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===XCOM 2=== [[File:People%27s_reaction_to_XCOM_2%27s_Vipers.png|200px|thumb|Turns out they ''are'' poison glands. Hee.]] A direct-ish sequel to EU/EW, XCOM 2 seems to decide that what's canon is not: not "you killed all the aliens, now here's more aliens", but "you know that Impossible Ironman game you played for a laugh and got utterly stomped? That's the canon ending". (The utterly stomping part takes place in the base defense mission from EW, and it is so bad that two of the most important things got taken: The Commander, and more importantly, central officer Bradford's sweater). The aliens won before humanity even got to laser weapons, taking over the world and unifying humanity (read: ruling over them in a pseudo-utopia "Brave New World"-style), and basically preparing to turn them into another of their slave races (not that most of humanity knows this). XCOM refused to back down even after the Council of Nations ceased to exist and instead went underground, hijacking an alien supply ship to act as a mobile base for hit-and-run operations against the alien occupiers, in the hopes of toppling ADVENT (the puppet government the aliens set up) and exposing the true purpose of their supposedly ideal society to the world. So they free the captured Commander (Bradford's sweater didn't make it, press F to pay respects) and it's guerilla warfare time. This is where the first core gameplay mechanic differs from the previous entries in the franchise. Where before now you had to push forth inch by inch before getting jumped by sectoids and surprise sectopods lurking around corners, most missions start with your strike team in concealment, letting ''you'' get the jump on the aliens. Once you execute this initial ambush, however, it reverts back to the standard formula for the rest of the mission. New features include: *The Assault class has been given a makeover to focus even more on [[Rip and Tear]], replacing the sidearm with a sword and changing title to the Ranger. *The Sniper has been renamed the Sharpshooter and given a pistol-focused skill-tree-route that turns the soldier into Clint Eastwood (literally, like you can have a stand-off by firing 3 pistol-shots in the same turn). *The Support class has been renamed the Specialist and been given a drone to hack, heal, shield and/or zap shit remotely. *The Heavy has been given a nice grenade launcher to act as your cover-stomper, and been renamed the Grenadier. *Psi-operatives are their own class now as well, and get hate-hair and [[Cadia|purple eyes]] because that makes sense and all psychically talented people look like neo-punks. *Troops can be captured, and then rescued, which also reclaims any expensive gear they had on them (but it's never the captured troops you actually need back). *New enemies (without spoilers), including "human" ADVENT security troops (who really love to say "bitch" and pointing towards your soldiers) with magnetic weapons who look like humans till you get their armor off, sectoid-human hybrids with teeth, thumbs, and belly buttons, and Snake-women called Vipers (which is what the Thin Men actually look like without their disguises). Yes, there were snaketits on the thread that announced this to /tg/. No they are not actually tits. No /d/ did not care. Yes they have drawn porn of them. Yes, it will be added to the gallery. Yes, this is all blatant pandering on 2K's part. XCOM 2 also reveals the reason why the aliens invaded in the first place, although it's arguably a retcon that contradicts the vague hints given in the previous game. Apparently, the Ethereals have some kind of fatal disease they can't cure, so they've been trekking around the galaxy gathering genes to build the ultimate bodies for themselves, while forming their victims into a genetically engineered super army. When the Ethereals found humanity, they found their genes to be so awesome and powerful that just adding some of them to a lowly sectoid turned it from a pathetic 3' tall creature with lame psionics to an 8' tall rape machine that could raise the dead and withstand salvos of bullets to the face. They then set up an alien government on Earth so they could sift through our genome for the best genetic material and grow new bodies for themselves that don't die called Avatars. And by don't die, we mean have copious amounts of health, teleport every time they're injured, regenerate like crazy, are guaranteed to successfully mind control anything, and are immune to any psionics that isn't just damage. And the boss fight involves killing three of these dick-butts and an endless wave of alien reinforcements. The lose condition for the game is when the aliens complete their "Avatar Project" to mass produce enough Avatar bodies for the Ethereal race. If they do you get treated to a scene of all resistance being crushed because the Avatars are dangerous enough in small numbers and an army of them would unstoppable. You can slow progress, but can only stop it by finishing the game. Also, Firaxis worked with the team responsible for the infamous Long War mod (see below) and adapted their "unique" design idioms to XCOM 2, aka nerfing the shit out of everything because suffering builds character or something. On the other hand, this means XCOM 2 has fantastic mod support, letting you pile as much random crap as you want until the hacked-up UE3 fork the game uses starts bursting at the seams. Between Nexus and the Steam workshop you have everything from backports of the weapons and MECs from Enemy Within to third factions like Mass Effect's Geth to cosmetic mods that let you LARP as everything from Halo to 40k. ====XCOM 2: War of the Chosen==== This brand new expansion gives us three new allies to aid us. It's actually more than large enough to be a game into itself. *Reapers: Stealthy hunters who wear [[Shadowrun|trench coats and gas masks, despise the aliens so much they reject the use of any of their technologies,]] eat Muton flesh like they are on a southern BBQ and are armed with nothing but a rifle and explosives. It's enough. Reapers are ''the'' defacto masters of infiltration and assassination and right out of the gate have a dramatically buffed state of concealment called "Shadow". When in their "Shadow" mode, Reapers are virtually undetectable and can only be revealed by the enemy if they literally run into them by sheer dumb luck. Yes, you can have your Reaper sit ass out completely out in the open in the middle of the street and the aliens will be none-the-wiser. Reapers can and will begin to reveal themselves on the offensive, however, as they have an exponentially increasing chance to reveal themselves after every shot they take. Upgraded reapers can mitigate this slightly by taking a perk that prevents the odds of being revealed from increasing if they kill the target they shot at. [[Dakka|They also have an ability that lets them shoot at an enemy until they run out of ammo.]] Long story short, these guys are only slightly less powerful than the Reapers from Mass Effect. *Skirmishers: ADVENT defectors who are armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level [[Awesome|can gain action points every. Time. The. Enemy. Moves.]] Except it only works three times a turn, and doesn't trigger on non-move actions. [[fail|The game doesn't tell you this.]] Their Bullpups have lower range and damage over the standard rifle, but make up for it by being able to shoot multiple times a turn and being wielding by dudes using grappling hooks to zip between buildings like Spiderman. *Templars: [[Grey Knights|A resistance group made of only psionics]] that wield psi blades and machine pistols, but you'll probably never use those. They're fast, hard to kill, and hit like a brick. And like any good psi-based unit, they can fry their enemies with lighting from their hands. They're like the [[rip and tear]] half of the Ranger, but with psionic powers. They have access to some rather obscene powers (like being able to teleport your allies and enemies across the map or summon lightning storms to disintegrate several enemies at once), but this is tempered by them needing to build up Psionic Focus by killing enemies in melee in order to use them. They're also fantastically hammy and roll their Rs. But these new allies come with a catch as you now have to fight the titular chosen who can adapt to your soldiers' abilities with their own strengths and weaknesses, and the Lost ([[tarpit|zombie swarms]]) that attack both you and ADVENT. Along with these new allies and enemies is trying to get the three resistance groups to work together, as well as a new fatigue and relationship system.
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