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	<title>XCOM 2: War Of The Chosen Review - 版の履歴</title>
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		<title>2025年12月12日 (金) 14:57に209.127.28.210による</title>
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		<updated>2025-12-12T14:57:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&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) 14:57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;Musashi is probably the most prolific XCOM modder around. The most significant mod he has ever made would have to &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the RPG Overhaul mod suite &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a hefty, huge change in the game, altering almost every aspect at least a little bit. It could be &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;amazing squad-based strategy game all on its &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;**Updated August 15&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2021, by Matthew Mckeown: ** Firaxis’s classic turn-based strategy game has been given &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new life &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;various unique and interesting mods &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;community has created for it over the years. With the collaboration &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more popular modders becoming more frequent lately, larger and bolder projects have been released with some absolutely solid content making them arguably &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best Xcom2 mods to have come out to date. Here are a few more that have recently been released and are proving popular for play&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;While some sidequests could only &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;available &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players who made certain choices, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completion &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other sidequests could potentially provide additional context &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a problem &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hand&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;giving &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player insight into how making &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given choice may impact the p&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;Creating badass alien destroyers is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major  [https://www.slgnewshub.com/ www.Slgnewshub.Com] part of the fun of the X-COM series. The customization option present in the vanilla version of the &lt;/del&gt;game is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nice, but it lacks &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of depth — even with the free DLC they released a while ago — leading &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of similar-looking grunts&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;User Stenchfury&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really kicks the customization up a notch with his modular helmets and arm&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s cover has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far more minimalist design than the other entries &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this list&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game's cover is extremely sinister&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien's face being made up purely of human skulls&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;letting &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;know straight away &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this isn't going to &lt;/del&gt;be a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wholesome Bandicoot -like adventure&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moreover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the morbid aesthetics &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact &lt;/del&gt;that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien is looking straight &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the viewer &lt;/del&gt;could &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be seen as &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;implication &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's punishing difficul&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;In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heat &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;war&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially war against terrifyingly advanced alien overlords who have already taken over &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world, injuries will happen&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;base game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldiers could sleep them off. Not with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Augmentations mod &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which adds another layer of depth &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldier upkeep&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This mod makes &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grave wounds cannot be healed without cybernetic augmentati&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;Regardless &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how victorious players were in XCOM: &lt;/del&gt;Enemy Unknown , &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis Games continued down &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;canon storyline &lt;/del&gt;with XCOM 2 that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;assumed players had ultimately lost the fight against &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technologically superior alien invaders&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This more or less sets the tone &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the new War of the Chosen expansion: there are some fights you just can't win&lt;/del&gt;, and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impressively deep expansion pack for XCOM 2 piles on the signature pain &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategy fans have come &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;embrace in almost masochistic fash&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;Soldiers all start as &lt;/del&gt;the same &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choose from 14 base specializations &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;98 abilities total. Players truly get &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build their own classes this way&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Musashi’s recommended list of plugin mods can add everything from specific class loadouts — &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Jedi class with force abilities — to weapons like...lightsabers &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Jedi&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPGO works well on its own, but &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get the fullest experience possible, be ready &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;download &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of mods and weed out confli&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;As this list will show&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover art &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;similar &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;band names&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Beatles &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rolling Stones may not sound great on paper, but they're iconic because they're attached to iconic bands&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The same can be said for box art&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's quality affects how the cover art is percei&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;Flashbang grenades will disorient enemies within a large radius&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Being disoriented means a -20 penalty to Aim&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-30 penalty to Will&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reduced Mobility by 6, and restriction &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most specialized abilities&lt;/del&gt;. It will also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cancel Overwatch&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mind Control, a Viper’s bind&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any other sustained abilities&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These grenades &lt;/del&gt;can be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extremely useful &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reliably deal with dangerous effects while simultaneously debuffing multiple enem&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;_XCOM 2 _ can be &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extremely challenging game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and playing on Ironman can sometimes feel like a daunting experience. Unlike &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normal modes, Ironman does not allow players to load previous saves&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All progress is kept on a single save that updates constantly, making every action and consequence permane&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;Ultimately, XCOM 2: War of the Chosen buries &lt;/del&gt;even &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the most tactically-sound gamer under a 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 of content to play through, but well&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;neigh infinite replayability as well - we can't wait to restart the fight and see how a new batch of soldiers fares against the ADVENT government. Firaxis Games has introduced a veritable mountain of new enemies and experiences to take in&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greatly refreshing what was &lt;/del&gt;already &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a deep strategy title with a 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 the Chosen (and its accompanying price tag) isn&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for the faint of heart&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it certainly packs more than enough value &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;Sharpshooters can &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;played as gunslingers, masters of pistols and quick aim&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This &lt;/ins&gt;is an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;underrated option for many players&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as it can give you &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great way to deal &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;low-health enemy swarms like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lost in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;zombie horde levels &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expansion p&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;The original UFO Defense Force had players travel to space to eliminate the alien threat, and we wouldn't &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surprised to see the sea-based aliens attempt &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;utilize &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moon in order to bring destruction to humanity. Many veteran gamers have been expecting some kind &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space mission ever since the series was first revived, and one has &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel like it's due &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some point - and logically&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moon has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strong connection to anything water-ba&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;Jumping into &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quick &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just to fool around or do some daily challenges &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spend &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;short gaming session&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though it is competitive&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fortnite allows for many different types of players&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from deeply competitive people to creative types who just want to bu&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is not &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game for those who think about what’s going &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in a single instance&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Everyone will need to think three turns ahead in every aspect of the campaign, and even then, it’s mostly about luck&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creating an incredibly random experience in the process. Even from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beginning&lt;/ins&gt;, players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;believing they’ll be able to keep everyone alive will run into a harsh reality check, whether they’re on the easiest or hardest difficulty settings. It’s not primarily the combat that can be difficult though, it’s the 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&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Similar to Enemy Unknown, there’s a time component to XCOM 2&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ensuring you don’t take your sweet time to level up characters &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accept every side mission &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;becomes available. There will be crucial choices to be made, but instead of 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. There’s so many systems &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play that anyone &lt;/ins&gt;could &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easily see themselves overwhelmed, and  [https://Www.Slgnewshub.com/ article source] it doesn’t help that there’s &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unfortunate lack &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There was a time when &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revival &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the science fiction franchise XCOM by Firaxis Games was seen as simply a small-scale&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back-up title to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main event&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But long before &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad-based shooter disappointed many&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn-based strategy XCOM: Enemy Unknown had been launched &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;near universal acclaim, not only doing the brand justice, but reinvigorating the genre as a whole&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The expansion Enemy Within doubled down on the fiction and gameplay - but &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was **XCOM 2 ** &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had the anticipation in its fa&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;The game purposefully left the fate &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Doctor Vahlen, the chief scientist from &lt;/ins&gt;Enemy Unknown , a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mystery throughout the game. While she was mentioned briefly, it looks like XCOM have been unable to establish communication &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her. In the prequel novel for &lt;/ins&gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, it was revealed &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vahlen escaped a brutal ADVENT attack on a research outpost by taking a boat to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sea&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We have little doubt that Firaxis left her fate open &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a reason&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we suspect she has been one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first to work out &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new threat is due &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;emerge from the dep&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;Hideo Kojima's most recent title is expectedly narrative-heavy. All &lt;/ins&gt;the same, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are a ton of things &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do outside the main story. Once you set up a nice infrastructure in the open world, it is joyful &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relaxing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do deliveries between outposts utilizing all the structures&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It feels &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reaping the reward &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hours of hard work&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It is also great &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do while listening &lt;/ins&gt;to a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;podcast or mu&amp;lt;br&amp;gt;&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;In the meantime&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;supporting XCOM 2 with what ultimately amounts &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Season Pass&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players have the option to purchase the Reinforcement Pack DLC, which will release three bonus collections of content between Spring &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Summer later this year&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the meantime&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modders are actively supporting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;title with puppy-based weapon&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;Unfortunately, the biggest and most heartbreaking problem with XCOM 2 is from the technical side of things&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For one&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after almost every turn concludes and there are aliens on screen&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game will stall for upwards of a minute until finally giving you back control &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters&lt;/ins&gt;. It &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could very well be unidentified aliens moving around in the background, but considering you don’t know how many there are, it will test your patience to an unfortunate degree. This combined with load times that hang for far longer than they should create an experience that &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;artificially extend your playtime clock. This isn’t even the worst part, though as we &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ran into various crashes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies being able to shoot through geometry they shouldn’t be able to&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;out of the ordinary performance issues &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some of the visuals going haywire&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The controls &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a little clunky at times when trying &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;select &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy to fire at&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;although it’s far from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;worst problem here&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;This isn't &lt;/ins&gt;even &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mentioning their powerful miniguns &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional late&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game tools&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making them incredibly powerful after &lt;/ins&gt;already &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being all-star teammates&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You don&lt;/ins&gt;'t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want to ever rely on them too hard since they can destroy loot when you need it most&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most beginner players should never feel bad about relying on Grenadiers &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;carry their team early&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>209.127.28.210</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=2094663&amp;oldid=prev</id>
		<title>2025年12月12日 (金) 08:04にJoleenAitken689による</title>
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		<updated>2025-12-12T08:04:32Z</updated>

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				&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) 08:04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;
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&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;The world map also gets a facelift, and players will now find themselves flying their mobile base to different destinations. Everything takes time in &lt;/del&gt;XCOM &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 , including traveling to and setting up before missions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a result, players will need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;analyze which missions are worth doing and keep a constant eye on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clock&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;true in more than &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sense of foreboding&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suggests that if &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain doomsday clock reaches zero, it's &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over for XC&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;Players once again resume the roll of The Commander&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who &lt;/del&gt;has been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kept on ice by aliens &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last twenty &lt;/del&gt;years. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Recovered after a desperate gamble by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sweater-loving Bradford&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the linear plot then guides players to a climactic &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;intense final mission, &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;random events occurring all across &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;board as players race &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beat the clock against &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mysterious alien proj&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;The original UFO Defense Force had &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;travel to space to eliminate the alien threat&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we wouldn't be surprised to see &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sea-based aliens attempt to utilize the moon in order to bring destruction to humanity. Many veteran gamers have been expecting some kind &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space mission ever since the series was first revived, and one has &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel like it's due &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some point - and logically&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moon has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strong connection to anything water-ba&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;Sometimes, even when everything &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;done right, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stars will align against &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players and threaten their whole squad&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When this happens&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players should not hesitate &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;give up on the mission and safely Evac their soldiers as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;free action. The consequences &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;failing a mission are often much less punishing than losing the best soldiers&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Additionally&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when making decisions that might leave &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldier exposed, such as rushing forward &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Ranger &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having it miss, players should instead consider using Evac to save that soldier if it is likely they will die during the enemy's t&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;Of course, it would be impossible to talk about Nintendo Switch games in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same vein as Project Triangle Strategy without mentioning the masterpiece that is Octopath Traveler &lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2.5D art style &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major draws &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique experience &lt;/del&gt;that is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bound to satiate any fan &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;old-school JR&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;Astute gamers will &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realized that Terror From The Deep was set in 2040 in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original canon&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seeing as XCOM 2 takes place in 2035&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it looks like Firaxis is poised to continue their tradition of taking &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;general XCOM timeline and modifying bits and pieces &lt;/del&gt;of it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Terror From The Deep already fits into this timeline pretty nicely, and we fully expect a heavy influence from this title in their next g&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;Most maps will have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hacking opportunity&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If players &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do so safely&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they should attempt &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take advantage of these opportunities as they will often reward players with supplies, intel, or even combat advanta&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;Firaxis has continued their exemplary work on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM franchise with the release of XCOM 2 last week&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many hardcore fans have already beaten the unforgiving title&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While the game introduces plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brand new gameplay elements into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fold &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;veteran players will find many nods &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original series hidden within XCOM 2 . The most notable reference &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original series came at the very end &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Slgnewshub.com/ SLG advanced strategies] &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;d like &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take a moment to speculate on what this means &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM franch&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;First&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;off: for those who may still be confused as &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why the aliens had been attacking the planet in the first place&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it turns out that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;top species &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the alien food chain had &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;problem. While playing XCOM 2 players discover that the alienswere dying&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a desperate search for a cure led them to roam from planet to planet looking for a suitable species to adapt into new host bodies&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once they came &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Earth, these aliens found what they were looking for in human &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;Beyond this, players &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bolster their own forces with a few clever additions to the original formula. Soldiers can now gain ability points for performing tactical moves, like flank shots or ambush kills&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spend them &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional skills to use in battle&lt;/del&gt;. &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;original menu of 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's respective skill tree even more unique&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldiers can also bond with squadmates they spend time &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 to rank up these skills so that bonded soldiers can utilize unique combat moves in battle. Soldiers also require rest after each mission lest they become fatigued and more susceptible to developing fears that can impact them in bat&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;By the end of &lt;/del&gt;XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, they were within reach &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;finishing &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;project that would have led &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mass genocide of humans all over the planet, who would be melted down &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turned into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;liquid used in the creation &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Avatar project&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This liquid&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combined &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an artificial host body&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would grant &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ethereals a permanent physical host &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ensure their survival&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effectively wiping out humans in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;proc&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;Musashi is probably the most prolific &lt;/ins&gt;XCOM &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modder around&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The most significant mod he has ever made would have &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPG Overhaul mod suite &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hefty&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;huge change in &lt;/ins&gt;the game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, altering almost every aspect at least &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little bit. It could be an amazing squad-based strategy &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all on its &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;**Updated August 15, 2021&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by Matthew Mckeown: ** Firaxis’s classic turn-based strategy game &lt;/ins&gt;has been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given a new life with all the various unique and interesting mods the community has created &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it over &lt;/ins&gt;the years. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collaboration of more popular modders becoming more frequent lately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;larger &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bolder projects have been released &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some absolutely solid content making them arguably &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best Xcom2 mods to have come out &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;date. Here are &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few more that have recently been released and are proving popular for play&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 some sidequests could only be available to &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who made certain choices&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completion &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other sidequests could potentially provide additional context &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a problem &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hand&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;giving &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player insight into how making &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given choice may impact the p&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;Creating badass alien destroyers &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a major  [https://www.slgnewshub.com/ www.Slgnewshub.Com] part of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;X-COM series&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The customization option present in the vanilla version of the game is nice&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it lacks a lot of depth — even with the free DLC they released a while ago — leading &lt;/ins&gt;to 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;similar-looking grunts&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;User Stenchfury&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though, really kicks the customization up &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;notch &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his modular helmets &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arm&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;XCOM 2 's cover has a far more minimalist design than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other entries on this list&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's cover &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extremely sinister, with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien's face being made up purely &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;human skulls&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;letting players know straight away that this isn't going to be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wholesome Bandicoot -like adventure. Moreover, the morbid aesthetics and fact &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the alien &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looking straight at the viewer could be seen as an implication &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game's punishing difficul&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;In the heat of war, especially war against terrifyingly advanced alien overlords who &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already taken over &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world, injuries will happen&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the base game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldiers could sleep them off. Not with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Augmentations mod , which adds another layer &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depth to soldier upkeep. This mod makes &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so that grave wounds cannot be healed without cybernetic augmentati&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;Regardless of how victorious players were in XCOM: Enemy Unknown , Firaxis Games continued down &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;canon storyline with XCOM 2 that assumed players had ultimately lost the fight against the technologically superior alien invaders&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This more or less sets the tone for the new War of the Chosen expansion: there are some fights you just &lt;/ins&gt;can&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'t win&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the impressively deep expansion pack for XCOM 2 piles on the signature pain that strategy fans have come &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;embrace in almost masochistic fash&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;Soldiers all start as &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;now able to choose from 14 base specializations &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;98 abilities total. Players truly get to build their own classes this way&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Musashi’s recommended list &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plugin mods can add everything from specific class loadouts — like a Jedi class with force abilities — to weapons like...lightsabers for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jedi. RPGO works well on its own&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fullest experience possible, be ready &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;download a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mods and weed out confli&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As this list will show&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover art is similar to band names&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Beatles &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rolling Stones may not sound great on paper, but they're iconic because they&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re attached &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;iconic bands. The same can be said &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;box art, where &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's quality affects how &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover art is percei&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;Flashbang grenades will disorient enemies within a large radius. Being disoriented means a -20 penalty to Aim, &lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;30 penalty &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Will, reduced Mobility by 6&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and restriction of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most specialized abilities. It will also cancel Overwatch, Mind Control, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Viper’s bind&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any other sustained abilities&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These grenades can be extremely useful &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reliably deal with dangerous effects while simultaneously debuffing multiple enem&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;_XCOM 2 _ &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be an extremely challenging game&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ironman can sometimes feel like a daunting experience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unlike &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normal modes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ironman does not allow players to load previous saves&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All progress is kept &lt;/ins&gt;on a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single save that updates constantly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making every action &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consequence permane&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, &lt;/ins&gt;XCOM 2&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: War &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Chosen buries even the most tactically-sound gamer under &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mountain of entertaining challenges and adds not only several hours of content to play through, but well-neigh infinite replayability as well - we can't wait &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;restart &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see how &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new batch &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldiers fares against &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 and experiences to take in&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greatly refreshing what was already a deep strategy title &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a steep learning curve. With so many layers of new content and carefully balanced gameplay&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen (&lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its accompanying price tag) isn't for the faint of heart&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it certainly packs more than enough value to back up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pr&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JoleenAitken689</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=2093288&amp;oldid=prev</id>
		<title>2025年12月11日 (木) 23:29にMVCTanja23149096による</title>
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		<updated>2025-12-11T23:29:59Z</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;
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				&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11日 (木) 23:29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;We'll start with namesake of the entire expansion&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Chosen&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The three unique champions of the ADVENT forces spend the entire game trying &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track down the player &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blow the Avenger out of the sky (which is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thing that can absolutely happen)&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and have a tendency &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show up during difficult &lt;/del&gt;missions and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make things twice as difficult&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If players are &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pickle trying to survive a particularly tedious mission&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine how things go &lt;/del&gt;if a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen arrives and starts spawning down more enemies and taking powerful sniper shots from across the &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spark class suffers because they cost way too much compared to human soldiers. Resources used &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sparks can be better put into other, more important projects&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game is also designed in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way that makes tanks unnecessary. Most classes can take some punishment&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even get abilities that negate damage in late g&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core thrill of seeing a squad erupt from 'Overwatch' &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let barrages loose on an unsuspecting enemy is augmented by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new tweaks to Squaddie classes. The standards remain (Sniper&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grenadier, Specialist), but the &lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assault' class has been replaced with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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&lt;/del&gt;-based &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay remains &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same (although clearly increased &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficulty), leaving the fiction &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inform the meaning &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mechanics - scrounging alien technology&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacking research centers &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extracting assets &lt;/del&gt;- and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in turn&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;letting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;desperation of the campaign amplify the story ramificati&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;Borderlands 3 isn't &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only game &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take inspiration from religious artwork&lt;/del&gt;, as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Far Cry 5 's cover is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear reference &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most famous paintings of all time, Leanardo De Vinci&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Last Supper. The reference is an ingenious way of telling players just how highly regarded Joseph Seed is among his cult memb&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;Who doesn't like clicking twice&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;six &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eight times to finish an already long, grueling mission? Most people! In particular, modder tracktwo must have really hated all &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extra clicking 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;missions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;because they are the author &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Evac All m&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other class &lt;/del&gt;in XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that isn't an improvement on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one that preceded &lt;/del&gt;it. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grenadier has some utility &lt;/del&gt;and a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of great damage options&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grenades are extremely helpful during a playthrough &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get chip damage and destroy co&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;The Chosen can be defeated by performing a series &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;covert operations &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a tough final assassination mission&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a process which takes some time&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Don't take too long&lt;/del&gt;,  [https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Www&lt;/del&gt;.Slgnewshub.com/ SLG &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC games&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though: these aren&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t static enemies. The longer they exist, the more strength they have. That isn't &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say they don't have weakness either, as they follow &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nemesis system that takes heavy inspiration from the likes of Middle-earth: Shadow of Mordor . They're easily the most difficult addition &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game, but they add plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flavor to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience and much satisfaction when they're finally taken d&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;The Templar is amazing at cutting down units and even gets AOE attacks later on down &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;line. If a Templar gets access to some of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ranger abilities like Reaper and Bladestorm&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;increases &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Templar's combat ability exponentia&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Creating badass &lt;/del&gt;alien &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;destroyers is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major part of the fun of the X-COM series&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The customization option present in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vanilla version of the game is nice&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it lacks &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of depth — even with the free DLC they released &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while ago — leading &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of similar-looking grunts&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;User Stenchfury&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though, really kicks the customization up a notch with his modular helmets and arm&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;The Legend of Zelda: Breath of the Wild is regarded by some &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have the greatest open-world in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre's history&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's easy to see why&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as Breath of the Wild 's map wastes little space despite its enormous size&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with things to do &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see around every cor&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Mutons are some of the most difficult enemies &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defeat &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every XCom game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Muton Elites are enhanced to make them even more formidable. They have some &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the heaviest armor in the game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very high health rating. Muton Elites &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armed with heavy plasma cannons; which can kill &lt;/del&gt;even &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a heavily armored soldier with one shot&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Elites are &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armed &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explosive grenades which can negate &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover the player’s &lt;/del&gt;soldiers &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are using&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have a suppression ability which &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gives &lt;/del&gt;them &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an attack of opportunity during the player’s turn. Sometimes it seems like Muton Elites are invulnerable; which not only affects the morale of the player’s soldiers, but the morale of the pla&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;The Heavy Class can dish out a ton of damage to several enemies in a cluster because of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explosives the Heavy class can take. When they hit colonel&lt;/del&gt;, they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;access &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;five explosives in one mission, which is two more than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grenad&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A mix &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great utility &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;free damage makes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specialist one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best classes in the XCOM series&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Specialist doesn't suffer &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drawbacks the Support Class does when it comes to healing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plus &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specialist gets the Gremlin which can do free damage and h&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;The world map also gets a facelift&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and players will now find themselves flying their mobile base to different destinations&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Everything takes time in XCOM 2 , including traveling &lt;/ins&gt;to and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;setting up before missions. As &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;result&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;analyze which &lt;/ins&gt;missions &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are worth doing &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep a constant eye on the clock&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is true &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more than &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sense of foreboding&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as the game suggests that &lt;/ins&gt;if a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain doomsday clock reaches zero, it's game over for XC&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;Players once again resume the roll of &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Commander, who has been kept on ice by aliens &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the last twenty years&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Recovered after &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;desperate gamble by the sweater-loving Bradford&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the linear plot then guides players to a climactic &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;intense final mission, with random events occurring all across the board as players race to beat the clock against a mysterious alien proj&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original UFO Defense Force had players travel to space &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eliminate &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alien threat&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we wouldn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t be surprised to see &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sea&lt;/ins&gt;-based &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aliens attempt to utilize &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moon &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;order to bring destruction &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;humanity. Many veteran gamers have been expecting some kind &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space mission ever since &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series was first revived&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one has to feel like it's due at some point &lt;/ins&gt;- and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;logically&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moon has a strong connection to anything water-ba&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;Sometimes, even when everything is done right, the stars will align against &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players and threaten their whole squad. When this happens, players should not hesitate &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;give up on the mission and safely Evac their soldiers as a free action. The consequences of failing a mission are often much less punishing than losing the best soldiers. Additionally, when making decisions that might leave a soldier exposed&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rushing forward with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ranger and having it miss, players should instead consider using Evac &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;save that soldier if it is likely they will die during &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t&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;Of course&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it would be impossible &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;talk about Nintendo Switch games in the same vein as Project Triangle Strategy without mentioning the masterpiece &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is Octopath Traveler . The 2.5D art style is one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major draws &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making for a unique experience that is bound to satiate any fan &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;old-school JR&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;Astute gamers will have realized that Terror From &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deep was set in 2040 &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original canon. Seeing as &lt;/ins&gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;takes place in 2035, it looks like Firaxis is poised to continue their tradition of taking &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;general XCOM timeline and modifying bits and pieces of &lt;/ins&gt;it. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terror From &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deep already fits into this timeline pretty nicely, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we fully expect &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy influence from this title in their next g&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Most maps will have a hacking opportunity&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If players can do so safely, they should attempt &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take advantage of these opportunities as they will often reward players with supplies, intel, or even combat advanta&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;Firaxis has continued their exemplary work on the XCOM franchise with the release &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 last week, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many hardcore fans have already beaten the unforgiving title. While the game introduces plenty of brand new gameplay elements into the fold &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;veteran players will find many nods to the original series hidden within XCOM 2 &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The most notable reference to the original series came at the very end of the game&lt;/ins&gt;,  [https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www&lt;/ins&gt;.Slgnewshub.com/ SLG &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;advanced strategies&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;d like &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moment &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speculate on what this means for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM franch&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;First-off: for those who may still be confused as to why the aliens had been attacking &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;planet in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first place&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turns out that the top species of &lt;/ins&gt;the alien &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;food chain had &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;problem&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While playing XCOM 2 players discover that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alienswere dying&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;desperate search for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cure led them &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roam from planet to planet looking for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suitable species to adapt into new host bodies&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once they came to Earth&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these aliens found what they were looking for in human &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 a few clever additions &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original formula&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While the original menu &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two skill options still exists&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few seemingly random third skill slots &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;available for purchase now, making each soldier's respective skill tree &lt;/ins&gt;even &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more unique&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldiers can &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bond &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squadmates they spend time on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield with (a la Fire Emblem ), and commanders will even be able to rank up these skills so that bonded &lt;/ins&gt;soldiers &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can utilize unique combat moves in battle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 to developing fears that &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impact &lt;/ins&gt;them &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;By &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 &lt;/ins&gt;, they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were within reach of finishing a project that would &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;led &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mass genocide &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;humans all over the planet, who would be melted down &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turned into a liquid used in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creation &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Avatar project&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This liquid, combined with an artificial host body, would grant &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ethereals a permanent physical host and ensure their survival&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effectively wiping out humans in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;proc&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MVCTanja23149096</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=1967451&amp;oldid=prev</id>
		<title>2025年11月15日 (土) 11:40にAudreaTowner980による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=1967451&amp;oldid=prev"/>
		<updated>2025-11-15T11:40:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&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11月15日 (土) 11:40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;Through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;premise &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game alone, it's a safe assumption that &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will have numerous ending based upon the choices &lt;/del&gt;the player &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes throughout their playthrough. Our primary hope is that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game learns from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mistakes of &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game like Mass Effect 3 &lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that the numerous endings each reflect the paths that the player chose &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While this would definitely improve replay value&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it would make for &lt;/del&gt;a much more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fulfilling ending experience, while giving each choice &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player &lt;/del&gt;makes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have more wei&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;truth &lt;/del&gt;is, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM still exists&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though it&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s become a shadow of its former self after world leaders &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bases either surrendered or were destroyed&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reduced &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;covert guerilla military operating &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cells around the globe&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this new &amp;quot;Resistance&amp;quot; has more than the standard aliens of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original game &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contend with. Those monsters are back and scarier than ever, along with entirely new creatures - but it's &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;humans who serve &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aliens &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;known as the ADVENT &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that pose the most insidious threat. The odds seem insurmountable, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight failing until resistance intelligence locates&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then extracts their secret weapon: &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Command&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;Although having at least one soldier level up quickly is imperative &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlock GTS upgrades&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having more than &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single squad &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;handle tough missions can be very important. Soldiers will often have downtime as they recover from wounds or mental trauma&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or when they are sent on dispatch missions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This means that, on many occasions, &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;might find themselves surprised by important missions and will not have their ideal squad available. For this reason, it can be crucial to have at least two squads that can handle difficult missi&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;The Battle Scanner and Scanning Protocol can help reveal the map from a safe distance. With &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introduction &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reapers in the XCOM 2: War of the Chosen DLC &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can more easily use concealment between fights. Knowing where the pods &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roaming allows players to more easily engage one at a time, greatly reducing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;risk &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accidentally pulling more than they can han&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;Although the &lt;/del&gt;XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expansion carries a hefty price tag, Firaxis Games justifies it with &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;add-&lt;/del&gt;on that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;switches around the strategy &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balance &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game from &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to bottom. At its core, War of the &lt;/del&gt;Chosen &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adds new player-friendly factions that have their own unique soldier classes, three &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'The Chosen' alien commanders that repeatedly attack the player throughout the game's missions&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new unfriendly-to-everyone zombie force called The Lost&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and strategic and &lt;/del&gt; [https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slgnewshub&lt;/del&gt;.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slg Walkthrough&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interface touch&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ups gal&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;For those who have been waiting until XCOM 2 hit consoles to see how it follows on the story of the first game, the twist from Firaxis &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the kind of bold &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ambitious that would seem alien to other studios (pardon &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pun)&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After spending an entire campaign - or two - battling an alien infestation with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;backing of world governments &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cutting-edge technology&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis took &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fate of the world out of the players&lt;/del&gt;' &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hands: Humanity had lost. The Aliens won. Twenty years have passed. And XCOM has been scattered to the w&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;Regardless &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how victorious players were in XCOM: Enemy Unknown , Firaxis Games continued down a canon storyline with XCOM 2 that assumed players had ultimately lost &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight against &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technologically superior alien invaders&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This more or less sets &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tone for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new War &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen expansion: there are some fights you just can't win&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the impressively deep expansion pack for XCOM 2 piles on the signature pain that strategy fans have come to embrace in almost masochistic fash&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;A sign &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a good cover &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if someone who has no idea about &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;product can guess what &lt;/del&gt;genre &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's in and what it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going to be about&lt;/del&gt;. It &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn't take a gaming expert to look at Halo 4 &lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover and know instantly that not only is Master Chief the hero but that the game is going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consist &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;him at war with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;odds stacked solidly against him&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exemplified by him kneeling beneath the crumbling world ab&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;Sidequests in JRPGs can open up a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space for &lt;/del&gt;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 &lt;/del&gt;in&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rewards such as 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 &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game built around a player's choices and decision making&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sidequests could be used in a variety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interesting w&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;We'll start with namesake of the entire expansion, &lt;/del&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen. The three unique champions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the ADVENT forces spend the entire game trying &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track down the player and blow &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Avenger out &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sky (which is a thing that &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absolutely happen)&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a tendency &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show up during difficult missions and make things twice as difficult. If players are &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a pickle trying to survive a particularly tedious &lt;/del&gt;mission, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine how things go if a Chosen arrives and starts spawning down &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies and taking powerful sniper shots from across &lt;/del&gt;the &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;The cover art may not have any striking images or elements &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foreshadowing like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous entries, though it does exactly what it sets out to do; show &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;updated visuals &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a way that will warm &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hearts of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise's pre-existing fans while making &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vibrant enough &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stand out to those who had never heard of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series bef&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;We'll start with namesake of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire expansion, The Chosen. The three unique champions &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT forces spend &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trying to track down &lt;/ins&gt;the player &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and blow &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Avenger out of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sky (which is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thing that can absolutely happen)&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have a tendency &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show up during difficult missions and make things twice as difficult&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If players are in a pickle trying to survive a particularly tedious mission&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine how things go if &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen arrives and starts spawning down more enemies and taking powerful sniper shots from across the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Spark class suffers because they cost way too &lt;/ins&gt;much &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;compared to human soldiers. Resources used for Sparks can be better put into other, &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important projects. The game is also designed in &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way that &lt;/ins&gt;makes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tanks unnecessary. Most classes can take some punishment, and even get abilities that negate damage in late g&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core thrill of seeing a squad erupt from 'Overwatch' to let barrages loose on an unsuspecting enemy &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;augmented by the new tweaks to Squaddie classes. The standards remain (Sniper, Grenadier&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specialist)&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but the 'Assault&lt;/ins&gt;' &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class has been replaced with the fearless &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;furious Rangers&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And before player assume the name means these fighters are ranged characters, realize that sprinting across a battlefield &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unleash a sword attack point-blank has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distinct melee feel. The turn-based gameplay remains the same (although clearly increased &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficulty)&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;leaving &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fiction &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inform &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mechanics &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scrounging alien technology, attacking research centers and extracting assets &lt;/ins&gt;- and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in turn&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;letting the desperation of the campaign amplify &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story ramificati&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;Borderlands 3 isn't the only game &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take inspiration from religious artwork&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as Far Cry 5 's cover is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear reference &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of the most famous paintings of all time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leanardo De Vinci's The Last Supper&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The reference is an ingenious way of telling &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just how highly regarded Joseph Seed is among his cult memb&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;Who doesn't like clicking twice, six to eight times to finish an already long, grueling mission? Most people! In particular, modder tracktwo must have really hated all that extra clicking at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;because they &lt;/ins&gt;are the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;author &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Evac All m&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;The other class in &lt;/ins&gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that isn't &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvement &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the one &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;preceded it. The Grenadier has some utility &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great damage options. Grenades are extremely helpful during a playthrough &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get chip damage and destroy co&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;/ins&gt;Chosen &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can be defeated by performing a series &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;covert operations and a tough final assassination mission&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;process which takes some time. Don't take too long&lt;/ins&gt;,  [https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Www&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Slgnewshub&lt;/ins&gt;.com/ &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;SLG PC games&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though: these aren't static enemies. The longer they exist, the more strength they have. That isn't to say they don't have weakness either, as they follow a nemesis system that takes heavy inspiration from the likes of Middle&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;earth: Shadow of Mordor . They're easily the most difficult addition to the game, but they add plenty of flavor to the experience and much satisfaction when they're finally taken d&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;The Templar &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;amazing at cutting down units &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even gets AOE attacks later on down &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;line&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If a Templar gets access to some of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ranger abilities like Reaper &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bladestorm&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it increases &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Templar&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s combat ability exponentia&amp;lt;br&amp;gt;&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;Creating badass alien destroyers is a major part &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;X-COM series&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The customization option present in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vanilla version of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is nice, but it lacks a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depth — even with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;free DLC they released a while ago — leading to a lot of similar-looking grunts. User Stenchfury, though&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really kicks the customization up a notch with his modular helmets &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arm&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;The Legend of Zelda: Breath &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Wild &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;regarded by some to have the greatest open-world in &lt;/ins&gt;the genre's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;history&lt;/ins&gt;. It's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see why, as Breath &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 's map wastes little space despite its enormous size&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with things to do and see around every cor&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;The Mutons are some &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most difficult enemies &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defeat in every XCom game. Muton Elites are enhanced &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make them even more formidable. They have some of the heaviest armor &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and a very high health rating. Muton Elites are armed with heavy plasma cannons; which can kill even a heavily armored soldier with one shot. Elites are also armed with explosive grenades which can negate the cover &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player’s soldiers are using&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They also have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suppression ability which can gives them an attack of opportunity during the player’s turn. Sometimes it seems like Muton Elites are invulnerable; which not only affects the morale of the player’s soldiers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but the morale &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the pla&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heavy Class can dish out a ton &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;several enemies in a cluster because of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explosives &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heavy class &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take. When they hit colonel&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they could &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;access &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;five explosives &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;mission, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is two &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grenad&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;A mix &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great utility and free damage makes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specialist one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best classes &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM series. The Specialist doesn't suffer the drawbacks &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support Class does when &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comes &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;healing, plus the Specialist gets &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gremlin which can do free damage and h&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AudreaTowner980</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=1967347&amp;oldid=prev</id>
		<title>2025年11月15日 (土) 10:53にChong2470326136による</title>
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		<updated>2025-11-15T10:53:56Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月15日 (土) 10:53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;
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&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;According to Eurogamer , &lt;/del&gt;the game's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prototype was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete failure&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This version &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lacked cover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used a movement &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action point system similar to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original UFO Defense , and also had Enemy Unknown's host of class and weapon systems &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cluttered &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game more than helped&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even though &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;took &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year to develop&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis deemed the prototype to be below standard and started from scra&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;Ultimately&lt;/del&gt;, XCOM &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2: War of the Chosen buries even the most tactically-sound gamer under &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mountain &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entertaining challenges &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adds not only several hours of content &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play through&lt;/del&gt;, &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 and see how a new batch &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldiers fares against &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT government&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis Games has introduced a 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&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greatly refreshing what was already a deep strategy title &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a 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&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War of the Chosen (&lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its accompanying price tag) isn't for the 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 &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pr&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;Rangers &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;close-ranged specialists &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rely &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;swords &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shotguns to take down any foe&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They fulfill an incredibly vital role regardless of your team&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the same time there's something to be said for the variance &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this class &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have without any mods to guarantee their accuracy at close ra&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;Unlike other 4X games without a linear story, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlike other strategy games that constrain players into a specific storyline, Total War: Warhammer 2 has a bit of both. In this hybrid title, players &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opt to play through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Eye of the Vortex campaign. This narrative mode tells &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique story befitting the Warhammer Fantasy franchise. However, players can also play under a traditional 4X setup&lt;/del&gt;. With &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this setting, factions try to conquer &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world map with diplomacy, subterfuge, and warf&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Overall, &lt;/del&gt;XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the &lt;/del&gt;War of the Chosen &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expansion are well balanced when it comes to class viability&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nearly every class in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game offers a unique playstyle that makes certain situations less punishing or even favorable. From hacking giant mechs to blowing up entire buildings, here &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all of the classes in XCOM 2 ranked from worst &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;b&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While not &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major development fact&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM franchise was the first IP Firaxis worked on that did not have Sid Meier associated with it. Sid Meier is the Director &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Creative Development at Firaxis Games and responsible for many of the games developed by Firaxis, such as Civilization and titles from MicroPro&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Although the XCOM 2 expansion carries a hefty price tag, Firaxis Games justifies it with an add-on that switches around the strategy and balance of the game from to to bottom. At its core, War of the Chosen adds new player-friendly factions that have their own unique soldier classes, three of 'The Chosen' alien commanders that repeatedly attack the player throughout the game's missions, a new unfriendly-to-everyone zombie force called The Lost, and strategic and interface touch-ups gal&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;That is because &lt;/del&gt;XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lies &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player about a character's hit percentage&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In actuality&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game gives &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a much higher chance of hitting than what&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s on display&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On easier difficulty settings&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an 85% chance is closer to &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;95% chance according to an interview &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jake Solomon , the lead designer for &lt;/del&gt;XCOM 2 . &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why 100% hits can miss, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game rounds up if a shot has half &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a percent chance or higher of hitting. Don&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expect this sort of percentage leniency on Legendary difficulty &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however, as this percentage favoritism towards &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player is disabled &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher difficulty setti&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;Project Octopath Traveler was one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first games shown for the Nintendo Switch. While &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;did eventually go &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC, it remains one of Nintendo’s bigger console exclusives&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Square Enix is back &lt;/del&gt;with the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same strategy in a new 2D game in&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;Players &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Stellaris aren't &amp;quot;Evil,&amp;quot; but only brave souls would dare venture into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vastness of Stellaris and its 4X experience. Similar &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other strategy games, Stellaris players control their own colony , this time &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space. Additionally, alongside this premise are &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;usual things found in 4X games&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These include resource gathering &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tech trees&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diplomacy and warfare, and even dealing with various wacky scenar&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;Julian Gollop wanted to make a sequel &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an isometric view&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since MicroProse was publishing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit Civilization at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time, they asked if Mythos Games could implement more strategy elements &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game. This is how &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foundation &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM's strategy layer was born&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis paid tribute &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Laser Squad as well by imitating &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://www.Slgnewshub.com/ slg game community]'s cover art for XCOM: Enemy Unknown's box &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;However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perhaps most interesting &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Civ 6 is &lt;/del&gt;that it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can make 4X simple &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;understand. Thanks to its cartoonish animations and easy-to-grasp interface, anyone new &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre can easily become a 4X fan in no t&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;Through the premise of &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alone, it&lt;/ins&gt;'s a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;safe assumption that the game will have numerous ending based upon the choices the player makes throughout their playthrough&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Our primary hope is that the game learns from the mistakes &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Mass Effect 3 &lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that the numerous endings each reflect &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;paths &lt;/ins&gt;that the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player chose to take&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While this would definitely improve replay value, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would make for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much more fulfilling ending experience&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while giving each choice a player makes have more wei&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;The truth is&lt;/ins&gt;, XCOM &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still exists, though it's become &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shadow &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its former self after world leaders &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bases either surrendered or were destroyed. Reduced &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a covert guerilla military operating in cells around the globe&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this new &amp;quot;Resistance&amp;quot; has more than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;standard aliens &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original game to contend with&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Those monsters are back &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scarier than ever&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;along &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entirely new creatures - but it's the humans who serve the aliens - known as the ADVENT - that pose the most insidious threat&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The odds seem insurmountable&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight failing until resistance intelligence locates&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then extracts their secret weapon: &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Command&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;Although having at least one soldier level up quickly is imperative to unlock GTS upgrades, having more than a single squad to handle tough missions can be very important. Soldiers will often have downtime as they recover from wounds or mental trauma, or when they &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sent on dispatch missions. This means &lt;/ins&gt;that&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many occasions, players might find themselves surprised by important missions &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will not have their ideal squad available&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For this reason&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it can be crucial to have &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;least two squads &lt;/ins&gt;that can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;handle difficult missi&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;The Battle Scanner &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scanning Protocol &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;help reveal &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map from &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;safe distance&lt;/ins&gt;. With the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introduction of Reapers in the &lt;/ins&gt;XCOM 2&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;War of the Chosen &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;DLC , players can more easily use concealment between fights&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Knowing where &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pods &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roaming allows players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more easily engage one at &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greatly reducing &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;accidentally pulling more than they can han&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Although the XCOM 2 expansion carries a hefty price tag, Firaxis Games justifies it with an add-on that switches around the strategy and balance of the game from to to bottom. At its core, War of the Chosen adds new player-friendly factions that have their own unique soldier classes, three of 'The Chosen' alien commanders that repeatedly attack the player throughout the game's missions, a new unfriendly-to-everyone zombie force called The Lost, and strategic and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://www.slgnewshub.com/ slg Walkthrough] &lt;/ins&gt;interface touch-ups gal&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;For those who have been waiting until &lt;/ins&gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit consoles &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see how it follows on the story of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game, the twist from Firaxis is the kind of bold and ambitious that would seem alien to other studios (pardon the pun)&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After spending an entire campaign - or two - battling an alien infestation with the backing of world governments and cutting-edge technology&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis took the fate of the world out of &lt;/ins&gt;the players' &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hands: Humanity had lost. The Aliens won. Twenty years have passed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And XCOM has been scattered to the w&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Regardless of how victorious players were in XCOM: Enemy Unknown &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis Games continued down &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;canon storyline &lt;/ins&gt;with XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that assumed players had ultimately lost the fight against the technologically superior alien invaders&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This more or less sets the tone &lt;/ins&gt;for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new War &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Chosen expansion: there are some fights you just can&lt;/ins&gt;'t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;win&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;impressively deep expansion pack for XCOM 2 piles &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the signature pain that strategy fans have come to embrace in almost masochistic fash&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;A sign &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a good cover is if someone who has no idea about &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;product can guess what genre it's in and what &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be about&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It doesn't take a gaming expert to look at Halo 4 's cover and know instantly that not only is Master Chief the hero but &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game is going to consist of him &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;war &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;odds stacked solidly against him, exemplified by him kneeling beneath the crumbling world ab&amp;lt;br&amp;gt;&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;Sidequests in JRPGs can open up a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player to gain access &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional &lt;/ins&gt;in&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-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 on side characters for further character development&lt;/ins&gt;. &lt;ins 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;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;decision making&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sidequests could be used in a variety of interesting w&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;We'll start &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;namesake of the entire expansion, The Chosen&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The three unique champions of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT forces spend &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire game trying &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track down &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player and blow &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Avenger out &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the sky (which is a thing that can absolutely happen), and have a tendency to show up during difficult missions and make things twice as difficult&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If players are in a pickle trying &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survive a particularly tedious mission, imagine how things go if a Chosen arrives and starts spawning down more enemies and taking powerful sniper shots from across &lt;/ins&gt;the &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;The cover art may not have any striking images or elements of foreshadowing like the previous entries&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though it does exactly what it sets out to do; show the updated visuals &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a way &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will warm the hearts of the franchise's pre-existing fans while making &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vibrant enough &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stand out &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those who had never heard of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series bef&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Chong2470326136</name></author>
	</entry>
	<entry>
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		<title>2025年10月25日 (土) 07:38に223.29.253.111による</title>
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		<updated>2025-10-25T07:38:15Z</updated>

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				&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;XCOM 2 's cover has a far more minimalist design than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other entries on this list. The &lt;/del&gt;game's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover is extremely sinister, with the alien's face being made up purely of human skulls, letting players know straight away that this isn't going to be &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wholesome Bandicoot -like adventure&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moreover, the morbid aesthetics and fact that the alien is looking straight at the viewer could be seen as an implication &lt;/del&gt;of the game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s punishing difficul&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;If it isn't evident already&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaty expansion. Firaxis Games has done a splendid job adding details that have far-reaching implications for the game as whole, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this makes playing through the game with the expansion enabled feel like a completely new experience. It's a huge challenge &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new introductions in stride at once&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but nobody plays XCOM because it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;e&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Announced during &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most recent Nintendo Direct, Triangle Strategy is an upcoming tactical JRPG being developed by Square Enix&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though the game has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual style similar &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that of Octopath Traveler &lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's gameplay appears &lt;/del&gt;to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more akin to that of games like Final Fantasy Tactics, Tactics Ogre , &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fire Emb&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Ultimately, XCOM 2: War of the Chosen buries even the most tactically-sound gamer under a mountain of entertaining challenges and adds not only several hours of content to play through, but well-neigh infinite replayability as well - we can't wait to restart the fight and see how a new batch of soldiers fares against the ADVENT government. Firaxis Games has introduced a veritable mountain of new enemies and experiences to take in, greatly refreshing what was already a deep strategy title with a steep learning curve. With so many layers of new content and carefully balanced gameplay, War of the Chosen (and its accompanying price tag) isn't for the faint of heart, but it certainly packs more than enough value to back up the pr&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;However, the cover art for The Last of Us has had the opposite effect in some ways. Because of how accustomed gamers &lt;/del&gt;are to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Last &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Us ' post-apocalyptic world and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters Joel and Ellie, it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forget how striking &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's cover art is&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;young girl carrying &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;large rifle and &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;man with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gas mask seemingly unfazed by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;car next to them &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a dead body ins&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 well as providing a beautiful view of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's landscape, Shadow &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Colossus ' cover art is brilliant for two main reasons&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firstly, it shows &lt;/del&gt;the game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s &amp;quot;David vs&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Goliath&amp;quot; theme &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very striking way with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enormous size difference between &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two figures. While the second, very spoiler-heavy reason is &lt;/del&gt;that it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foreshadows the game's ending &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wander has his sword out, ready to fight &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;colossus, while &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enormous creature has its back to the playable character&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seemingly not interested in fight&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;Much &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun of tactical RPGs comes &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the player's ability &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;figure out their own strategies &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use in combat&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In addition to figuring out one's own strategies&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing &lt;/del&gt;the player &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to customize &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters to some extent allows a &lt;/del&gt;player &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to further play into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategies they prefer using while making these characters feel much more personalized. Whether through the use of &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class system&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abilities, or varied equipment, we hope Triangle Strategy allows players to customize the characters at their dispo&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;The Lost add an entire new layer of strategy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need to tread carefully lest they find themselves boxed in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back alley surrounded by swarms &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ashen zombies &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all sides&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They're not &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;huge threat compared &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they certainly throw &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wrench in otherwise routine missions. That's likely why Firaxis Games &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introduced unique mission modifiers called sit reps, which can fill &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map with volatile explosives &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;require that only low-ranked soldiers be sent on certain missions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s all about a variety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;added challenges&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and War of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen provides this in spa&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;Players &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grand strategy &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;might have heard of Endless Legend&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moreover, &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s perhaps one of the most interesting fantasy-science fiction 4X titles &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have graced the &lt;/del&gt;PC&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. In this game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players end up as &lt;/del&gt;one of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many remnants of races &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changing Auriga. The &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;features 14 playable factions, with five others &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expansi&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;Other Quantic Dream games available for PC &lt;/del&gt;would &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also count in this entry. Initially a PS3 exclusive , Heavy Rain eventually made its way to PC. Though quick-time events are a part of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay, a majority &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game is making decisions &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cinematics &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One's appreciation of these &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;varies depending on personal tastes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all technologically impressive, so seeing them on a handheld will be a novelty regardless of &lt;/del&gt;the games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;' qual&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;Everything in XCOM 2 is cranked up &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;11&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/del&gt;game's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficulty and a plethora of new skills are the most noteworthy changes, with a small subset of players criticizing &lt;/del&gt;the game's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overabundance of timers and tough enem&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;Moreover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://Www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slgnewshub.com/ SLG walkthrough] &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inclusion of wacky B&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Film cutscenes makes Red Alert all the more entertaining experience. As such&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gamers looking for an alternate setting for an RTS that's still relatable, Red Alert might do &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;job for &lt;/del&gt;t&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;According to Eurogamer , &lt;/ins&gt;the game's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prototype was &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete failure&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This version &lt;/ins&gt;of the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lacked cover&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movement &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action point system similar &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original UFO Defense &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and also had Enemy Unknown&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;host of class and weapon systems that cluttered &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game more than helped&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even though it took &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;develop&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis deemed &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prototype &lt;/ins&gt;to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;below standard &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;started from scra&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Ultimately, XCOM 2: War of the Chosen buries even the most tactically-sound gamer under a mountain of entertaining challenges and adds not only several hours of content to play through, but well-neigh infinite replayability as well - we can't wait to restart the fight and see how a new batch of soldiers fares against the ADVENT government. Firaxis Games has introduced a veritable mountain of new enemies and experiences to take in, greatly refreshing what was already a deep strategy title with a steep learning curve. With so many layers of new content and carefully balanced gameplay, War of the Chosen (and its accompanying price tag) isn't for the faint of heart, but it certainly packs more than enough value to back up the pr&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;Rangers &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;close-ranged specialists that rely on swords and shotguns &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take down any foe. They fulfill an incredibly vital role regardless &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your team, but at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same time there&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be said for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variance that this class can have without any mods to guarantee their accuracy at close ra&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Unlike other 4X games without a linear story&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and unlike other strategy games that constrain players into &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specific storyline, Total War: Warhammer 2 has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit of both. In this hybrid title, players can opt to play through the Eye of the Vortex campaign. This narrative mode tells &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique story befitting the Warhammer Fantasy franchise. However, players can also play under &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional 4X setup. With this setting, factions try to conquer &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world map &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diplomacy, subterfuge, and warf&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;Overall, XCOM 2 and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen expansion are well balanced when it comes to class viability&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nearly every class in &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offers a unique playstyle that makes certain situations less punishing or even favorable&lt;/ins&gt;. &lt;ins 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 &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 ranked from worst to b&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While not &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major development fact, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM franchise was &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first IP Firaxis worked on &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;did not have Sid Meier associated with &lt;/ins&gt;it. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sid Meier is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Director of Creative Development at Firaxis Games and responsible for many of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games developed by Firaxis&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as Civilization and titles from MicroPro&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;Although the XCOM 2 expansion carries a hefty price tag, Firaxis Games justifies it with an add-on that switches around the strategy and balance &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/ins&gt;from to to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bottom&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At its core&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen adds new &lt;/ins&gt;player&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-friendly factions that have &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;own unique soldier classes, three of 'The Chosen' alien commanders that repeatedly attack the &lt;/ins&gt;player &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;throughout &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's missions, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new unfriendly-to-everyone zombie force called The Lost&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and strategic and interface touch-ups gal&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;That is because XCOM 2 lies &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the player about a character's hit percentage. In actuality&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game gives &lt;/ins&gt;players a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much higher chance &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hitting than what's &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;display&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On easier difficulty settings, an 85% chance is closer to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;95% chance according &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an interview with Jake Solomon , &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lead designer for XCOM 2 . As for why 100% hits can miss&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game rounds up if &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;half of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;percent chance &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher of hitting&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Don&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t expect this sort &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;percentage leniency on Legendary difficulty , however&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as this percentage favoritism towards &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player is disabled on higher difficulty setti&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;Project Octopath Traveler was one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the first &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shown for the Nintendo Switch&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;did eventually go &lt;/ins&gt;to PC, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it remains &lt;/ins&gt;one of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo’s bigger console exclusives. Now that team at Square Enix is back with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same strategy &lt;/ins&gt;in a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new 2D &lt;/ins&gt;game in&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players of Stellaris aren't &amp;quot;Evil,&amp;quot; but only brave souls &lt;/ins&gt;would &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dare venture into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vastness &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Stellaris &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its 4X experience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Similar to other strategy &lt;/ins&gt;games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, Stellaris players control their own colony , this time in space&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Additionally, alongside this premise &lt;/ins&gt;are the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;usual things found in 4X &lt;/ins&gt;games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. These include resource gathering and tech trees, diplomacy and warfare, and even dealing with various wacky scenar&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;Julian Gollop wanted &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make a sequel with an isometric view&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since MicroProse was publishing the hit Civilization at the time, they asked if Mythos Games could implement more strategy elements to the &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This is how the foundation of XCOM&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategy layer was born. Firaxis paid tribute to Laser Squad as well by imitating &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://www.Slgnewshub.com/ slg &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;community]&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover art for XCOM: Enemy Unknown's box &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;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perhaps most interesting in Civ 6 is that it can make 4X simple to understand&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thanks to &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cartoonish animations and easy-to&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grasp interface&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anyone new to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre can easily become a 4X fan in no &lt;/ins&gt;t&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>223.29.253.111</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=1845834&amp;oldid=prev</id>
		<title>DeloresPoindexte: ページの作成:「&lt;br&gt;XCOM 2 's cover has a far more minimalist design than the other entries on this list. The game's cover is extremely sinister, with the alien's face being made up pure…」</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=XCOM_2:_War_Of_The_Chosen_Review&amp;diff=1845834&amp;oldid=prev"/>
		<updated>2025-10-25T07:22:46Z</updated>

		<summary type="html">&lt;p&gt;ページの作成:「&amp;lt;br&amp;gt;XCOM 2 &amp;#039;s cover has a far more minimalist design than the other entries on this list. The game&amp;#039;s cover is extremely sinister, with the alien&amp;#039;s face being made up pure…」&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;XCOM 2 's cover has a far more minimalist design than the other entries on this list. The game's cover is extremely sinister, with the alien's face being made up purely of human skulls, letting players know straight away that this isn't going to be a wholesome Bandicoot -like adventure. Moreover, the morbid aesthetics and fact that the alien is looking straight at the viewer could be seen as an implication of the game's punishing difficul&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;If it isn't evident already, this is a meaty expansion. Firaxis Games has done a splendid job adding details that have far-reaching implications for the game as whole, and this makes playing through the game with the expansion enabled feel like a completely new experience. It's a huge challenge to take all the new introductions in stride at once, but nobody plays XCOM because it's e&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Announced during the most recent Nintendo Direct, Triangle Strategy is an upcoming tactical JRPG being developed by Square Enix. Though the game has a visual style similar to that of Octopath Traveler , the game's gameplay appears to be more akin to that of games like Final Fantasy Tactics, Tactics Ogre , and Fire Emb&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Ultimately, XCOM 2: War of the Chosen buries even the most tactically-sound gamer under a mountain of entertaining challenges and adds not only several hours of content to play through, but well-neigh infinite replayability as well - we can't wait to restart the fight and see how a new batch of soldiers fares against the ADVENT government. Firaxis Games has introduced a veritable mountain of new enemies and experiences to take in, greatly refreshing what was already a deep strategy title with a steep learning curve. With so many layers of new content and carefully balanced gameplay, War of the Chosen (and its accompanying price tag) isn't for the faint of heart, but it certainly packs more than enough value to back up the pr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;However, the cover art for The Last of Us has had the opposite effect in some ways. Because of how accustomed gamers are to The Last of Us ' post-apocalyptic world and the characters Joel and Ellie, it's easy to forget how striking the game's cover art is, with a young girl carrying a large rifle and a man with a gas mask seemingly unfazed by the car next to them with a dead body ins&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As well as providing a beautiful view of the game's landscape, Shadow of the Colossus ' cover art is brilliant for two main reasons. Firstly, it shows the game's &amp;quot;David vs. Goliath&amp;quot; theme in a very striking way with the enormous size difference between the two figures. While the second, very spoiler-heavy reason is that it foreshadows the game's ending . Wander has his sword out, ready to fight the colossus, while the enormous creature has its back to the playable character, seemingly not interested in fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Much of the fun of tactical RPGs comes from the player's ability to figure out their own strategies to use in combat. In addition to figuring out one's own strategies, allowing the player to customize their characters to some extent allows a player to further play into the strategies they prefer using while making these characters feel much more personalized. Whether through the use of a class system, abilities, or varied equipment, we hope Triangle Strategy allows players to customize the characters at their dispo&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Lost add an entire new layer of strategy to missions, as players need to tread carefully lest they find themselves boxed in a back alley surrounded by swarms of ashen zombies on all sides. They're not a huge threat compared to the ADVENT, but they certainly throw a wrench in otherwise routine missions. That's likely why Firaxis Games has introduced unique mission modifiers called sit reps, which can fill a map with volatile explosives or require that only low-ranked soldiers be sent on certain missions. It's all about a variety of added challenges, and War of the Chosen provides this in spa&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Players of grand strategy games might have heard of Endless Legend. Moreover, it's perhaps one of the most interesting fantasy-science fiction 4X titles to have graced the PC. In this game, players end up as one of the many remnants of races in a changing Auriga. The game features 14 playable factions, with five others in expansi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Other Quantic Dream games available for PC would also count in this entry. Initially a PS3 exclusive , Heavy Rain eventually made its way to PC. Though quick-time events are a part of the gameplay, a majority of the game is making decisions and cinematics . One's appreciation of these games varies depending on personal tastes. They are all technologically impressive, so seeing them on a handheld will be a novelty regardless of the games' qual&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Everything in XCOM 2 is cranked up to 11. The game's difficulty and a plethora of new skills are the most noteworthy changes, with a small subset of players criticizing the game's overabundance of timers and tough enem&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Moreover,  [https://Www.slgnewshub.com/ SLG walkthrough] its inclusion of wacky B-Film cutscenes makes Red Alert all the more entertaining experience. As such, gamers looking for an alternate setting for an RTS that's still relatable, Red Alert might do the job for t&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeloresPoindexte</name></author>
	</entry>
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