to-one match; there is no way to take on aliens without teamwork.”

Here's what the Thin Men look like under their human suits.

Here's what the Thin Men look like under their human suits.


Sectoids have not yet evolved the ability to wear pants.

Case in point: the Sectoids have taken this opportunity to incorporate human DNA into their own, rapidly changing their species from four-foot-tall imps into imposing seven-foot-tall monsters with beady eyes and a brand-new set of unsettling pearly whites. Worse, they’ve enhanced their psionic abilities to include mind control from the get-go, making them extremely dangerous for any one soldier to take on by themselves. Despite their more human-like legs, Sectoids have apparently not yet evolved the ability to wear pants, but still have greyish-pink skin and an otherworldly glow emanating from their internal organs. Though we saw an XCOM Ranger slice through a Sectoid with a melee attack in the trailer, Solomon assured me that a move like that would only be possible in-game if the Sectoid had already been softened up.

In addition, the XCOM 2 trailer showed us the snake-like female Vipers (a clear reference to the Snake Men of X-COM: UFO Defense), who have the capability to not just immobilize and slowly crush a soldier with a constriction ability similar to Enemy Within’s Seekers, but can also yank them right out of cover with a frog-like tongue. Beyond that, background images hint at the return of the psionically powerful four-armed Ethereals, and we’re told many other XCOM enemies will be back along with a complement of all-new alien invaders.

Someone's been hitting the space-gym pretty hard.

Someone's been hitting the space-gym pretty hard.

Obviously, this kind of creature would render the early game a miserable, punishing experience wherein the typical XCOM rookie would be ground to a pulp if there was more than one or two in play at once. Hence, we have a new form of fodder against whom our lowly recruits can prove themselves and level up: the Advent. So far we’ve seen two ranks of these (probably) human collaborators, whom Solomon clarified have no direct relation to the Exalt forces from Enemy Within. These rank-and-file troopers wear black armor, wield magnetic weaponry, and maintain order in the alien-controlled cities. We’ll have more on the aliens and the Advent later this month in our XCOM 2 Enemy Profiles.

In a game as massive and deep as XCOM, all of this information only scratches the surface of how it’ll play, but it’s a start. Over the next month you can expect to see lots more in-depth features on what’s in store for our troops pop up on IGN, so we’ll see you again soon.

Oh, and did I mention that Firaxis is going all-in on mods for XCOM 2? We’ll have much more on that next week in XCOM 2 and The Potential For Mods. IGN Logo


6/1 Trailer
Spoiler:



6/1 Announcement http://www.ign.com/articles/2015/06/01/xcom-2-announced-ign-first

Spoiler:
BY DAN STAPLETONLast week, 2K teased us with a cryptic website: AdventFuture.org. On it, a supposedly utopian near-future government called the Advent Administration offered a better life for citizens through genetic enhancement, while hackers subversively replaced text and images revealing that Advent isn’t as benevolent as it seems.

Today, IGN First officially announces that the game 2K hinted at is in fact Firaxis Games’ XCOM 2, a full sequel to 2012’s critically acclaimed XCOM: Enemy Unknown and a continuation of the now 20-year-old legendary turn-based tactical squad combat series, which will be available exclusively on PC this November. Watch the debut trailer above for a glimpse into a future where the aliens are in control of the Earth, and XCOM has gone underground to fight to overthrow their Advent government. This new guerrilla force will face more powerful enemies in unpredictable combat scenarios as they fight to turn the tables on a technologically superior enemy.


Concept art of XCOM's new mobile base, the Avenger.
Despite being on the run, XCOM soldiers will still have access to advanced hair-care technology.

Advent Troopers dig in against an XCOM assault.
Advent Captains are stronger versions that can buff nearby troopers.
Advertisement
An XCOM Ranger prepares to ambush an Advent Captain and Soldier.
The terrifying evolved version of the Sectoid. Nice teeth!
Over the next month IGN will reveal huge details about XCOM 2, uncovered during our visit to Firaxis’ Maryland studio. Tomorrow you’ll get an in-depth overview and interview with Creative Director Jake Solomon that’ll highlight the major new features, including:

Four of the five new soldier classes
New enemies: Evolved Sectoids, snake-lady Vipers, and Advent soldiers
Stealth-infused tactics, including using cover for concealment and looting fallen enemies and allies
A mobile base: a flying aircraft carrier called the Avenger
Procedurally generated maps and the technology that powers them
Mod support, including official mod tools and Steam Workshop integration
One-on-one multiplayer
Following that, we’ll have a Rewind Theater examination of all the details in today’s trailer reveal with Solomon and Lead Producer Garth DeAngelis.

And, later this week we’ll go in-depth with Solomon and DeAngelis on the reasons behind the bold move to take XCOM from a multiplatform series to a PC exclusive, and how XCOM 2 will be tailored to take advantage of that single platform’s strengths – followed by Firaxis’ exciting plans to support modders and their work.

You might notice a lack of gameplay video, but fear not: in two weeks, we’ll debut the first in-game footage of XCOM 2 on our IGN E3 Live Show.

All of that and much, much more XCOM 2 is coming your way. As a huge XCOM fan, I couldn’t be more excited to tell you all about it. IGN Logo

This message was edited 8 times. Last update was at 2015/06/11 03:50:26


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
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Norn Queen






Dublin, Ireland

BY DAN STAPLETONLast week, 2K teased us with a cryptic website: AdventFuture.org. On it, a supposedly utopian near-future government called the Advent Administration offered a better life for citizens through genetic enhancement, while hackers subversively replaced text and images revealing that Advent isn’t as benevolent as it seems.

Today, IGN First officially announces that the game 2K hinted at is in fact Firaxis Games’ XCOM 2, a full sequel to 2012’s critically acclaimed XCOM: Enemy Unknown and a continuation of the now 20-year-old legendary turn-based tactical squad combat series, which will be available exclusively on PC this November. Watch the debut trailer above for a glimpse into a future where the aliens are in control of the Earth, and XCOM has gone underground to fight to overthrow their Advent government. This new guerrilla force will face more powerful enemies in unpredictable combat scenarios as they fight to turn the tables on a technologically superior enemy.



Advent Troopers dig in against an XCOM assault.
Advent Captains are stronger versions that can buff nearby troopers.
An XCOM Ranger prepares to ambush an Advent Captain and Soldier.
The terrifying evolved version of the Sectoid. Nice teeth!
Over the next month IGN will reveal huge details about XCOM 2, uncovered during our visit to Firaxis’ Maryland studio. Tomorrow you’ll get an in-depth overview and interview with Creative Director Jake Solomon that’ll highlight the major new features, including new soldier classes, new aliens, stealth-infused tactics, procedurally generated maps, and more. Following that, we’ll have a Rewind Theater examination of all the details in today’s trailer reveal with Solomon and Lead Producer Garth DeAngelis.

And, later this week we’ll go in-depth with Solomon and DeAngelis on the reasons behind the bold move to take XCOM from a multiplatform series to a PC exclusive, and how XCOM 2 will be tailored to take advantage of that single platform’s strengths – followed by Firaxis’ exciting plans to support modders and their work.

You might notice a lack of gameplay video, but fear not: in two weeks, we’ll debut the first in-game footage of XCOM 2 on our IGN E3 Live Show.

All of that and much, much more XCOM 2 is coming your way. As a huge XCOM fan, I couldn’t be more excited to tell you all about it.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

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Camas, WA

BY DAN STAPLETONLast week, 2K teased us with a cryptic website: AdventFuture.org. On it, a supposedly utopian near-future government called the Advent Administration offered a better life for citizens through genetic enhancement, while hackers subversively replaced text and images revealing that Advent isn’t as benevolent as it seems.

Today, IGN First officially announces that the game 2K hinted at is in fact Firaxis Games’ XCOM 2, a full sequel to 2012’s critically acclaimed XCOM: Enemy Unknown and a continuation of the now 20-year-old legendary turn-based tactical squad combat series, which will be available exclusively on PC this November. Watch the debut trailer above for a glimpse into a future where the aliens are in control of the Earth, and XCOM has gone underground to fight to overthrow their Advent government. This new guerrilla force will face more powerful enemies in unpredictable combat scenarios as they fight to turn the tables on a technologically superior enemy.



Advent Troopers dig in against an XCOM assault.
Advent Captains are stronger versions that can buff nearby troopers.
An XCOM Ranger prepares to ambush an Advent Captain and Soldier.
The terrifying evolved version of the Sectoid. Nice teeth!
Over the next month IGN will reveal huge details about XCOM 2, uncovered during our visit to Firaxis’ Maryland studio. Tomorrow you’ll get an in-depth overview and interview with Creative Director Jake Solomon that’ll highlight the major new features, including new soldier classes, new aliens, stealth-infused tactics, procedurally generated maps, and more. Following that, we’ll have a Rewind Theater examination of all the details in today’s trailer reveal with Solomon and Lead Producer Garth DeAngelis.

And, later this week we’ll go in-depth with Solomon and DeAngelis on the reasons behind the bold move to take XCOM from a multiplatform series to a PC exclusive, and how XCOM 2 will be tailored to take advantage of that single platform’s strengths – followed by Firaxis’ exciting plans to support modders and their work.

You might notice a lack of gameplay video, but fear not: in two weeks, we’ll debut the first in-game footage of XCOM 2 on our IGN E3 Live Show.

All of that and much, much more XCOM 2 is coming your way. As a huge XCOM fan, I couldn’t be more excited to tell you all about it. IGN Logo

Dan Stapleton is IGN's Reviews Editor. You can follow him on Twitter to hear all about how awesome gaming is, plus a healthy dose of random Simpsons references.



Automatically Appended Next Post:




Automatically Appended Next Post:
Looks like a X-Com Apocalypse type setting.

This message was edited 3 times. Last update was at 2015/06/01 15:46:11


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O'yeah

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Snakemen and modding and procedural levels! oh my!

Day 0. Give me a steam link, I will preorder RIGHT NOW
   
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Waiting for my shill money from Spiral Arm Studios

So it looks like the Iluminati won and Xcom is fighting a shadow war to bring down the establishment. That's fricking awesome.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in no
Terrifying Doombull





Hefnaheim

 Grey Templar wrote:
So it looks like the Iluminati won and Xcom is fighting a shadow war to bring down the establishment. That's fricking awesome.


That just means we will be figthing in a target rich enviourment, witch means more awesome battels and heaps more of filty aliens and Exaclt dead on the ground
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

The Hype is real.
And so are snakemen.
Snakemen are love, snakemen are life.


Automatically Appended Next Post:
 Trondheim wrote:
 Grey Templar wrote:
So it looks like the Iluminati won and Xcom is fighting a shadow war to bring down the establishment. That's fricking awesome.


That just means we will be figthing in a target rich enviourment, witch means more awesome battels and heaps more of filty aliens and Exaclt dead on the ground


Maybe this time Exalt will put up more of a fight. They do seem to have some pretty good gear this time.

This message was edited 2 times. Last update was at 2015/06/01 16:29:09


What I have
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~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
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Waiting for my shill money from Spiral Arm Studios

 Trondheim wrote:
 Grey Templar wrote:
So it looks like the Iluminati won and Xcom is fighting a shadow war to bring down the establishment. That's fricking awesome.


That just means we will be figthing in a target rich enviourment, witch means more awesome battels and heaps more of filty aliens and Exaclt dead on the ground


Which means weapons free on use of explosives.

I just hope my MEC troopers are still around.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in no
Terrifying Doombull





Hefnaheim

 CthuluIsSpy wrote:
The Hype is real.
And so are snakemen.
Snakemen are love, snakemen are life.


Automatically Appended Next Post:
 Trondheim wrote:
 Grey Templar wrote:
So it looks like the Iluminati won and Xcom is fighting a shadow war to bring down the establishment. That's fricking awesome.


That just means we will be figthing in a target rich enviourment, witch means more awesome battels and heaps more of filty aliens and Exaclt dead on the ground


Maybe this time Exalt will put up more of a fight. They do seem to have some pretty good gear this time.


Better make sure that tinfoil is ready then, and we can only hope. Me wants to kill moar Exalt
   
Made in us
Executing Exarch




How did I miss this?

From the post I made -

XCom 2 has been announced.

http://xcom.com/



There's a trailer at the site, along with some basic information about the game.



Twenty years have passed since world leaders offered an unconditional surrender to alien forces, and XCom, the planet's last line of defense, was left decimated and scattered. Now the aliens rule Earth, building shining cities that promise a brilliant future for humanity on the surface, while concealing a sinister agenda below and eliminating all who dissent from their new order.

Only those who live at the edges of the world have a margin of freedom. Here, a force gathers once again to stand up for humanity. Always on the run, the remnant XCom forces must find a way to rise from the ashes, expose the insidious truth behind the occupation, and eliminate the alien threat once and for all.




- XCom appears to operate from a mobile headquarters. The Avenger is a converted alien supply craft that serves as the base of operations.
- Snakemen are back, and the trailer includes what might be a Sectoid-Human hybrid
- The info mentions carrying wounded comrades to the extraction point, and the trailer shows this
- A melee weapon (specifically, a sword) is used in a rather prominent scene in the trailer
- Mod tools will be made available to the community
- The info advertises a "virtually infinite combination of maps, missions, and goals." I'm not sure if this means that the maps are randomly built this time.
- There will be five classes of soldiers
- The info talks about guerilla combat, looting enemies, and carrying wounded soldiers to the extraction point. My suspicion is that many of the missions will be hit and run raids that emphasize the need to get in and get out before enemy reinforcements overwhelm your troops.


The release date is stated to be November 2015.


Automatically Appended Next Post:
 pretre wrote:
Looks like a X-Com Apocalypse type setting.


The same thought initially appeared to me (the Cult of Sirius-style statue certainly pushed my thoughts in that direction). However, it appears that there are still numerous cities around the world, as opposed to that game's one city. And XCom is operating from a mobile base of operations. Additionally, one of the screenshots shows what appears to be a raid on a base located in the wilderness. And wildlands are explicitly mentioned as one of the types of maps that missions can take place on.

This message was edited 1 time. Last update was at 2015/06/01 17:13:49


 
   
Made in us
Member of the Ethereal Council






SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
IM so excited. I was on the fence if I wanted to spend my entire first check on a PS4, but Yup, gonna do it now

5000pts 6000pts 3000pts
 
   
Made in us
Executing Exarch




 hotsauceman1 wrote:
SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
IM so excited. I was on the fence if I wanted to spend my entire first check on a PS4, but Yup, gonna do it now


Don't buy a PS4 for XCom 2. One of the posts above notes that it will be a PC-exclusive release.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

* insert PC superiority rant here

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Good. Maybe it will run properly.
I always suspected the bugginess on the PC release was because they had to split their efforts between ports.

So, apparently XCOM will get a flying air-craft carrier.
Which, if they still have interception, would make them pirates.

I for one welcome the possibility of making a sectoid walk the plank.

This message was edited 1 time. Last update was at 2015/06/01 17:44:59


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Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Longtime Dakkanaut





Kind of my least favorite sort of setting "U 2KOOL4SKOOL REBELS AGAINST EBEL GUBMENT" but I suppose it being all run by aliens makes it a bit less annoying.

Really it doesn't matter. So long at the gameplay is just as engaging and repayable I'll probably be able to mostly ignore the premise.

This message was edited 1 time. Last update was at 2015/06/01 17:47:13


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 CthuluIsSpy wrote:
Good. Maybe it will run properly.
I always suspected the bugginess on the PC release was because they had to split their efforts between ports.

So, apparently XCOM will get a flying air-craft carrier.
Which, if they still have interception, would make them pirates.

I for one welcome the possibility of making a sectoid walk the plank.


If that happens I'll yell ''This! Is! EARTH!!!" before kicking them off.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Grey Templar wrote:
 CthuluIsSpy wrote:
Good. Maybe it will run properly.
I always suspected the bugginess on the PC release was because they had to split their efforts between ports.

So, apparently XCOM will get a flying air-craft carrier.
Which, if they still have interception, would make them pirates.

I for one welcome the possibility of making a sectoid walk the plank.


If that happens I'll yell ''This! Is! EARTH!!!" before kicking them off.


I am totally going to name the highest ranked soldier Phantom Harlock, Rebecca Lee if a lady

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
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USA

 Grey Templar wrote:
So it looks like the Iluminati won and Xcom is fighting a shadow war to bring down the establishment. That's fricking awesome.
I like. Always preferred this kind of game in dark heresy roleplays. Gotta be subtle XD

This message was edited 1 time. Last update was at 2015/06/01 18:07:34


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pontiac, michigan; usa

This game if anything like the last will be sex. Everything about this game appeals to me. I'm just curious wtf happened. Last we saw we won the game unless this is an alternate timeline where we either lose or eventually we lost behind the scenes. If so will there be an in between game like an xcom 1 and a half?

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Eumerin wrote:
- The info advertises a "virtually infinite combination of maps, missions, and goals." I'm not sure if this means that the maps are randomly built this time.

Another article says that levels will be procedurally generated, so yeah, much, much wider variety of maps!
   
Made in us
Executing Exarch




 flamingkillamajig wrote:
This game if anything like the last will be sex. Everything about this game appeals to me. I'm just curious wtf happened. Last we saw we won the game unless this is an alternate timeline where we either lose or eventually we lost behind the scenes. If so will there be an in between game like an xcom 1 and a half?


I won't rule out the possibility of an alternate dimension (that was the first thought that occurred to me while watching the trailer, and before I had read the info on the game), but it looks like the simplest answer is the most correct - XCom failed. Either it screwed up the assault on the Temple ship, or it never got the chance at all. While failure is a rare choice for a sequel plot, it's been used on very rare occasions in the past.

   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 flamingkillamajig wrote:
This game if anything like the last will be sex. Everything about this game appeals to me. I'm just curious wtf happened. Last we saw we won the game unless this is an alternate timeline where we either lose or eventually we lost behind the scenes. If so will there be an in between game like an xcom 1 and a half?


To me, its always been heavily implied that the "victory" was just delaying the inevitable; that was only an research party, and not the main military force.
So what probably happened is that a few years after the destruction of the temple ship, a larger alien force, geared for open combat, either attacked and subjugated Earth, or convinced the world's governments that they would be better off serving their alien overlords. Probably at the end of a plasma rifle.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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Brum

 flamingkillamajig wrote:
This game if anything like the last will be sex.


If the strategic layer is much improved. XCOM's strategic layer was rudimentary and a lot less interesting than even the UFO games managed.


My PLog

Curently: DZC

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Baltimore, Maryland

Well, fairly crappy Monday until I saw this.

Awesomeness. Love me some X-com

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
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Waiting for my shill money from Spiral Arm Studios

 flamingkillamajig wrote:
This game if anything like the last will be sex. Everything about this game appeals to me. I'm just curious wtf happened. Last we saw we won the game unless this is an alternate timeline where we either lose or eventually we lost behind the scenes. If so will there be an in between game like an xcom 1 and a half?


Not necessarily. It could be that the world governments surrendered after the Temple ship was destroyed for some reason.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Grey Templar wrote:
 flamingkillamajig wrote:
This game if anything like the last will be sex. Everything about this game appeals to me. I'm just curious wtf happened. Last we saw we won the game unless this is an alternate timeline where we either lose or eventually we lost behind the scenes. If so will there be an in between game like an xcom 1 and a half?


Not necessarily. It could be that the world governments surrendered after the Temple ship was destroyed for some reason.


And that reason was exterminatus

It would be pretty cool if there was a scene where the camera points up and shows that half the moon is missing.
Probably not going to happen, but it would be cool.

This message was edited 2 times. Last update was at 2015/06/01 18:38:11


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
 
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