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Made in us
Calculating Commissar




pontiac, michigan; usa

 hotsauceman1 wrote:
 flamingkillamajig wrote:
So what's the 5th class then? I'm guessing it was that flying robot we saw in the trailer. I don't totally mind but how is it going to rank up like the other soldiers? Hopefully something's planned out. Maybe the robot is controlled by a drone controller back at base or something. Either that or maybe it's a dude controlling the drone with a nearby device (similar to shadowrun returns and the drone using dudes).

My guess is the demo class


Considering xenonauts separating the heavy and rocket (as the old xcom probably did) and considering a guy in the trailer used a grenade launcher it is possible.

Anybody else see that screenshot of the xcom dude with a knife on his back in the gameplay screens? It looks like you can sneak up on some enemies while they're unaware and take shots at them when this is also the case. No more of that stumbling upon an alien patrol that immediately goes into overwatch or move around to flank i guess. I'm really curious how the gameplay will be actually if this is totally changed.

Any ideas what missions they have? I'm guessing it is focused around getting in and out with data, refugees and similar stuff. Hacking might also take time with reinforcements closing in. I'm guessing some normally terrorist/freedom fighter tactics are used. What if we are allowed to use one guy as a distraction to lure enemies to an area so we can either flank them somewhere else or possibly lead them somewhere by the nose and move around their forces with the rest of your force without issue. Now THAT would be freaking cool.

I'm also guessing assassinations, demolition and whatever good stuff could be brought to the gameplay. Stealth shenanigans would be super fun too. I'm really curious about all the possibilities. It doesn't sound like the same game because the style of approach to fighting is different. It's like a stealth action game rather than an action game and that sounds like a lot of fun. Although i do like leaving the baddies in a pile of broken bodies.

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Battlefortress Driver with Krusha Wheel





Brum

 flamingkillamajig wrote:

Any ideas what missions they have? I'm guessing it is focused around getting in and out with data, refugees and similar stuff.


Supposedly you recruit new members via missions. I don't expect anything radically different from XCOM in terms of actual gameplay though.

 Hordini wrote:
Shouldn't this technically be like XCOM 10?


9, 8 if you don't count the Bureau

My PLog

Curently: DZC

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Made in us
PanOceaniac Hacking Specialist Sergeant






Let's see. Not counting ports...

UFO: Enemy Unknown
XCOM: Terror from the Deep
XCOM Apocalypse
XCOM Interceptor
Email Games XCOM (meh)
XCOM Enforcer (shudder)
The Bureau: Whatever the hell that was declassified (yuuuck)
XCOM: Enemy Unknown
XCOM: Enemy Within (if you consider this big xpack it's own game or not)
XCOM2

That's 10 alright.
Don't forget the poor, cancelled XCOM project Genesis (an abortive attempt to remake the original in the late 90s), and XCOM Alliance, a space-hulk esque first person squad shooter with campaign.

This message was edited 1 time. Last update was at 2015/06/02 06:51:27


 
   
Made in us
Executing Exarch




 malfred wrote:
And enemy within has defend a position scenarios. Snipers on a roof are invaluable there.


Automatically Appended Next Post:
Also, did anyone catch that the operatives used a combat drone?

Pretty Epirian, eh? EH?


My guess is that the drone is the new SHIV.
   
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Posts with Authority






 flamingkillamajig wrote:
 hotsauceman1 wrote:
 flamingkillamajig wrote:
So what's the 5th class then? I'm guessing it was that flying robot we saw in the trailer. I don't totally mind but how is it going to rank up like the other soldiers? Hopefully something's planned out. Maybe the robot is controlled by a drone controller back at base or something. Either that or maybe it's a dude controlling the drone with a nearby device (similar to shadowrun returns and the drone using dudes).

My guess is the demo class


Considering xenonauts separating the heavy and rocket (as the old xcom probably did) and considering a guy in the trailer used a grenade launcher it is possible.


X-Com didn't have classes.
   
Made in us
Calculating Commissar




pontiac, michigan; usa

 Bromsy wrote:
 flamingkillamajig wrote:
 hotsauceman1 wrote:
 flamingkillamajig wrote:
So what's the 5th class then? I'm guessing it was that flying robot we saw in the trailer. I don't totally mind but how is it going to rank up like the other soldiers? Hopefully something's planned out. Maybe the robot is controlled by a drone controller back at base or something. Either that or maybe it's a dude controlling the drone with a nearby device (similar to shadowrun returns and the drone using dudes).

My guess is the demo class


Considering xenonauts separating the heavy and rocket (as the old xcom probably did) and considering a guy in the trailer used a grenade launcher it is possible.


X-Com didn't have classes.


Fair enough i didn't play the original. Kind of sorry to say i have always been poor and what games i could play is usually restricted except during steam sales which have helped tremendously (even if they give me next to no value for the games i get on sale).

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Wing Commander






So, anyone else getting some pretty serious Half-Life 2 vibes?

The aesthetic is different, but the idea and concept is certainly right up there.

I'll certainly have my most senior XCOM trooper in bright orange with callsign "Freeman"

Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
 
   
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on the forum. Obviously

 MajorStoffer wrote:
So, anyone else getting some pretty serious Half-Life 2 vibes?

The aesthetic is different, but the idea and concept is certainly right up there.

I'll certainly have my most senior XCOM trooper in bright orange with callsign "Freeman"


Maybe you can get crowbars as a melee weapon

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 CthuluIsSpy wrote:
 MajorStoffer wrote:
So, anyone else getting some pretty serious Half-Life 2 vibes?

The aesthetic is different, but the idea and concept is certainly right up there.

I'll certainly have my most senior XCOM trooper in bright orange with callsign "Freeman"

Maybe you can get crowbars as a melee weapon

They're apparently going to have proper modding support this time, so it shouldn't be impossible to add some kind of demolition tool as a melee weapon.

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 MajorStoffer wrote:
I'll certainly have my most senior XCOM trooper in bright orange with callsign "Freeman"


Thanks to the snake man I'll surely name one of my grunts "Conan".
   
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Ancient Venerable Black Templar Dreadnought





Canada

I agree that someone mentioned earlier the between mission game could stand to have a little more to it this time.
I would be very interested to see what they have to distract us when not doing tactical combat.
I liked how the old X-com the way you configured your base was reflected in a base assault and determined how easy it was to defend (you needed to isolate the elevator and hangar bays from the rest of the base).

There is so much feedback and "good bones" of the original game to expand the game further. I think the interface was simple enough they do not need to "dumb down" things further. Heck, the long war mod shows how it can be done with little change to the interface.

The biggest most exciting and irritating thing they could add is patrolling aliens. In the original X-com I had more silly aliens sneak up on me and almost never in the new. Sight lines are important and the only thing that simulated that tension was aliens that cloak (cheat!).

I think I would like to see the stray fire from a firefight take out more walls and things and fires. We had it to some extent but to have it happen more often could make the environment more interesting. Heck, just shooting out the floor from under an opponent would be interesting, or a Hi-Ex grenade caving in the roof when deployed on top of a building.

So, what would replace the UFO shooting down sequence?
System hacking and trying to get information on potential targets? Some stealth missions to get intel for future missions?

So many options, I really would like as engaging strategy in the big picture as the "away missions".

A revolution is an idea which has found its bayonets.
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[MOD]
Madrak Ironhide







Tactically mapping your base is probably more manageable with
the one base, but given that your new base is the SHIELD
Helicarrier (calling it the Avenger? Nice callback to previous
games AND a MCU reference) I doubt you will be doing base
layouts outside of upgrades and mods.

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Fireknife Shas'el




 Bromsy wrote:
Hopefully this is more to my liking than the other one. I doubt it will be, but that's life.

I always enjoyed the strategic aspects of X-Com as much or more than the tactical; and those were pared down to next to nothing for the 2012 game. I assume this one will be more of a tactical RPG with the whole mobile base thingy. If they manage to make the tactical aspects more challenging/interesting that may make up for the loss of strategic elements.

I do need to try out the long war at some point, that seems to actually make it worth playing.


I read a blog on it and the strategic elements for xcom were made in about a week. That could be why they were rather weak. I expect the global game to be the first thing they upgrade in Xcom-2. I think they will flip the style to be a more proactive thing where you can pick targets rather then having to wait for a mission to come to you. It also might be neat to see how a mobile base fits in it. Will we have base defenses? Location bonuses? Territory control? I am 99% sure we will have R&D, but with a smaller space, they might change that up. (I kind of speculate that they will base R&D off of personal rather then buildings.)


Automatically Appended Next Post:
 Talizvar wrote:
I agree that someone mentioned earlier the between mission game could stand to have a little more to it this time.
I would be very interested to see what they have to distract us when not doing tactical combat.
I liked how the old X-com the way you configured your base was reflected in a base assault and determined how easy it was to defend (you needed to isolate the elevator and hangar bays from the rest of the base).

There is so much feedback and "good bones" of the original game to expand the game further. I think the interface was simple enough they do not need to "dumb down" things further. Heck, the long war mod shows how it can be done with little change to the interface.

The biggest most exciting and irritating thing they could add is patrolling aliens. In the original X-com I had more silly aliens sneak up on me and almost never in the new. Sight lines are important and the only thing that simulated that tension was aliens that cloak (cheat!).

I think I would like to see the stray fire from a firefight take out more walls and things and fires. We had it to some extent but to have it happen more often could make the environment more interesting. Heck, just shooting out the floor from under an opponent would be interesting, or a Hi-Ex grenade caving in the roof when deployed on top of a building.

So, what would replace the UFO shooting down sequence?
System hacking and trying to get information on potential targets? Some stealth missions to get intel for future missions?

So many options, I really would like as engaging strategy in the big picture as the "away missions".


I think we will still have UFO shoot downs. The carrier has fighter planes in it and it fits the gurella style to shoot down and raid supply ships.

This message was edited 1 time. Last update was at 2015/06/02 14:07:13


 
   
Made in us
Posts with Authority






If they are going the route that I bet they are, I'd like to see something along the lines of UFO Afterlight. It's the third in the franchise and aside from making the graphics inexplicably cartoony, was among the best of the X-Com clones.

You played as a small group of soldiers, scientists and engineers that fled earth when the aliens attacked, and you had to set up a base on Mars and terraform the planet before the 50,000 survivors you had with you in cold sleep woke up. It was far more roleplay-e than your standard X-Com clone, but they made it work. You only had one base, but you had enough gameplay depth that it wasn't an issue. Basically, every one of your people were important, because there was a very limited pool of recruits - like a half dozen kids who get old enough to take part in missions, and some aliens and stuff you could recruit if you allied with their factions.

And you constantly had to be making decisions on where to allocate your guys - you have four decent engineers or whatever, you need one on your rover going out and setting up terraforming stations, one on your away team to complete the mission they are on to repair a water pump, one back at your workshop turning out lasers... what do you do with the other one? Is he going to build new base modules, help out with the lasers so they get done faster? Oh gak, the guy on the away team took a reticulan laser to the face....

And so on. It was all that that made the gameplay fun, despite moving away from the exact model of X-Com, which is what you need.
   
Made in us
Fireknife Shas'el




 Bromsy wrote:
If they are going the route that I bet they are, I'd like to see something along the lines of UFO Afterlight. It's the third in the franchise and aside from making the graphics inexplicably cartoony, was among the best of the X-Com clones.

You played as a small group of soldiers, scientists and engineers that fled earth when the aliens attacked, and you had to set up a base on Mars and terraform the planet before the 50,000 survivors you had with you in cold sleep woke up. It was far more roleplay-e than your standard X-Com clone, but they made it work. You only had one base, but you had enough gameplay depth that it wasn't an issue. Basically, every one of your people were important, because there was a very limited pool of recruits - like a half dozen kids who get old enough to take part in missions, and some aliens and stuff you could recruit if you allied with their factions.

And you constantly had to be making decisions on where to allocate your guys - you have four decent engineers or whatever, you need one on your rover going out and setting up terraforming stations, one on your away team to complete the mission they are on to repair a water pump, one back at your workshop turning out lasers... what do you do with the other one? Is he going to build new base modules, help out with the lasers so they get done faster? Oh gak, the guy on the away team took a reticulan laser to the face....

And so on. It was all that that made the gameplay fun, despite moving away from the exact model of X-Com, which is what you need.


That sounds rather fun. This is all just me wish listing here, but I think it would be cool if your support personal had stats and levels like your combat people and then you just try and juggle them around the different stations of your base.


Automatically Appended Next Post:
http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords

New info. Well more just talking, but still fun.

This message was edited 1 time. Last update was at 2015/06/02 17:23:09


 
   
Made in us
Member of the Ethereal Council






Maybe my gawky laptop I got for 300$ can handle it.....maybe......

5000pts 6000pts 3000pts
 
   
Made in us
Executing Exarch




More info -

The background of XCom 2 is that XCom was steamrolled in an Impossible Ironman campaign that ended so quickly that XCom didn't even have the chance to properly start researching alien technology. XCom never stopped fighting, though, and has apparently been carrying on a guerilla war for the last twenty years.

The snakeman-style alien is called a "Viper". The evolved Sectoid is apparently what all of the Sectoids now look like. And they're a lot tougher (that melee move in the trailer only works in the game if you've softened them up first). Ethereals are apparently hinted at in some of the artwork. There will be new, as yet unseen, aliens. The early opponents this time around will be the human Advent troops (who are not related to EXALT), who carry "magnetic weapons".

As mentioned previously, there are five classes this time around. Four of them are similar to the four classes from XCom - Sharpshooter, Specialist, Grenadier, and the Ranger. The drone seen in the trailer is used by the Specialist class. The fifth class won't be revealed until closer to the release date.

Looting dropped items is important. If enemy dropped items are not picked up within a few turns, they'll self-destruct automatically.

You'll see less of the "scuttle for cover" move that the aliens perform when you spot each other. It will be possible to spot enemies before they spot you, and using cover to hide your approach from enemy LOS will be important. Surprised aliens won't scramble for cover, though it's possible that enemies that know you're in the area will head for cover when they finally spot your location (the article isn't clear on this).

IGN will have an article explaining why the game is PC-only on Friday.

Veteran soldiers will have additional customization options to indicate their battle-hardened status.
   
Made in us
Longtime Dakkanaut





West Chester, PA

Love it! I've only beaten Enemy Within like eight times. I love the setting and the new gameplay elements. I sounds like they've really expanded some of the RPG elements and stealth gameplay.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

2500 points
1500 points
1250 points
1000 points 
   
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Badass "Sister Sin"






Camas, WA

Eumerin wrote:
IGN will have an article explaining why the game is PC-only on Friday.

:(

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Longtime Dakkanaut





West Chester, PA

nomotog wrote:
 Bromsy wrote:
Hopefully this is more to my liking than the other one. I doubt it will be, but that's life.

I always enjoyed the strategic aspects of X-Com as much or more than the tactical; and those were pared down to next to nothing for the 2012 game. I assume this one will be more of a tactical RPG with the whole mobile base thingy. If they manage to make the tactical aspects more challenging/interesting that may make up for the loss of strategic elements.

I do need to try out the long war at some point, that seems to actually make it worth playing.


I read a blog on it and the strategic elements for xcom were made in about a week. That could be why they were rather weak. I expect the global game to be the first thing they upgrade in Xcom-2. I think they will flip the style to be a more proactive thing where you can pick targets rather then having to wait for a mission to come to you. It also might be neat to see how a mobile base fits in it. Will we have base defenses? Location bonuses? Territory control? I am 99% sure we will have R&D, but with a smaller space, they might change that up. (I kind of speculate that they will base R&D off of personal rather then buildings.)


I would love to see more strategic elements developed. How cool to think that a specific technology might be based on your ability to track down and exfiltrate a specific scientist or engineer and that they could affect your progression.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

2500 points
1500 points
1250 points
1000 points 
   
Made in us
Member of the Ethereal Council






Eumerin wrote:
More info -

The background of XCom 2 is that XCom was steamrolled in an Impossible Ironman campaign that ended so quickly that XCom didn't even have the chance to properly start researching alien technology. XCom never stopped fighting, though, and has apparently been carrying on a guerilla war for the last twenty years.

The snakeman-style alien is called a "Viper". The evolved Sectoid is apparently what all of the Sectoids now look like. And they're a lot tougher (that melee move in the trailer only works in the game if you've softened them up first). Ethereals are apparently hinted at in some of the artwork. There will be new, as yet unseen, aliens. The early opponents this time around will be the human Advent troops (who are not related to EXALT), who carry "magnetic weapons".

As mentioned previously, there are five classes this time around. Four of them are similar to the four classes from XCom - Sharpshooter, Specialist, Grenadier, and the Ranger. The drone seen in the trailer is used by the Specialist class. The fifth class won't be revealed until closer to the release date.

Looting dropped items is important. If enemy dropped items are not picked up within a few turns, they'll self-destruct automatically.

You'll see less of the "scuttle for cover" move that the aliens perform when you spot each other. It will be possible to spot enemies before they spot you, and using cover to hide your approach from enemy LOS will be important. Surprised aliens won't scramble for cover, though it's possible that enemies that know you're in the area will head for cover when they finally spot your location (the article isn't clear on this).

IGN will have an article explaining why the game is PC-only on Friday.

Veteran soldiers will have additional customization options to indicate their battle-hardened status.

That story is kinda a bummer tbh. I would have liked to have it tie in with the end of the first. It could have been easy. This is an good example of how to badly make a sequel premise of why they are underpowered again. It never happened. Still gonna play.

5000pts 6000pts 3000pts
 
   
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Missionary On A Mission





I am looking forward to it. Being rebels reminds me of Jagged Alliance 2. It also allows the player to have initiative instead of always reacting to the aliens' moves.

The IGN article also talks about secondary objectives, which sounds awesome. I would love an assassination mission.
   
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[MOD]
Madrak Ironhide







http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords

Will add this to the original post.

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"...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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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



Automatically Appended Next Post:
Looks like they're retconning Enemy Unknown so that you lost.

This message was edited 2 times. Last update was at 2015/06/02 20:18:30


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So, no chance of a console release than.
screw you 2k. "Oh consoles held the first game back and therefore wasn't great" bs, then why did it still sell well on pc? These guys are shooting themselves on the foot.


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Also, so thin men where really modified lizard people?

This message was edited 1 time. Last update was at 2015/06/02 20:40:03


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This makes me sad. I won't buy a computer for one game. :(

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 pretre wrote:
This makes me sad. I won't buy a computer for one game. :(

I know, looking around, a decent gaming computer costs like 700$ twice that of a Xbox one.
Although, and this is just one person on a forum I heard theorize this. They are doing this to cause a commotion, get people talking about it more, that announce a console version later on.

This message was edited 1 time. Last update was at 2015/06/02 20:51:29


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 MajorStoffer wrote:
So, anyone else getting some pretty serious Half-Life 2 vibes?

The aesthetic is different, but the idea and concept is certainly right up there.

I'll certainly have my most senior XCOM trooper in bright orange with callsign "Freeman"


Yeah absolutely. It is very much like city 17 and what happened in half life.

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 hotsauceman1 wrote:
 pretre wrote:
This makes me sad. I won't buy a computer for one game. :(

I know, looking around, a decent gaming computer costs like 700$ twice that of a Xbox one.


Half that although you can obviously spend a lot more.


Automatically Appended Next Post:
 hotsauceman1 wrote:
are doing this to cause a commotion, get people talking about it more, that announce a console version later on.


Or they are doing it because its easier and the PC is a sufficiently massive market to economically sustain development. After a while I am sure that this will find its way to consoles.

In fairness generally speaking games have a tendency to be released on consoles first and then slowly find their way to PC once the publisher can be bothered to knock out a shoddy port.

This message was edited 1 time. Last update was at 2015/06/02 21:56:56


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to the first. To me, it isnt the cash. Its the fact im not Computer literate. If my ps4 or Xb1 decides to start chanting in tongues and attacking my children, I can call customer support. If my homemade PC does something, I have to figure it out myself.
To the second. Duh, I was just posting something silly.

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