<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<id>https://plamosoku.com/enjyo/index.php?action=history&amp;feed=atom&amp;title=Review%3A_XCOM_2</id>
	<title>Review: XCOM 2 - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://plamosoku.com/enjyo/index.php?action=history&amp;feed=atom&amp;title=Review%3A_XCOM_2"/>
	<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;action=history"/>
	<updated>2026-04-06T16:29:07Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2095186&amp;oldid=prev</id>
		<title>2025年12月12日 (金) 13:18に23.95.237.104による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2095186&amp;oldid=prev"/>
		<updated>2025-12-12T13:18:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月12日 (金) 13:18時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1行目:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From one remake &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crash Bandicoot franchise were overjoyed when it was announced &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their favorite marsupial would &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;returning with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modernized version &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original PlayStation 1 trilogy&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game didn't disappoint &lt;/del&gt;and it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sparked a resurgence for the series &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has seen &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release of Crash Bandicoot 4: It's About Ti&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Regardless of how victorious players were in XCOM: Enemy Unknown , Firaxis Games continued down a canon storyline with XCOM 2 that assumed players had ultimately lost the fight against the technologically superior alien invaders. This more or less sets the tone for the new War of the Chosen expansion: there are some fights you just can't win, and the impressively deep expansion pack for XCOM 2 piles on the signature pain that strategy fans have come to embrace in almost masochistic fash&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One feature that could have been great for Firaxis to implement is stealth. At &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beginning of most missions, your team is concealed &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unknown, so getting the drop on at least one &lt;/del&gt;enemy &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is fairly easy to accomplish&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately, there’s no way to actually keep concealment once an attack lands, so going back into the darkness to get the jump on another group &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aliens is absent. As mentioned before&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are some characters such as the Ranger who has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows her to not be revealed when things go off, but after everyone in the vicinity is cleared &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you progress further, enemies will instantly become aware of your position as they patrol their routine programming like nothing is going on&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is more of a half of a step rather than a full step &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right direction, something that could have benefited the core gameplay enormously. All-out war with your &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien overlords is fun&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but a stealth component could have allowed for even more combat variance other than exchanging gunfire &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hoping your shot hits every round.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We really wanted &lt;/del&gt;XCOM &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 to be something amazing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but unfortunately &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;falls short. From highly customizable characters &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deep &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaningful combat that &lt;/del&gt;has been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improved &lt;/del&gt;over &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its predecessor&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s &lt;/del&gt;a lot &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like, at least on paper&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is only when &lt;/del&gt;it all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comes together properly. We ran into far too many technical issues to count that taints the experience &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;puts even more frustration on &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already stressful campaign&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the game wasn’t so demanding &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its design, then &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these issues wouldn’t be a huge concern&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but that would require cutting &lt;/del&gt;out &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what makes XCOM so appealing in the first place. Unless you plan on save scumming your way through the campaign&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the outcome will ultimately &lt;/del&gt;end &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poorly. XCOM 2 truly has the makings &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a great [https://Www.slgnewshub.com/ slg Game blog]&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it’s hidden in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bloated technical issues that drag it down&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So the parcel will drop down in their locations with different kinds &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;things and different sizes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them, and they’re not all the same size, and it will pull &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pools&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It will be intelligent where you can say only use &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and then on the roads it stitches down its own sub-procedural level&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s super flexible. And again&lt;/del&gt;, you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can make it 100% procedural or you can change it. It’s completely up to the modder and up to us as developers, like all &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our stuff &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;procedural&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;narrative stuff&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’m really happy with that system and&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;getting back to &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;question, it really lead us to that inspiration. At the end of the day that’s what we were focused on &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the modding community &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great on PC&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I hope it gets more robust &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flexible on consoles&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but that’s where it was when we made that decision&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fortnite is available on just about every modern platform under the sun&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;including portable consoles. All the same&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being able to play &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC version on the go will be a great addition to the Fortnite ecosys&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Beyond this, players can bolster &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;own forces with a few clever additions to the original formula&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldiers &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now gain ability points for performing tactical moves&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like flank shots or ambush kills&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and spend them on additional skills &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use in battle. While &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original menu &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two skill options still exists&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few seemingly random third skill slots are available for purchase now, making each soldier&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;respective skill tree even more unique. Soldiers can also bond with squadmates they spend time on the battlefield with &lt;/del&gt;(a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;la Fire Emblem &lt;/del&gt;), and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;commanders will even be able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rank up these skills so that bonded soldiers can utilize unique combat moves in battle&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldiers also require rest after each mission lest they become fatigued and more susceptible to developing fears that can impact &lt;/del&gt;them &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in bat&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Ultimately, &lt;/del&gt;XCOM 2&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: War &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen buries even &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most tactically-sound gamer under &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mountain of entertaining challenges &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adds not only several hours &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;content to play &lt;/del&gt;through, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but well-neigh infinite replayability as well - we can't wait to restart &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see how &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new batch &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldiers fares against the ADVENT government. Firaxis Games has introduced &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;veritable mountain of new enemies &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experiences to take in, greatly refreshing what was already a deep strategy title &lt;/del&gt;with a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;steep learning curve&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With so many layers of new content and carefully balanced gameplay, War of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen (and its accompanying price tag) isn't for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;faint of heart&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it certainly packs more than enough value to back up the pr&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 is not a game for those who think about what’s going on in a single instance. Everyone will need to think three turns ahead in every aspect of the campaign, and even then, it’s mostly about luck, creating an incredibly random experience in the process. Even from the beginning, players believing they’ll be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep everyone alive will run into a harsh reality check&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whether they’re on the easiest or hardest difficulty settings. It’s not primarily the combat that can be difficult though, it’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world management &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/ins&gt;be a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit stressful. Similar to Enemy Unknown, there’s a time component to XCOM 2, ensuring you don’t take your sweet time to level up characters and accept every side mission that becomes available. There will be crucial choices to be made, but instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ruining reputations based on countries and risking resources, these are classified as larger reaching outcomes to alien progression in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s so many systems at play that anyone could easily see themselves overwhelmed, &lt;/ins&gt;and it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn’t help &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s an unfortunate lack of explanation on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;various mechanics.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Regardless of how victorious players were in XCOM: Enemy Unknown , Firaxis &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://WWW.Slgnewshub.com/ SLG PC &lt;/ins&gt;Games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;] &lt;/ins&gt;continued down a canon storyline with XCOM 2 that assumed players had ultimately lost the fight against the technologically superior alien invaders. This more or less sets the tone for the new War of the Chosen expansion: there are some fights you just can't win, and the impressively deep expansion pack for XCOM 2 piles on the signature pain that strategy fans have come to embrace in almost masochistic fash&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;However, it's not just &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new Chosen enemies &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few new ADVENT &lt;/ins&gt;enemy &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;types that these soldiers will be facing&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Missions in abandoned cities are frequently overwhelmed with swarms &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Lost&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;zombie-like enemy &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacks both XCOM &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT forces upon sight&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Any explosions &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map trigger a &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;swarm of these monsters&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pandemonium can quickly reign as they attack friend and foe al&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The story takes place decades after the &lt;/ins&gt;XCOM&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Enemy Unknown with the cannon conclusion being the so called &amp;quot;bad&amp;quot; ending. Humanity, as one would expect&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suffered an unmeasurable loss being that &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was unable &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stop the alien invasion &lt;/ins&gt;and has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taken &lt;/ins&gt;over, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but not necessarily to the degree &lt;/ins&gt;a lot &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of fiction tends &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lean towards&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This isn’t aliens downright enslaving humanity&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but instead helping &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;off the ground by introducing new and improved technology, among other things. It’s not &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sunshine and rainbows, though, as there are always conspiracies, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien force, their intentions aren’t entirely for humanity’s sake&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We liken them towards Nazis &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that it’s &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far more controlled and brutal way &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ruling where&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if someone steps &lt;/ins&gt;out &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of line&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they won’t hesitate to &lt;/ins&gt;end &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them, whereas if you’re contributing member &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;society&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they will leave you alone for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most part&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They also don’t really have much &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a regard for human rights or casualties where they’re willing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experiment on people without any regard &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their wellbeing&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because of this new line of dictatorship &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the alien invaders&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is a rebellion that has formed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the sect &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become a part &lt;/ins&gt;of is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small, very small&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so it’s difficult to make a meaningful impact like you did in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Your resources are limited&lt;/ins&gt;, your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time is short &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your man power &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;usually understaffed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a grueling situation, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for that&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the story feels far more intriguing as you progress&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While Enemy Unknown 's basic gameplay loop saw players taking uneasy steps into hostile territory&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unsure of ambushes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player who now stalks &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien prey&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Squad members &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be led&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one by one&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very fringe &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;monitored areas. From there&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possible to identify secondary targets or assets &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core layer of the mission objectives&lt;/ins&gt;), and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surround enemy troops and traitors before they know what's about &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit them&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And when it hits &lt;/ins&gt;them&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;... it's glori&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The core &lt;/ins&gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay, at least for those who have played Enemy Unknown, remains mostly intact. This is still a third person, isometric strategy shooter that focuses on dice rolls each turn to determine the outcome &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle. There are times when things will go in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player’s favor, and then there are times when it goes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete opposite direction. This can be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;random experience, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the time it becomes very stressful. Unless you save scum all the way &lt;/ins&gt;through &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the campaign&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chances of surviving every battle with no casualties is highly unlikely. That problem derives mainly from some occasional confusing hit percentages &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reactions. There’s nothing like seeing &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldier stand two feet in front &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an enemy with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gatling gun &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shoot through the unfazed alien &lt;/ins&gt;with a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;big failure text pop up taunting you&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very least there should be more animations showing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opponents dodging your bullets&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not just standing there clueless.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key xs242718_enjyo-enjyo:diff::1.12:old-2094881:rev-2095186 --&gt;
&lt;/table&gt;</summary>
		<author><name>23.95.237.104</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2094881&amp;oldid=prev</id>
		<title>2025年12月12日 (金) 10:25にTabithaBackhouseによる</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2094881&amp;oldid=prev"/>
		<updated>2025-12-12T10:25:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月12日 (金) 10:25時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1行目:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Regardless &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these occurrences, Firaxis has done a great deal to enhance &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overall XCOM experience by adding variety to its combat. For example, melee is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new feature to the XCOM universe, dealing massive damage to enemies at the risk &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having a character exposed out in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;open&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This generally does significant damage in comparison to standard projectiles, which adds &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new layer of strategy outside of hunkering down or providing cover fire. This also ties somewhat into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improved character class system &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows for additional customization outside &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the rather robust selection &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aesthetics. Just as &lt;/del&gt;Enemy Unknown &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contained&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each character has their own class tree &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will be accessible based on promotions on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The higher a character traverses in their class, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more powerful and capable they become, learning additional traits and abilities. There are some deviations from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional format in that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classes &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specialized&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their traits feel like they provide far more assistance than ever before. For example, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new Ranger class that can wield a sword can pick up a skill that ensure concealment even after your party initiates a battle, or straight up do greater damage. Depending &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their skillset, they can be completely different from a character in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same class, which can lead &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some interesting pairings, especially later &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game when more party slots open up.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Across the series, players need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use their wits and maximize their roster of characters&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After all, at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the day&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;goal &lt;/del&gt;is to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bring the fight back to alien colonizers&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The squad-based nature of the game means players can upgrade individual units&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equip special abilities&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and use even &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environment against their oppone&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fans in 2012 were anxious &lt;/del&gt;to get &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their hands &lt;/del&gt;on another &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM game after so many years &lt;/del&gt;absent. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Coming from the creators of the Sid Meier's series, players were cautious in their anticipation&lt;/del&gt;, as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developer is known for creating strong strategy elements, XCOM was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole other ball game &lt;/del&gt;when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it came to combat. Involving complex world building elements and critical decisions through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign, Enemy Unknown &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its follow-up expansion&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Enemy Within, became arguably the best installments &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long running franchise. It featured incredibly hardcore elements with the concern &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simplest mission could end &lt;/del&gt;with a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;couple of &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most invested and powerful comrades coming back in body bags&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There was nothing like &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the market, and because of this, Firaxis was far from ready &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hang the series up &lt;/del&gt;and has been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;working on a new and greatly &lt;/del&gt;improved &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequel that will undoubtedly make fans joyous. While it seems XCOM 2 improves upon &lt;/del&gt;its predecessor, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are some shortcomings to its execution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Why You Should Play It: Souls purists have &lt;/del&gt;a lot to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say about Dark Souls 3&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but few can deny &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is not a satisfying experience&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The way the game ties back &lt;/del&gt;into &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the lore, the improvements &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deeper customization&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the visual style all add up to &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mix &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fantasy and horror that few games have ever delivered before. Admittedly, Dark Souls 3 is only going to appeal to &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain subset of gamers&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thanks to Bloodborne &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cohort &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grown considerably&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Everyone is going to die a lot&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Souls 3 sends &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series off with a b&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Sidequests &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;JRPGs can open up a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gain access &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional in-game rewards such &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;items as well as allowing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spotlight to be put on side characters for further character development&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As Triangle Strategy is being billed as a game built around a player's choices &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;decision making&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sidequests could be used in a variety of interesting w&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Whereas other 4X games let players see their sprawling empire across city &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;city&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader Kings gives players a more strategic and &amp;quot;realistic&amp;quot; approach. In this grand strategy game, players relive 1066 &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1452 in their own image&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Historically, these mark &lt;/del&gt;the day &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after William the Conqueror's coronation &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall of Constantinople&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unlike other fantasy games that prominently feature knights &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sorcerers &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader Kings tries to be as realistic as possi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2016 still has plenty to offer gamers in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second half of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but thus far it’s fair &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say there have been some really great titles released. Whether or not they &lt;/del&gt;will be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to stand  [https://Www.slgnewshub.com/ https://www.slgnewshub.com] up against the likes of No Man’s Sky , Gears of War 4 , or Battlefield 1 is yet &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be determined, but any who are looking for some entertainment now should look no further than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;10 games on this l&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What We Said: &amp;quot;Despite only &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;handful of maps&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no story &lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no ranking system upon release&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than makes up for all of that &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its masterful focus &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;teamwork. The game is clearly designed &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;teamwork at its heart, which is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major strength&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;can also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lead &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frustrations for any lone wolf game&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As with &lt;/del&gt;most &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however, the answers didn&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;appear overnight&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Constant iteration throughout development is why XCOM: Enemy Unknown &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 are such great games. Even the original XCOM titles such as X-Com: Apocalypse went through quite &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chaotic development cycle&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Here are 10 facts about &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM franchise's development most don&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;know about. This list is in no particular or&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From one remake to another, fans &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crash Bandicoot franchise were overjoyed when it was announced that their favorite marsupial would be returning with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modernized version &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original PlayStation 1 trilogy&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game didn't disappoint and it sparked &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resurgence for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has seen the release &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crash Bandicoot 4: It's About Ti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Regardless &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how victorious players were in XCOM: &lt;/ins&gt;Enemy Unknown , &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis Games continued down a canon storyline with XCOM 2 &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;assumed players had ultimately lost the fight against &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technologically superior alien invaders&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This more or less sets &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tone for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new War of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen expansion: there &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some fights you just can't win&lt;/ins&gt;, and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impressively deep expansion pack for XCOM 2 piles &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;signature pain that strategy fans have come &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;embrace &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;almost masochistic fash&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One feature that could have been great for Firaxis &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;implement is stealth&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beginning &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most missions, your team is concealed and unknown&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so getting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drop on at least one enemy &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fairly easy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accomplish&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s no way to actually keep concealment once an attack lands&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so going back into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;darkness &lt;/ins&gt;to get &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the jump &lt;/ins&gt;on another &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;group of aliens is &lt;/ins&gt;absent. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As mentioned before&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are some characters such &lt;/ins&gt;as the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ranger who has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill that allows her to not be revealed &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;things go off, but after everyone in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vicinity is cleared &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you progress further&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies will instantly become aware of your position as they patrol their routine programming like nothing is going on. This is more of a half of a step rather than a full step &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right direction, something &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could have benefited &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core gameplay enormously. All-out war &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your new alien overlords is fun, but &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stealth component could have allowed for even more combat variance other than exchanging gunfire and hoping &lt;/ins&gt;your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot hits every round&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We really wanted XCOM 2 to be something amazing, but unfortunately &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;falls short. From highly customizable characters &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deep &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaningful combat that &lt;/ins&gt;has been improved &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over &lt;/ins&gt;its predecessor, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s &lt;/ins&gt;a lot &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like, at least on paper. Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is only when &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all comes together properly&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We ran &lt;/ins&gt;into &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far too many technical issues &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;count that taints &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;puts even more frustration on an already stressful campaign. If &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game wasn’t so demanding in its design&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these issues wouldn’t be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;huge concern&lt;/ins&gt;, but that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would require cutting out what makes XCOM so appealing in the first place. Unless you plan on save scumming your way through the campaign, the outcome will ultimately end poorly. XCOM 2 truly &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the makings of a great [https://Www.slgnewshub&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/ slg Game blog]&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s hidden in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bloated technical issues that drag it down.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So the parcel will drop down &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their locations with different kinds &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;things and different sizes to them, and they’re not all the same size, and it will pull &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pools. It will be intelligent where you can say only use from these, and then on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roads it stitches down its own sub-procedural level. It’s super flexible. And again, you can make it 100% procedural or you can change it. It’s completely up &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the modder and up &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;us &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developers, like all of our stuff is procedural, even &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;narrative stuff&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’m really happy with that system &lt;/ins&gt;and, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;getting back &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your question&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it really lead us &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that inspiration&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At the end of &lt;/ins&gt;the day &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that’s what we were focused on &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modding community is great on PC&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I hope it gets more robust &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flexible on consoles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but that’s where it was when we made that decision.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fortnite is available on just about every modern platform under &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sun, including portable consoles. All &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play the PC version on the go &lt;/ins&gt;will be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a great addition &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fortnite ecosys&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Beyond this, players can bolster their own forces with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few clever additions to the original formula. Soldiers can now gain ability points for performing tactical moves&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like flank shots or ambush kills&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spend them on additional skills to use in battle. While the original menu of two skill options still exists, a few seemingly random third skill slots are available for purchase now&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making each soldier's respective skill tree even &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique. Soldiers can also bond &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squadmates they spend time &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the battlefield &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;la Fire Emblem )&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and commanders will even be able to rank up these skills so that bonded soldiers &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;utilize unique combat moves in battle. Soldiers &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;require rest after each mission lest they become fatigued and more susceptible &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developing fears that can impact them in bat&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ultimately, XCOM 2: War of the Chosen buries even the &lt;/ins&gt;most &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tactically-sound gamer under a mountain of entertaining challenges and adds not only several hours of content to play through&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but well-neigh infinite replayability as well - we can&lt;/ins&gt;'t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wait to restart the fight and see how a new batch of soldiers fares against the ADVENT government&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis Games has introduced a veritable mountain of new enemies &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experiences to take in, greatly refreshing what was already a deep strategy title with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;steep learning curve&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With so many layers of new content and carefully balanced gameplay, War of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen (and its accompanying price tag) isn&lt;/ins&gt;'t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for the faint of heart, but it certainly packs more than enough value to back up the pr&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key xs242718_enjyo-enjyo:diff::1.12:old-2094653:rev-2094881 --&gt;
&lt;/table&gt;</summary>
		<author><name>TabithaBackhouse</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2094653&amp;oldid=prev</id>
		<title>2025年12月12日 (金) 08:00に165.231.97.63による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2094653&amp;oldid=prev"/>
		<updated>2025-12-12T08:00:32Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月12日 (金) 08:00時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1行目:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the end&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;version of &lt;/del&gt;XCOM &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 available on either the Xbox One or PS4 is still, unavoidably, the second best crafted &lt;/del&gt;by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the development team&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The good news &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that players who prefer their couch &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their desktop won't be missing out on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quality of the experience&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;polish takes &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And with every aspect of XCOM 2 contributing &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the kinds of investment&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tension, and stakes usually relying on players hunched over keyboards, glued to their monitors... well, being &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;couch potato may have never been a more stressful experie&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The core thrill &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seeing a squad erupt from 'Overwatch' to let barrages loose on an unsuspecting enemy is augmented by the new tweaks to Squaddie classes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The standards remain (Sniper, Grenadier, Specialist), but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'Assault' &lt;/del&gt;class &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been replaced with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fearless and furious Rangers&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And before player assume the name means these fighters are ranged characters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realize &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sprinting across a &lt;/del&gt;battlefield &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to unleash a sword attack point-blank has a distinct melee feel&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn-based gameplay remains the same (although clearly increased &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficulty)&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;leaving &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fiction to inform the meaning of the mechanics - scrounging alien technology&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacking research centers and extracting assets - &lt;/del&gt;and in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn, letting the desperation of the campaign amplify &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story ramificati&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One of the three hero &lt;/del&gt;classes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;added in XCOM 2: War of the Chosen&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skirmisher &lt;/del&gt;class &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consists of defective ADVENT soldiers &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are hellbent to take revenge. These characters have some melee damage and low-ammo weapons, making them &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seemingly upgraded version of &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;close-range Rang&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Thankfully&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Musashi fixed this for replayers with the Still Stop Wasting My Time Mod — updated for the War of the Chosen mod, hence the &amp;quot;Still&amp;quot; — which speeds &lt;/del&gt;up &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all the various animations that slow down the flow of gameplay. Never again will players suffer through the tedious 80-minute holo targeting animation&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A nice bonus is that this mod seems to be almost universal, with no major confli&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A rather simple UI change, all this mod does is add an &amp;quot;evac all&amp;quot; option &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the normal taskbar at the bottom of the screen when in the evac zone. Maybe not a [https://www.slgnewshub.com/ SLG Game Forums]-changer exactly&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but this is the kind of quality of life update that all large games could use. Truly, anything that reduces what would &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;12 clicks with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full squad down to one is fantastic. It almost makes folks feel bad for XCOM 2 players on PS5 and their insane load times . No speed adjustments for them, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poor so&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Overall&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 and the War of the Chosen expansion are well balanced when it comes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class viability. Nearly every class &lt;/del&gt;in the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offers a unique playstyle that makes certain situations less punishing or even favorable&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From hacking giant mechs to blowing up entire buildings, here are all of the classes in XCOM 2 ranked from worst to b&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC players have been enjoying &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game since February&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but the developers have finally released a console version &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's a longer delay than many gamers are used&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so does &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ported version seem worth &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wait? And after Enemy Unknown 's own release on consoles&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interfaces and controls been improved (along with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performance) on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4's hardware? The answer is 'yes' across &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;board - minus a few technical iss&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fans in 2012 were anxious to get their hands on another XCOM game after so many years absent. Coming from the creators of the Sid Meier's series, players were cautious in their anticipation, as while the developer is known for creating strong strategy elements, XCOM was a whole other ball game when it came to combat. Involving complex world building elements and critical decisions through the campaign, Enemy Unknown and its follow-up expansion, Enemy Within, became arguably the best installments in the long running franchise. It featured incredibly hardcore elements with the concern that even the simplest mission could end with a couple of your most invested and powerful comrades coming back in body bags. There was nothing like it on the market, and because of this, Firaxis was far from ready to hang the series up and has been working on a new and greatly improved sequel that will undoubtedly make fans joyous. While it seems XCOM 2 improves upon its predecessor, there are some shortcomings to its execution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One feature that could &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;been great for Firaxis &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;implement &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stealth&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beginning of most missions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your team is concealed &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unknown&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so getting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drop on at least one enemy is fairly easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accomplish&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s no way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually keep concealment once an attack lands&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so &lt;/del&gt;going &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;darkness &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;jump &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another group of aliens is absent&lt;/del&gt;. As &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mentioned before&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are some characters such as the Ranger who has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill that allows her &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not be revealed when things go off&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;after &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vicinity is cleared &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you progress further&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies will instantly become aware &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your position as &lt;/del&gt;they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;patrol their routine programming like nothing is going on&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is more &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a half &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a step rather &lt;/del&gt;than a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full step in the right direction&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could have benefited the core gameplay enormously&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All-out war &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your new alien overlords &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a stealth component could have allowed &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even more combat variance other than exchanging gunfire &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hoping your shot hits every round&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Regardless of these occurrences&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis has done a great deal to enhance &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overall &lt;/ins&gt;XCOM &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience &lt;/ins&gt;by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adding variety to its combat&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example, melee &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new feature &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM universe&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dealing massive damage to enemies at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;risk &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character exposed out in the open&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This generally does significant damage in comparison &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;standard projectiles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which adds &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new layer of strategy outside &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hunkering down or providing cover fire&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This also ties somewhat into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improved character &lt;/ins&gt;class &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;system that allows for additional customization outside of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather robust selection of aesthetics&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Just as Enemy Unknown contained&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each character has their own class tree &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will be accessible based on promotions on the &lt;/ins&gt;battlefield. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher a character traverses &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their class&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more powerful and capable they become&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learning additional traits &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abilities. There are some deviations from the traditional format &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/ins&gt;the classes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are specialized, and their traits feel like they provide far more assistance than ever before. For example&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new Ranger &lt;/ins&gt;class that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can wield a sword can pick up &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill that ensure concealment even after &lt;/ins&gt;your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;party initiates a battle&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or straight &lt;/ins&gt;up &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do greater damage&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Depending &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their skillset&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they can &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely different from &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same class&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which can lead &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some interesting pairings, especially later &lt;/ins&gt;in the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when more party slots open up&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Across &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use their wits &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maximize their roster of characters&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After all&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;goal is to bring &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight back to alien colonizers. The squad-based nature of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game means players can upgrade individual units, equip special abilities, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use even &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environment against their oppone&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fans in 2012 were anxious to get their hands on another XCOM game after so many years absent. Coming from the creators of the Sid Meier's series, players were cautious in their anticipation, as while the developer is known for creating strong strategy elements, XCOM was a whole other ball game when it came to combat. Involving complex world building elements and critical decisions through the campaign, Enemy Unknown and its follow-up expansion, Enemy Within, became arguably the best installments in the long running franchise. It featured incredibly hardcore elements with the concern that even the simplest mission could end with a couple of your most invested and powerful comrades coming back in body bags. There was nothing like it on the market, and because of this, Firaxis was far from ready to hang the series up and has been working on a new and greatly improved sequel that will undoubtedly make fans joyous. While it seems XCOM 2 improves upon its predecessor, there are some shortcomings to its execution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Why You Should Play It: Souls purists &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say about Dark Souls 3, but few can deny it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not a satisfying experience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The way &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game ties back into the lore&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the improvements to the combat &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the deeper customization&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual style all add up &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a mix of fantasy and horror that few games have ever delivered before&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Admittedly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Souls 3 is only going to appeal &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a certain subset of gamers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but thanks to Bloodborne that cohort has grown considerably. Everyone is &lt;/ins&gt;going &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to die a lot, but Dark Souls 3 sends the series off with a b&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Sidequests in JRPGs can open up a lot of space for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gain access to additional in-game rewards such as items as well as allowing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spotlight to be put &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;side characters for further character development&lt;/ins&gt;. As &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Triangle Strategy is being billed as a game built around a player's choices and decision making, sidequests could be used in a variety of interesting w&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Whereas other 4X games let players see their sprawling empire across city to city&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader Kings gives players &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more strategic and &amp;quot;realistic&amp;quot; approach. In this grand strategy game, players relive 1066 &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1452 in their own image. Historically&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these mark the day &lt;/ins&gt;after &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;William the Conqueror's coronation and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall of Constantinople. Unlike other fantasy games that prominently feature knights &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sorcerers &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader Kings tries to be as realistic as possi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;2016 still has plenty to offer gamers in the second half &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the year, but thus far it’s fair to say there have been some really great titles released. Whether or not &lt;/ins&gt;they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will be able to stand  [https://Www.slgnewshub.com/ https://www.slgnewshub&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com] up against the likes &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No Man’s Sky , Gears &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War 4 , or Battlefield 1 is yet to be determined, but any who are looking for some entertainment now should look no further &lt;/ins&gt;than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the 10 games on this l&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;What We Said: &amp;quot;Despite only &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;handful of maps, no story , and no ranking system upon release&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch more than makes up for all of &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with its masterful focus on teamwork&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game is clearly designed &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;teamwork at its heart, which &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a major strength&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can also lead to frustrations &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any lone wolf game&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As with most games, however, the answers didn't appear overnight. Constant iteration throughout development is why XCOM: Enemy Unknown &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 are such great games. Even the original XCOM titles such as X-Com: Apocalypse went through quite a chaotic development cycle. Here are 10 facts about the XCOM franchise's development most don't know about&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This list is in no particular or&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key xs242718_enjyo-enjyo:diff::1.12:old-2093103:rev-2094653 --&gt;
&lt;/table&gt;</summary>
		<author><name>165.231.97.63</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2093103&amp;oldid=prev</id>
		<title>HassanMaxie13: ページの作成:「&lt;br&gt;In the end, the version of XCOM 2 available on either the Xbox One or PS4 is still, unavoidably, the second best crafted by the development team. The good news is tha…」</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Review:_XCOM_2&amp;diff=2093103&amp;oldid=prev"/>
		<updated>2025-12-11T21:54:06Z</updated>

		<summary type="html">&lt;p&gt;ページの作成:「&amp;lt;br&amp;gt;In the end, the version of XCOM 2 available on either the Xbox One or PS4 is still, unavoidably, the second best crafted by the development team. The good news is tha…」&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;In the end, the version of XCOM 2 available on either the Xbox One or PS4 is still, unavoidably, the second best crafted by the development team. The good news is that players who prefer their couch to their desktop won't be missing out on the quality of the experience, even if the level of polish takes a hit. And with every aspect of XCOM 2 contributing to the kinds of investment, tension, and stakes usually relying on players hunched over keyboards, glued to their monitors... well, being a couch potato may have never been a more stressful experie&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The core thrill of seeing a squad erupt from 'Overwatch' to let barrages loose on an unsuspecting enemy is augmented by the new tweaks to Squaddie classes. The standards remain (Sniper, Grenadier, Specialist), but the 'Assault' class has been replaced with the fearless and furious Rangers. And before player assume the name means these fighters are ranged characters, realize that sprinting across a battlefield to unleash a sword attack point-blank has a distinct melee feel. The turn-based gameplay remains the same (although clearly increased in difficulty), leaving the fiction to inform the meaning of the mechanics - scrounging alien technology, attacking research centers and extracting assets - and in turn, letting the desperation of the campaign amplify the story ramificati&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One of the three hero classes added in XCOM 2: War of the Chosen, the Skirmisher class consists of defective ADVENT soldiers that are hellbent to take revenge. These characters have some melee damage and low-ammo weapons, making them a seemingly upgraded version of your close-range Rang&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Thankfully, Musashi fixed this for replayers with the Still Stop Wasting My Time Mod — updated for the War of the Chosen mod, hence the &amp;quot;Still&amp;quot; — which speeds up all the various animations that slow down the flow of gameplay. Never again will players suffer through the tedious 80-minute holo targeting animation. A nice bonus is that this mod seems to be almost universal, with no major confli&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A rather simple UI change, all this mod does is add an &amp;quot;evac all&amp;quot; option on the normal taskbar at the bottom of the screen when in the evac zone. Maybe not a [https://www.slgnewshub.com/ SLG Game Forums]-changer exactly, but this is the kind of quality of life update that all large games could use. Truly, anything that reduces what would be 12 clicks with a full squad down to one is fantastic. It almost makes folks feel bad for XCOM 2 players on PS5 and their insane load times . No speed adjustments for them, the poor so&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Overall, XCOM 2 and the War of the Chosen expansion are well balanced when it comes to class viability. Nearly every class in the game offers a unique playstyle that makes certain situations less punishing or even favorable. From hacking giant mechs to blowing up entire buildings, here are all of the classes in XCOM 2 ranked from worst to b&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;PC players have been enjoying the game since February, but the developers have finally released a console version to Xbox One and PS4. It's a longer delay than many gamers are used, so does the ported version seem worth the wait? And after Enemy Unknown 's own release on consoles, have the interfaces and controls been improved (along with the performance) on the Xbox One and PS4's hardware? The answer is 'yes' across the board - minus a few technical iss&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fans in 2012 were anxious to get their hands on another XCOM game after so many years absent. Coming from the creators of the Sid Meier's series, players were cautious in their anticipation, as while the developer is known for creating strong strategy elements, XCOM was a whole other ball game when it came to combat. Involving complex world building elements and critical decisions through the campaign, Enemy Unknown and its follow-up expansion, Enemy Within, became arguably the best installments in the long running franchise. It featured incredibly hardcore elements with the concern that even the simplest mission could end with a couple of your most invested and powerful comrades coming back in body bags. There was nothing like it on the market, and because of this, Firaxis was far from ready to hang the series up and has been working on a new and greatly improved sequel that will undoubtedly make fans joyous. While it seems XCOM 2 improves upon its predecessor, there are some shortcomings to its execution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One feature that could have been great for Firaxis to implement is stealth. At the beginning of most missions, your team is concealed and unknown, so getting the drop on at least one enemy is fairly easy to accomplish. Unfortunately, there’s no way to actually keep concealment once an attack lands, so going back into the darkness to get the jump on another group of aliens is absent. As mentioned before, there are some characters such as the Ranger who has a skill that allows her to not be revealed when things go off, but after everyone in the vicinity is cleared and you progress further, enemies will instantly become aware of your position as they patrol their routine programming like nothing is going on. This is more of a half of a step rather than a full step in the right direction, something that could have benefited the core gameplay enormously. All-out war with your new alien overlords is fun, but a stealth component could have allowed for even more combat variance other than exchanging gunfire and hoping your shot hits every round.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>HassanMaxie13</name></author>
	</entry>
</feed>