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The original X-COM made its debut in 1994 and quickly established itself as one of the most influential tactical strategy games of all time. The XCOM series has seen several installments since then that culminated in 2012 with XCOM: Enemy Unknown, the new beginning of the series. And now, as we prepare for the launch of XCOM 2 in November, we review the 21 years that have brought us here in this IGN retrospective.

 

The story of XCOM 2 takes place after that of XCOM: Enemy Unknown in case the game is lost. The aliens have taken control of the land. The international XCOM organization that aimed to repel them no longer exists. However, a group of resistance fighters continues to fight against aliens. Their HQ is now a mobile base, the Talion, a ship stolen from the aliens1.

 

This part contains plot elements from the beginning of the game XCOM 2 begins 20 years after the story told in XCOM: EU. The aliens invaded the Earth and created Advent. A military, political and research institution, Advent's mission is to keep the human po[CENSORED]tion under control. This entity is conducting a propaganda campaign aimed at venerating the extraterrestrials. Little by little, they make earthly beliefs disappear and replace it with the worship of the ancients. Advent wants to concentrate a large part of the po[CENSORED]tion in big cities.

They put the resistance fighters for terrorists, control the armaments sector, scientific research, the media and removed all political classes. In opposition, the resistance, consisting of men and women who live apart from society, strive to disrupt as much as possible the operations of Advent with a very unequal success.

 

The first is a management phase aboard the Talion (Avenger in original English version), a stolen alien ship, now the new HQ of XCOM operations. It is in this ship that the operation and evolution of the squad will be managed. The player presents himself in this ship as the commander of future operations, and must develop the various modules of his base, manage his troops, study alien technologies, etc.

The physical size of this vessel makes it possible to justify in a scripting way the limitation to 12 the number of development poles among a wide possible range, and thus to bring additional reflection on the development strategy to be favored according to the situations encountered.

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