Yes! ![]()
EDIT 1:
To sum up the more interesting points:
- The game takes place in 2035.
- XCOM 2 establishes the loss of Earth via council members withdrawing as cannon.
- A focus on stealth, hit and run tactics in order to set up your squad before a fight.
- The mobile base that you operate out of is called the Avenger, a captured and repurposed alien cargo ship.
- There are several new classes that are an evolution of the classes from XCOM:EU
- "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."
- Weapons and gear can be looted from dead bodies of enemies and allies, though if not retrieved in time the items in question will be reduced to scrap.
- You can carry wounded, unconscious, or dead operatives off the field of battle and salvage their gear.
- Procedurally generated maps, and secondary objectives that can be completed without having to kill every alien on the map.
- The ability to call for extraction from anywhere on the map.
- More precise control of your soldiers' movements as they pick their way across the battlefield.
EDIT 2:
New IGN article detailing the modding features of XCOM 2.
The game is getting the full treatment with and Unreal Development Kit (UDK) and the editor the developers use to create content. As the developers say in the interview:
“People will see the gameplay source, all the scripting,” he promised. “This is the code that makes the game what the game is. Here's the editor and all the assets that went into this game.”
They even make mention of the Long War mod in the interview as well, and how they admire the talented modders and fans that can help extend the longevity of the game well past its release date. It is this plethora of tools and ease of access with Steam Workshop that makes me the most excited for the game. Long after the vanilla campaign is beaten, I can be assured that 'Long War 2.0 will be there to keep me company, with even more features and mechanics, and if I ever tire of the XCOM universe I can always turn to some intrepid modder's work to get a high tactical version of Halo, or Star Wars, or even Mass Effect. Just make sure you make the Rachi recruitable agents! ![]()
EDIT 3:
E3 Gameplay Demo
EDIT 4:
Gamescon XCOM 2 Strategic Overview Preview:
https://www.youtube.com/watch?v=un9YdJl5-uk
Things I am really excited about from that video:
• Scientists and Engineers as actual individuals that can be assigned to various tasks and research projects.
• The random nature of the research element to the game; i.e. The Proving Grounds.
• The World map, and how you maneuver around it. Really feels in-line with the guerrilla tactics that the new XCOM forces must employ.
• The fact that the aliens/Advent will actually improve their forces weapons and armor in response to the players' actions. And the fact that XCOM can attempt to disrupt such upgrades.
• CUSTOMIZATION! That soldier editor and weapon load-out/upgrade screen ![]()





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