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	<title>XCOM 2 Review - 版の履歴</title>
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	<updated>2026-04-16T04:16:05Z</updated>
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		<title>2025年12月12日 (金) 17:11にCharlotteR25による</title>
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		<updated>2025-12-12T17:11:47Z</updated>

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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) 17:11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;To combat &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new threat&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM can recruit 3 &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player-friendly factions &lt;/del&gt;into the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fray: The Skirmishers are direct combat units with multiple actions&lt;/del&gt;, The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reapers are stealthier than anyone else in &lt;/del&gt;the game, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Templars&lt;/del&gt;' &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique melee and ranged psionic attacks can make &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world of difference. As players perform certain covert missions &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;behalf &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these factions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ll earn &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trust of their respective leaders and be able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activate monthly bonuses, like starting a mission with a turncoat ADVENT &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the player's side, or have enemies drop more loot&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As can be expected&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learning how &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use each Faction to its fullest potential is quite a learning process&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it's likely some bodies will drop during &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;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;A decent tank in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game where they are needed&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assault class does what &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;needs to in Enemy Unknown &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assault Class's abilities help it do what it needs to: get in the enemy's face &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://www.Slgnewshub.com/ SLG beginner guide] shoot it with a shot&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We really wanted XCOM 2 to be something amazing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but unfortunately &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;falls short. From highly customizable characters to deep and meaningful combat that has been improved over its predecessor&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s a lot here to like, at least on paper&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is only when it all comes together properly. We ran into far &lt;/del&gt;too &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many technical issues to count that taints &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience and puts even more frustration on an already stressful campaign. If &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game wasn’t so demanding in &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design, &lt;/del&gt;then &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot of these issues wouldn’t be a huge concern, but &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would require cutting out what makes XCOM so appealing in the first place. Unless you plan &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;save scumming your way through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the outcome &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ultimately end poorly. XCOM 2 truly has the makings of a great game, but it’s hidden &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bloated technical issues that drag it down&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 world map also gets a facelift&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will now find themselves flying their mobile base to different destinations&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Everything takes time in XCOM 2 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;including traveling to &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;setting up before missions. As a result&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will need to analyze which missions are worth doing &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep a constant eye on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clock. This is true in more than a sense &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foreboding, as the game suggests that if a certain doomsday clock reaches zero, it's game 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;Fans in 2012 were anxious &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get their hands on another XCOM &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after so many years absent&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Coming from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creators &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sid Meier's series, players were cautious in their anticipation, as &lt;/del&gt;while the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developer is known for creating strong strategy elements, XCOM was a whole &lt;/del&gt;other &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ball game when it came to combat&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Involving complex world building elements and critical decisions through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Enemy Unknown and its follow-up expansion&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Enemy Within, became arguably &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best installments in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long running franchise. It featured incredibly hardcore elements with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;concern that even &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simplest mission could end with a couple of your most invested and powerful comrades coming back in body bags&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There was nothing like &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the market&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and because &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this, Firaxis was far from ready to hang &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series up and has been working on &lt;/del&gt;a new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and greatly improved sequel that will undoubtedly make fans joyous. While it seems XCOM 2 improves upon its predecessor, there are some shortcomings to its execution.&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 we ran into a few sporadic graphical and gameplay glitches, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is a very polished title &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should entertain fans new and old. At the end of the day, XCOM 2 &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the poster boy of the modern turn-based strategy game&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game can feel unfair at times, but Firaxis &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crafted a dynamic experience with virtually limitless replay value and &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;constant level &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;challenge. Fans &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series will find plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enjoyment watching the XCOM troops struggle to protect mankind once again&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Firaxis can pat themselves on the back for making &lt;/del&gt;one of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most addictive and rewarding strategy games &lt;/del&gt;of all t&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;If it isn't evident already&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;a meaty expansion&lt;/del&gt;. Firaxis &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Games &lt;/del&gt;has done &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a splendid job adding details &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have far-reaching implications for &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as whole&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and this &lt;/del&gt;makes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expansion enabled feel like a completely new experience. It&lt;/del&gt;'s a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stride at once, but nobody plays XCOM &lt;/del&gt;because it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s e&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Unlike other 4X games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without a linear story&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and unlike other strategy games that constrain &lt;/del&gt;players into &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a specific storyline, Total War: Warhammer 2 has a bit &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both. In this hybrid title&lt;/del&gt;, players can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opt to play through the Eye &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vortex campaign&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This narrative mode tells &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique story befitting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Warhammer Fantasy franchise. However&lt;/del&gt;, players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can also play under a traditional 4X setup. With 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, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;warf&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&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can bolster their own forces with a few clever additions to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original formula. Soldiers can now gain ability points &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performing tactical moves, like flank shots or ambush kills, and spend them on additional skills &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use in battle&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 &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two skill options still exists&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few seemingly random third skill slots are available for purchase now, making each soldier's respective skill tree even &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique. Soldiers can also bond with squadmates they spend time &lt;/del&gt;on the &lt;del 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 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;&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;Firaxis has continued their exemplary work on the XCOM franchise with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release of XCOM 2 last week&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and many hardcore fans have already beaten the unforgiving title. While the game introduces plenty of brand &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay elements &lt;/ins&gt;into the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most notable reference to the original series came at the very end of &lt;/ins&gt;the game, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;d like to take &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moment to speculate &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what this means for the future &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the XCOM franch&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there's still quite some time before Project Triangle Strategy releases. The fact that it doesn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t even have a final name as of yet should make it clear that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;waiting period is going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;go &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for quite some time&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for fans who might find this wait &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be somewhat unbearable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here are ten games on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo Switch that players can try out before Project Triangle Strategy relea&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;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 the first IP Firaxis worked on that 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 the Director of Creative Development at Firaxis Games and responsible for many &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games developed by Firaxis, such as Civilization &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;titles from MicroPro&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;This game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;says in the beginning of the demo&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is not messing around&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like Square Enix’s Bravely Default II demos&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they &lt;/ins&gt;too &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were cranked up in difficulty in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hopes of showing off &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle system at &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fullest. It would seem &lt;/ins&gt;then that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;intro dialogue to this game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficulty settings &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be implanted &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;final product&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s sadly not a given though as many games still don’t offer these options for myriad reasons like Dark So&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;Keeping the spirit of the Total War franchise&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Total War: Warhammer 2 brings the same level of real-time tactics &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn-based strategy with the gritty world of Warhammer Fantasy &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this dark world&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Humans &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;races such as the Skaven, Dark Elves, High Elves&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lizardmen interact and deal with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forces &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ch&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;Needless &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say, the &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s development was a nightmare &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The main issue was a development split between MicroProse wanting to create &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visuals &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/ins&gt;while &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mythos Games developed &lt;/ins&gt;the other &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;systems&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since MicroProse didn't understand the isometric view &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;title was going for&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two teams ended up harming each other's progress towards finishing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;g&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Project Octopath Traveler was one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first games shown for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 to PC&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it remains one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo’s bigger [https://Www.slgnewshub.com/ SLG console Games] 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 in &lt;/ins&gt;a new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2D game in&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;It would be impossible to talk about great RPGs on the Switch without mentioning &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;masterpiece &lt;/ins&gt;that is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xenoblade Chronicles &lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certainly witnessed &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resurgence &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sorts after the botched development &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xenogears and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;muted success &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xenosaga &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with players quickly getting into what is easily &lt;/ins&gt;one of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greatest JRPGs &lt;/ins&gt;of all t&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;the battle on the field &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just one aspect of management that players will face&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The base management has gone through an overhaul as well, and &lt;/ins&gt;Firaxis has done &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well to get rid of the UFO hunting minigame &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;felt out of place and awkward in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first title. The &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;puts a much higher importance on individual scientists and engineers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/ins&gt;makes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rescuing them in optional timed missions an important judgement call for players. One rescued, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scientists provide research bonuses so players can unlock gear faster, and engineers can be placed in varying rooms to provide a wide aspect of bonuses, from increasing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resistance&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;communication network to helping troops recover from wounds fas&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;That is to say they released &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demo &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;public &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the hopes that they can then gather feedback for the final release. Chances are they will launch another demo down the line showcasing their progress on Project Triangle Strategy. Hopefully they can change that name &lt;/ins&gt;because it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a mouthful. There are bigger things in this game that need fixing tho&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Unlike other 4X games, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however, Stellaris plunges &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deep &lt;/ins&gt;into &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space colonization. Aside from having three options &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interstellar travel&lt;/ins&gt;, players can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create different species. Each &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these species has their own take on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;known universe and solutions to weird scenarios. These scenarios include robotic uprisings, mutant rebellion, and other space mysteries that aw&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Everything in XCOM 2 is cranked up to 11&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game's difficulty and &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plethora of new skills are &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most noteworthy changes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with a small subset of &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;criticizing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's overabundance of timers &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tough 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;Aside from the main Command and Conquer series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's perhaps Red Alert that amped up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming community's love &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RTS &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;11&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;rather sci-fi approach &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;C&amp;amp;C &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Red Alert focuses &lt;/ins&gt;more on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its alternate history take of Tesla-powered Soviet Union against the hardened military might of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Allied For&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>CharlotteR25</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2095301&amp;oldid=prev</id>
		<title>2025年12月12日 (金) 14:25にVirginia2496による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2095301&amp;oldid=prev"/>
		<updated>2025-12-12T14:25:34Z</updated>

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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) 14:25時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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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;Whenever a soldier dies, they will drop all their gear. This can be quite punishing if that gear is not recovered. &lt;/del&gt;To &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get it back&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have a soldier carry &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fallen companion to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Evac &lt;/del&gt;a&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Whereas other 4X games let &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sprawling empire across city &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;city&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader Kings gives players &lt;/del&gt;a more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategic and &amp;quot;realistic&amp;quot; approach&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this grand strategy game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players relive 1066 &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1452 in their own image. Historically&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these mark the day after William the Conqueror&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coronation and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall of Constantinople. Unlike other fantasy games that prominently feature knights and sorcerers , Crusader Kings tries to be as realistic as possi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Regardless of how victorious players were &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM: &lt;/del&gt;Enemy Unknown &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, Firaxis Games continued down a canon storyline with XCOM 2 that assumed players had ultimately lost the fight against the 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 for the new War &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen expansion&lt;/del&gt;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are some fights you just can&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was funny. &lt;/del&gt;We &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had a lot of ideas for where we’d go with two while we were developing Enemy Unknown, and after the game came out and all the fans were posting stuff&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was amazing the metric for how many people lost&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Face planted &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lost multiple times. So it seemed, the strange part about XCOM is &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people would lose and restart entirely&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlike &lt;/del&gt;a lot &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of other games where you just don’t do that&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seemed like a really natural place for us &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;go to take &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alternative history approach instead &lt;/del&gt;of a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much more linear narrative. It felt like something most players &lt;/del&gt;would &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relate to having like &amp;quot;wait a minute, &lt;/del&gt;the first &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time I played it I lost&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As if&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after I played and I lost, now I’m playing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequence &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;I lost.&amp;quot; It was something we honestly didn’t think many people had done. It’s so easy to do a linear path&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we wanted to take more of an alternate history approach to see what would happen&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 &lt;/del&gt;XCOM 2&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: War of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen does &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great job shaking up &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from top to bottom&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;isn't without cost: the Shen&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gift DLC mission is sacrificed by default &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rebalance the &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, being replaced with a simple research task&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While player&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can re-enable this &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;options menu&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we wish there &lt;/del&gt;was a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way Firaxis could have kept &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original content &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balanced fashion&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We also ran into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few minor glitches as late-game content progressed&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so we recommend those trying ironman playthroughs perhaps consider &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;regular playthrough for now &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avoid any potential post-launch err&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;Engineers &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scientists are &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most valuable rewards players can get in XCOM 2 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should be prioritized over any other&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After unlocking &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Black Market, it is important to check every month whether any can be purchased. These purchases cost Intel&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which makes it a valuable resource in &lt;/del&gt;XCOM 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Scientists dramatically increase &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speed &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any research&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Engineers are key to upgrade and maintain almost everything at HQ. Players should also aim to have at least one Engineer clearing debris for more rooms at all ti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh wow. There’s tons of movies that we’ve looked &lt;/del&gt;at, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Elysium to Oblivion to Blade Runner. There’s &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;large pile. Game-wise it’s &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tough one. I don’t think I drew much from other games&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It has been mostly movies. A lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sci-fi stuff we looked at. I mean there are sci-fi games. We looked at Dust and some other stuff. A lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters, environments &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other things. We try our best to make things as original as we &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so we try to steer away from that kind &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stuff.&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;Many TTRPG fans would say Wizards of the Coast 's Dungeons &amp;amp; Dragons &lt;/del&gt;isn't &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roleplaying [https://Www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slgnewshub&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/ SLG Game rankings]. Rather, it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also an intense strategy game in its own right. After &lt;/del&gt;all&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, players need to decide what their characters have to do &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different situations. Moreover, Player Characters have moral alignments that usually give insights toward their perspectives in life or even in battle. As such&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes sense for D&amp;amp;D combat encounters to become extremely intense even without the stellar graphics of modern ga&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;With the GTS building&lt;/del&gt;, players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can buy the Squad upgrade&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing for an extra soldier to be sent on missions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like any turn-based RPG &lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action economy always favors &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;side with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most characters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upgrade extremely valuable&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;early game. Having an extra spot open also means that one more soldier will be gaining experience &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each XCOM 2 miss&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;So the parcel will drop down in &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;locations &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different kinds of things and different sizes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them, and they’re not all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same size, and it will pull for pools&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It will be intelligent where you &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say only use from these&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the roads it stitches down its own sub-procedural level&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s super flexible. And again, you can make it 100% procedural or you can change it. It’s completely up to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modder and up to us as developers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like all of our stuff is procedural&lt;/del&gt;, even the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;narrative stuff. I’m really happy &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that system &lt;/del&gt;and&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, getting back to your question, it really lead us &lt;/del&gt;to that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inspiration&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At the end of the day that’s what we were focused on &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the modding community is great on PC. I hope it gets &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;robust and flexible on consoles, but that’s where it was when we made &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;decision.&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;To &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat the new threat&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recruit 3 new player-friendly factions into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fray: The Skirmishers are direct combat units with multiple actions, The Reapers are stealthier than anyone else in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game, and The Templars' unique melee and ranged psionic attacks can make &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world of difference. As &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perform certain covert missions on behalf of these factions, they'll earn the trust of &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;respective leaders and be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activate monthly bonuses&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like starting a mission with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turncoat ADVENT on the player's side, or have enemies drop &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loot&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As can be expected&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learning how to use each Faction &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its fullest potential is quite a learning process&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;likely some bodies will drop during &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;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A decent tank in a game where they are needed, the Assault class does what it needs to &lt;/ins&gt;in Enemy Unknown . &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assault Class's abilities help it do what it needs to&lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get in the enemy&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s face &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://www.Slgnewshub.com/ SLG beginner guide] shoot it with a shot&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really wanted XCOM 2 to be something amazing&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but unfortunately &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;falls short&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From highly customizable characters to deep &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaningful combat &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been improved over its predecessor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s &lt;/ins&gt;a lot &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here to like, at least on paper&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately, this is only when &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all comes together properly. We ran into far too many technical issues &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;count that taints the experience and puts even &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frustration on &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already stressful campaign. If the game wasn’t so demanding in its design, then a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these issues wouldn’t be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;huge concern, but that &lt;/ins&gt;would &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;require cutting out what makes XCOM so appealing in &lt;/ins&gt;the first &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unless you plan on save scumming your way through the campaign&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;outcome will ultimately end poorly. XCOM 2 truly has the makings &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a great &lt;/ins&gt;game, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it’s hidden in the bloated technical issues that drag it down&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 world map also gets a facelift, and players will now find themselves flying their mobile base to different destinations. Everything takes time in &lt;/ins&gt;XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, including traveling to and setting up before missions. As a result, players will need to analyze which missions are worth doing and keep a constant eye on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clock. This is true in more than &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sense of foreboding, as &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suggests that if a certain doomsday clock reaches zero&lt;/ins&gt;, it's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game over for XC&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fans in 2012 were anxious &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get their hands on another XCOM &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after so many years absent&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Coming from the creators of the Sid Meier&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series, players were cautious &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their anticipation, as while &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developer is known for creating strong strategy elements&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM &lt;/ins&gt;was a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole other ball game when it came to combat. Involving complex world building elements and critical decisions through the campaign, Enemy Unknown and its follow-up expansion, Enemy Within, became arguably &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best installments &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the long running franchise&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It featured incredibly hardcore elements with the concern that even the simplest mission could end with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;couple of your most invested and powerful comrades coming back in body bags. There was nothing like it on the market, and because of this&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis was far from ready to hang the series up and has been working on &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new and greatly improved sequel that will undoubtedly make fans joyous. While it seems XCOM 2 improves upon its predecessor, there are some shortcomings &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its execution.&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 we ran into a few sporadic graphical &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay glitches, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is a very polished title that should entertain fans new &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;old&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end of the day&lt;/ins&gt;, XCOM 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poster boy &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the modern turn-based strategy game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game can feel unfair &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;times&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Firaxis has crafted &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dynamic experience with virtually limitless replay value and &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;constant level of challenge&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fans &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the series will find plenty &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enjoyment watching the XCOM troops struggle to protect mankind once again&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Firaxis &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pat themselves on the back for making one of the most addictive and rewarding strategy games &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all 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;If it &lt;/ins&gt;isn't &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evident already, this is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaty expansion&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a huge challenge to take &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the new introductions &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stride at once&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but nobody plays XCOM because &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s e&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;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 &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into a specific storyline&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Total War: Warhammer 2 has a bit of both&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this hybrid title&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can opt to play through &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Eye of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vortex campaign. This narrative mode tells a unique story befitting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Warhammer Fantasy franchise. However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can also play under a traditional 4X setup. With &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;setting&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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&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;Beyond this, players can bolster &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;own forces &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now gain ability points for performing tactical moves, like flank shots or ambush kills&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spend them &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional skills to use in battle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original menu of two skill options still exists&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few seemingly random third skill slots are available for purchase now&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making each soldier's respective skill tree &lt;/ins&gt;even &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more unique. Soldiers can also bond with squadmates they spend time on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(a la Fire Emblem ), &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;commanders will even be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rank up these skills so &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bonded soldiers can utilize unique combat moves in battle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldiers also require rest after each mission lest they become fatigued &lt;/ins&gt;and more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;susceptible to developing fears &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can impact them in bat&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Virginia2496</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2095058&amp;oldid=prev</id>
		<title>2025年12月12日 (金) 12:02に192.241.72.252による</title>
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		<updated>2025-12-12T12:02:35Z</updated>

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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) 12:02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;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If there's anything Blizzard 's StarCraft 2 can teach gamers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's: there &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;never &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enough pylons&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Anyone who loves RTS game will likely remember the StarCraft sequel for reinvigorating the gaming community's love for intense tactical gameplay. Thanks to this gem of an RTS&lt;/del&gt;, players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who want &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fast-paced RTS can rely on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardiness of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terran, the unique abilities of the Protoss, and the sheer numbers of the Zerg to entertain t&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 &lt;/del&gt;other 4X games, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however, Stellaris plunges &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deep into space colonization&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aside from having three options of interstellar travel&lt;/del&gt;, players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can create different species&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each of &lt;/del&gt;these &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;species has their own take on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;known universe &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solutions to weird scenarios&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These scenarios include robotic uprisings, mutant rebellion, and &lt;/del&gt;other &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space mysteries &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aw&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have been enjoying &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game since February, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developers have finally released a console version to Xbox One and PS4&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's a longer delay than many gamers are used, so does &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ported version seem worth &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wait? And after Enemy Unknown &lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s own release on consoles&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have the interfaces &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controls been improved (along with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performance) &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One and PS4's hardware? The answer is 'yes' across the board - minus a few technical iss&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;The AI has evidently gone through &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;large improvement as well&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we found that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT opposition (that is&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controlling alien power) were often searching &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flanking opportunities &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways to maximize their damage output&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The faceless oppressors &lt;/del&gt;do &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tend &lt;/del&gt;to go &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on suicide runs &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often than one &lt;/del&gt;would &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expect&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but we found that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AI performed with pure brutality across all difficulties&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans accustomed to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high standard &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;challenge that XCOM is known for won't be disappointed here&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players will find themselves having &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;readjust strategies on the fly mid-mission more often than not&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that's part &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the beauty of 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;So we added concealment&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad-based concealment which is really cool and &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different mechanic&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A lot of that again is from user feedback where every time you stumbled on &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;they got &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;jump on you&lt;/del&gt;, so we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wanted &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn that around on them a bit &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;address &lt;/del&gt;it. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s also hacking, there’s loot&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s &lt;/del&gt;all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sorts of cool stuff added&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On top &lt;/del&gt;of that, we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tried to take all the characters, whether they’re enemies or soldiers, and really push them apart&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We didn’t feel like they were different enough in Enemy Unknown&lt;/del&gt;. We &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wanted to create separation &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contrast between all the different elements of the game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That’s sort &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how we approach the art side&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;too&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with all the different &lt;/del&gt;environments&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, we really pushed them &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far apart from them &lt;/del&gt;as we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer different experiences, so they’re dramatically different spaces. That’s &lt;/del&gt;kind of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our approach, both on the design side and the art side&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;Strategy &lt;/del&gt;fans &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who want to stray away from the intense army-versus-army nature &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other titles can go to turn-based tactics for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same tactical&amp;quot;thrill.&amp;quot; And in the case of tactical RPGs, the XCOM series definitely takes the cake. In this series where alien conspiracies are real and  &lt;/del&gt;[https://Www.&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;the world has built &lt;/del&gt;its own &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anti-alien force&lt;/del&gt;, players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become Earth's last line of defense against the extraterrestr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;An Ōkami cover art featuring on this list is fairly ironic&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as the franchise is known for having one of the biggest box art botches of all time&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When the Nintendo Wii version of the game was released&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eagle-eyed fans noticed that a barely visible IGN logo was included due &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;artwork being taken from the si&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 of a good cover is if someone who has no idea about &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;product &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;guess what genre it's in and what it's going &lt;/del&gt;to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;about&lt;/del&gt;. &lt;del 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 &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hero but that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is going to consist of him at war &lt;/del&gt;with 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 &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crumbling world ab&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;StarCraft 2 continues &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terran&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zerg&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Protoss after &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;events of Brood War &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;game's three parts&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players see the Terrans struggle against an autocratic Dominion&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zerg redefine its Swarm&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the Protoss secure its leg&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Cover art for video games has had a tough time &lt;/del&gt;getting &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the recognition &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deserves over the last ten years&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is predominantly due to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming industry's continued transition into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;digital world, as gamers have been spending less time browsing their local game shop &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more time using online stores from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comfort of their own h&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As with most games, however, the answers didn't appear overnight. Constant iteration throughout development &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why XCOM: Enemy Unknown and XCOM 2 are such &lt;/del&gt;great &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even the original XCOM titles such as X-Com: Apocalypse went through quite a chaotic development cycle&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Here are 10 facts about the XCOM franchise's development most don't know about. This list is in no particular or&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Whenever a soldier dies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they will drop all their gear. This &lt;/ins&gt;can be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quite punishing if that gear is not recovered&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To get it back&lt;/ins&gt;, players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldier carry &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fallen companion to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Evac a&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;Whereas &lt;/ins&gt;other 4X games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let players see their sprawling empire across city to city&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader Kings gives &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a more strategic and &amp;quot;realistic&amp;quot; approach&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this grand strategy game&lt;/ins&gt;, players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relive 1066 to 1452 in their own image&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Historically, &lt;/ins&gt;these &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mark the day after William &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Conqueror's coronation &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the fall of Constantinople&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unlike &lt;/ins&gt;other &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fantasy games &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prominently feature knights and sorcerers , Crusader Kings tries to be as realistic as possi&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 a canon storyline with XCOM 2 that assumed &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had ultimately lost &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight against &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technologically superior alien invaders&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This more or less sets the tone for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new War of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chosen expansion: there are some fights you just can&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t win&lt;/ins&gt;, and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impressively deep expansion pack for XCOM 2 piles &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;signature pain that strategy fans have come to embrace in almost masochistic fash&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was funny. We had &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of ideas for where we’d go with two while we were developing Enemy Unknown&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after the game came out and all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans were posting stuff&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was amazing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;metric &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how many people lost. Face planted &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lost multiple times&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So it seemed, the strange part about XCOM is that people would lose and restart entirely, unlike a lot of other games where you just don’t &lt;/ins&gt;do &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that. So it seemed like a really natural place for us &lt;/ins&gt;to go &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to take more of an alternative history approach instead of a much &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;linear narrative. It felt like something most players &lt;/ins&gt;would &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relate to having like &amp;quot;wait a minute&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first time I played it I lost. As if&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after I played &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I lost, now I’m playing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequence &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game I lost.&amp;quot; It was something we honestly didn’t think many people had done&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s so easy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do a linear path&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we wanted to take more &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an alternate history approach to see what would happen.&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;While XCOM 2: War of the Chosen does a great job shaking up the game from top to bottom&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it isn't without cost: the Shen's Gift DLC mission &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sacrificed by default to rebalance the game, being replaced with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simple research task&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While player's can re-enable this in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;options menu&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we wish there was a way Firaxis could have kept &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original content in balanced fashion. We also ran into a few minor glitches as late-game content progressed&lt;/ins&gt;, so we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recommend those trying ironman playthroughs perhaps consider a regular playthrough for now &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avoid any potential post-launch err&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Engineers and Scientists are the most valuable rewards players can get in XCOM 2 &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should be prioritized over any other. After unlocking the Black Market, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is important to check every month whether any can be purchased&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These purchases cost Intel&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which makes it a valuable resource in XCOM 2 . Scientists dramatically increase the speed of any research. Engineers are key to upgrade &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maintain almost everything at HQ. Players should also aim to have at least one Engineer clearing debris for more rooms at &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh wow&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s tons &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movies &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we’ve looked at&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Elysium to Oblivion to Blade Runner. There’s a large pile. Game-wise it’s a tough one. I don’t think I drew much from other games. It has been mostly movies. A lot of sci-fi stuff &lt;/ins&gt;we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looked at&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I mean there are sci-fi games&lt;/ins&gt;. We &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looked at Dust &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some other stuff&lt;/ins&gt;. &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;weapons&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters&lt;/ins&gt;, environments &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and other things. We try our best to make things &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/ins&gt;as we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can so we try &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;steer away from that &lt;/ins&gt;kind of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stuff&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;Many TTRPG &lt;/ins&gt;fans &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would say Wizards &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Coast 's Dungeons &amp;amp; Dragons isn't just a roleplaying &lt;/ins&gt;[https://Www.&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 Game rankings&lt;/ins&gt;]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Rather, it's also an intense strategy game in &lt;/ins&gt;its own &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right. After all&lt;/ins&gt;, players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need to decide what their characters have to do in different situations. Moreover&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Player Characters have moral alignments that usually give insights toward their perspectives in life or even in battle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As such&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it makes sense for D&amp;amp;D combat encounters &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become extremely intense even without &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stellar graphics of modern ga&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;With &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;GTS building, players &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;buy the Squad upgrade, allowing for an extra soldier &lt;/ins&gt;to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sent on missions&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like any turn-based RPG , &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action economy always favors &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;side &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most characters, making this upgrade extremely valuable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;early game. Having an extra spot open also means that one more soldier will be gaining experience with each XCOM 2 miss&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;parcel will drop down in their locations with different kinds &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;things and different sizes to them, and they’re not all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same size&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it will pull for pools. It will be intelligent where you can say only use from these&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roads it stitches down its own sub-procedural level. It’s super flexible. And again, you can make it 100% procedural or you can change it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s completely up to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modder and up to us as developers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like all of our stuff is procedural&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;narrative stuff. I’m really happy with that system and&lt;/ins&gt;, getting &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back to your question, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really lead us to that inspiration&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day that’s what we were focused on &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modding community &lt;/ins&gt;is great &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on PC&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I hope it gets more robust and flexible on consoles, but that’s where it was when we made that decision&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>192.241.72.252</name></author>
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	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2093303&amp;oldid=prev</id>
		<title>2025年12月11日 (木) 23:37に196.240.143.158による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2093303&amp;oldid=prev"/>
		<updated>2025-12-11T23:37:19Z</updated>

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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) 23:37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;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Of course&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;field is just one aspect &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;management that players will face. The base management has gone through &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overhaul as well&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Firaxis has done well to get rid of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;UFO hunting minigame that felt out &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place and awkward in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first title. The game puts a much higher importance on individual scientists and engineers, which makes rescuing them in optional timed missions an important judgement call for players. One rescued&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scientists provide research bonuses so players can unlock gear faster&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://www.slgnewshub.com/ SLG Updates] &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engineers can be placed in varying rooms to provide a wide aspect &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bonuses, from increasing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resistance's communication network &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;helping troops recover from wounds fas&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 Enemy Unknown 's basic gameplay loop saw &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taking uneasy steps &lt;/del&gt;into &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hostile territory, unsure &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ambushes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's the player who now stalks their alien prey. Squad members &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be led, one by one, up to the very fringe of monitored areas&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From there, it's possible to identify secondary targets or assets (now a core layer &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mission objectives), and surround enemy troops &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traitors before they know what's about &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit them&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And when it hits them... it's glori&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 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 &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first IP Firaxis worked &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that did not &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sid Meier associated &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it. Sid Meier is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Director of Creative Development at Firaxis Games &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;responsible for many of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's the kind of tense&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story-driven stakes &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have kept couch-based players on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;edge of their seats&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thankfully&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controls have been adapted to a gamepad &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as streamlined &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;intutitive a control scheme as could &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hoped for&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The controls &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be second nature by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second &lt;/del&gt;mission &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or so&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maintaining the tactical-over-twitch sensations. The only real cost of conversion to consoles is nagging framerate drops &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flickering during cutscenes, specifically. They&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re noticable, and a shame; but if the game adapts the feel &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game, it's a worthy trade-off (especially with the troubled history &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trying to make complex strategy games &amp;quot;work&amp;quot; away from a mouse and keyboa&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;The other class in XCOM 2 &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;isn't an improvement &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;preceded &lt;/del&gt;it. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Grenadier has some utility &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great damage options. Grenades are extremely helpful during a playthrough to get chip damage and destroy co&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The 2D pixels on 3D pixelated backgrounds is a &lt;/del&gt;cool &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual gimmick&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best things about Octopath Traveler. However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that game had some issues that have carried over into this game as well&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The backgrounds, for one, are too dark&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even what seems &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brightest &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;settings can look dingy because &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lighting&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TV settings can only do so much so it would be good to see these backgrounds brightened&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or touched up in any other &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While Xenoblade Chronicles 2 could've also been included &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this list, nothing beats &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quality of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original Xenogears — a convenient situation, since most people should ideally start off with this title its&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;Story&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wise, we found &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strings that weaved &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plot together were a little far-fetched&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but then again &lt;/del&gt;the series &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was never based on a completely believable storyline&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As is always the case in an XCOM title, humanity is forced to adopt &lt;/del&gt;alien &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technology &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use it against &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;occupying &lt;/del&gt;force, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eventually leading to a one-chance strike that can bring &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aliens to their kn&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 &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon Quest series had long since established itself as a great JRPG series in its own right, &lt;/del&gt;one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has to admit that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series hadn't really taken off in the west&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon Quest VIII was perhaps the last game in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series that had witnessed some level &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;West&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;fanfare of later entries &lt;/del&gt;being &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather muted in compari&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;Few companies have mastered &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;art of making turn-based strategy games quite like Firaxis . The studio&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work with Sid Meier&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Civilization and XCOM have resulted in some incredible experiences in both franchises&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interesting &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how Firaxis were able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reboot MicroProse's XCOM franchise without sacrificing much &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depth &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;older titles &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;Featuring groundbreaking dynasty mechanics coupled with some &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best gameplay that Fire Emblem has been privy to for quite some time&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it must be said that Fire Emblem: Three Houses is easily one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best games in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a must-play for any fan of SR&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;There is some town exploration in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demo. However, &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is truncated. Most of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time it seems players will click on a map icon in order to in initiate a battle, or a cutscene. In-between some battles or story beats intel can be gathered but these exploration moments are very brief&lt;/del&gt;. This &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack of full exploration &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;common for tactical RPGs so it understandable why &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would not add this feat&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;The truth is&lt;/del&gt;, &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 to a covert guerilla military operating in cells around the globe, this new &amp;quot;Resistance&amp;quot; has more than the standard aliens of &lt;/del&gt;the original &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game to contend with&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Those monsters &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back and scarier than ever, along with entirely new creatures - but it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the humans who serve the aliens - known as the ADVENT - that pose the &lt;/del&gt;most &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;insidious threat&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The odds seem insurmountable, and fight failing until resistance intelligence locates, then extracts their secret weapon: the Command&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;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If there's anything Blizzard 's StarCraft 2 can teach gamers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's: there can never be enough pylons. Anyone who loves RTS game will likely remember &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;StarCraft sequel for reinvigorating &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming community's love for intense tactical gameplay. Thanks to this gem &lt;/ins&gt;of an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RTS&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players who want a fast-paced RTS can rely on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardiness &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terran&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique abilities of the Protoss&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the sheer numbers &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zerg &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entertain 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;Unlike other 4X games, however, Stellaris plunges &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deep &lt;/ins&gt;into &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space colonization. Aside from having three options &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interstellar travel&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create different species&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these species has their own take on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;known universe &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solutions &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weird scenarios&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These scenarios include robotic uprisings, mutant rebellion, and other space mysteries that aw&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;PC players have been enjoying the game since February, but the developers have finally released a console version to Xbox One and PS4. It's &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;longer delay than many gamers are used&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so does &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ported version seem worth &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wait? And after Enemy Unknown 's own release &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consoles, &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the interfaces and controls been improved (along &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performance) on the Xbox One &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4's hardware? The answer is 'yes' across &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;board - minus a few technical iss&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 AI has evidently gone through a large improvement as well&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we found &lt;/ins&gt;that the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ADVENT opposition (that is&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the controlling alien power) were often searching for flanking opportunities &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways to maximize their damage output. The faceless oppressors do tend to go on suicide runs more often than one would expect&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but we found that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AI performed &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pure brutality across all difficulties, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans accustomed to the high standard of challenge that XCOM is known for won't &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disappointed here&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find themselves having to readjust strategies on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fly mid-&lt;/ins&gt;mission &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more often than not&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s part &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beauty &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XC&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So we added concealment, squad-based concealment which is really cool and is a different mechanic. A lot of &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;again is from user feedback where every time you stumbled &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aliens, they got the jump on you, so we wanted to turn &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;around on them a bit and address &lt;/ins&gt;it. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s also hacking, there’s loot, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s all sorts &lt;/ins&gt;of cool &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stuff added&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On top &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that, we tried to take all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters, whether they’re enemies or soldiers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and really push them apart&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We didn’t feel like they were different enough in Enemy Unknown&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We wanted &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create separation and contrast between all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different elements &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game. That’s sort &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how we approach the art side, too, with all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different environments, we really pushed them as far apart from them as we could to offer different experiences, so they’re dramatically different spaces&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That’s kind of our approach&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design side and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;art side.&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;Strategy fans who want to stray away from the intense army-versus-army nature of other titles can go to turn&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based tactics for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same tactical&amp;quot;thrill.&amp;quot; And in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case of tactical RPGs&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM &lt;/ins&gt;series &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;definitely takes the cake&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this series where &lt;/ins&gt;alien &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;conspiracies are real &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://Www.Slgnewshub.com slg walkthrough] &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world has built its own anti-alien &lt;/ins&gt;force, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players become Earth's last line of defense against &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extraterrestr&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;An Ōkami cover art featuring on this list is fairly ironic, as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise is known for having &lt;/ins&gt;one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest box art botches of all time&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo Wii version &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game was released&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eagle-eyed fans noticed that a barely visible IGN logo was included due to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;artwork &lt;/ins&gt;being &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taken from the si&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 of 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&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in and what it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going to 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 &lt;/ins&gt;'s &lt;ins 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 &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consist &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;him at war with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;odds stacked solidly against him, exemplified by him kneeling beneath &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crumbling world ab&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;StarCraft 2 continues the story &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terran, Zerg&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Protoss after the events &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Brood War . In the game's three parts, players see &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terrans struggle against an autocratic Dominion, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zerg redefine its Swarm&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Protoss secure its leg&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;Cover art for video games has had a tough time getting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recognition &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deserves over &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last ten years&lt;/ins&gt;. This is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;predominantly due to the gaming industry's continued transition into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;digital world, as gamers have been spending less time browsing their local &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shop and more time using online stores from the comfort of their own h&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;As with most games&lt;/ins&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;the answers didn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t appear overnight. Constant iteration throughout development is why XCOM: Enemy Unknown &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM 2 are such great games&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even &lt;/ins&gt;the original &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM titles such as X-Com: Apocalypse went through quite a chaotic development cycle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Here &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;10 facts about the XCOM franchise&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;development &lt;/ins&gt;most &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;don't know about&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This list is in no particular or&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>196.240.143.158</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2093164&amp;oldid=prev</id>
		<title>HassanMaxie13: ページの作成:「&lt;br&gt;Of course, the battle on the field is just one aspect of management that players will face. The base management has gone through an overhaul as well, and Firaxis has…」</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=XCOM_2_Review&amp;diff=2093164&amp;oldid=prev"/>
		<updated>2025-12-11T22:32:27Z</updated>

		<summary type="html">&lt;p&gt;ページの作成:「&amp;lt;br&amp;gt;Of course, the battle on the field is just one aspect of management that players will face. The base management has gone through an overhaul as well, and Firaxis has…」&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;Of course, the battle on the field is just one aspect of management that players will face. The base management has gone through an overhaul as well, and Firaxis has done well to get rid of the UFO hunting minigame that felt out of place and awkward in the first title. The game puts a much higher importance on individual scientists and engineers, which makes rescuing them in optional timed missions an important judgement call for players. One rescued, the scientists provide research bonuses so players can unlock gear faster,  [https://www.slgnewshub.com/ SLG Updates] and engineers can be placed in varying rooms to provide a wide aspect of bonuses, from increasing the resistance's communication network to helping troops recover from wounds fas&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While Enemy Unknown 's basic gameplay loop saw players taking uneasy steps into hostile territory, unsure of ambushes, it's the player who now stalks their alien prey. Squad members can be led, one by one, up to the very fringe of monitored areas. From there, it's possible to identify secondary targets or assets (now a core layer of the mission objectives), and surround enemy troops and traitors before they know what's about to hit them. And when it hits them... it's glori&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While not a major development fact, the XCOM franchise was the first IP Firaxis worked on that did not have Sid Meier associated with it. Sid Meier is the Director of Creative Development at Firaxis Games and responsible for many of the games developed by Firaxis, such as Civilization and titles from MicroPro&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It's the kind of tense, story-driven stakes that have kept couch-based players on the edge of their seats, and thankfully, the controls have been adapted to a gamepad with as streamlined and intutitive a control scheme as could be hoped for. The controls will be second nature by the second mission or so, maintaining the tactical-over-twitch sensations. The only real cost of conversion to consoles is nagging framerate drops and flickering during cutscenes, specifically. They're noticable, and a shame; but if the game adapts the feel of playing the game, it's a worthy trade-off (especially with the troubled history of trying to make complex strategy games &amp;quot;work&amp;quot; away from a mouse and keyboa&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The other class in XCOM 2 that isn't an improvement on the one that preceded it. The Grenadier has some utility and a lot of great damage options. Grenades are extremely helpful during a playthrough to get chip damage and destroy co&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The 2D pixels on 3D pixelated backgrounds is a cool visual gimmick. It was one of the best things about Octopath Traveler. However, that game had some issues that have carried over into this game as well. The backgrounds, for one, are too dark. Even what seems to be the brightest of settings can look dingy because of the lighting. TV settings can only do so much so it would be good to see these backgrounds brightened, or touched up in any other &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While Xenoblade Chronicles 2 could've also been included on this list, nothing beats the quality of the original Xenogears — a convenient situation, since most people should ideally start off with this title its&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Story-wise, we found the strings that weaved the plot together were a little far-fetched, but then again the series was never based on a completely believable storyline. As is always the case in an XCOM title, humanity is forced to adopt alien technology and use it against the occupying force, eventually leading to a one-chance strike that can bring the aliens to their kn&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While the Dragon Quest series had long since established itself as a great JRPG series in its own right, one has to admit that the series hadn't really taken off in the west. Dragon Quest VIII was perhaps the last game in the series that had witnessed some level of success in the West, with the fanfare of later entries being rather muted in compari&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Few companies have mastered the art of making turn-based strategy games quite like Firaxis . The studio's work with Sid Meier's Civilization and XCOM have resulted in some incredible experiences in both franchises. What's interesting is how Firaxis were able to reboot MicroProse's XCOM franchise without sacrificing much of the depth the older titles &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Featuring groundbreaking dynasty mechanics coupled with some of the best gameplay that Fire Emblem has been privy to for quite some time, it must be said that Fire Emblem: Three Houses is easily one of the best games in the genre, and a must-play for any fan of SR&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;There is some town exploration in the demo. However, it is truncated. Most of the time it seems players will click on a map icon in order to in initiate a battle, or a cutscene. In-between some battles or story beats intel can be gathered but these exploration moments are very brief. This lack of full exploration is common for tactical RPGs so it understandable why the full game would not add this feat&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The truth is, XCOM still exists, though it's become a shadow of its former self after world leaders and bases either surrendered or were destroyed. Reduced to a covert guerilla military operating in cells around the globe, this new &amp;quot;Resistance&amp;quot; has more than the standard aliens of the original game to contend with. Those monsters are back and scarier than ever, along with entirely new creatures - but it's the humans who serve the aliens - known as the ADVENT - that pose the most insidious threat. The odds seem insurmountable, and fight failing until resistance intelligence locates, then extracts their secret weapon: the Command&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>HassanMaxie13</name></author>
	</entry>
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