XCOM 2 War of the Chosen, the expansion to XCOM 2 by Firaxis, takes the base game experience and adds numerous additions to the formula to create an experience that is better for the additions.
In writing this I will also be considering the additional DLC in the write up and provide the changes brought with this content.
The most immediate changes to the expansion is the addition of three additional factions, these faction are
- Skirmishers - A group of Advent Deserters, that somehow find themselves disconnected from the alien's control. They are specialists in hit and run combat, who mix maneuverability, turn manipulation and close quarter combat into a great unit who can support your men in the field with ease.
- Reapers - A survivalist group that focused in covert operations, stealth and long range combat. Their stealth ability makes them great scouts and they have great potential for burst damage in their kit.
- Templars - A remnant of the failed XCOM project, these units specialise in close-combat psionic warfare, the have great survivability and threat mitigation abilities. Psionic warrior monks who wield powerful abilities
If one follows the tutorial one will be introduced to the first two faction character types and also be introduced to other major additions.These are the Lost and having to deal with one of the Chosen.
The Lost are the mutated remnants of humanity that were transformed from the initial biological onslaught that was unleashed upon earth during the first contact war. Individually they are not too much of a challenge, however they spawn in high numbers and will continue to spawn throughout a mission maintaining their presence. Excessively loud noises like those from a grenade or vehicle exploding agitate the swarm and causing these "zombies" to spawn in quicker and threatens to overwhelm a player through sheer numbers. Thankfully to this, if a soldier is able to kill a lost with a range based weapon it acts as a free action which one can use to your advantage to thin out their numbers before being swarmed by them.
The Chosen consists of three boss-type enemies that cannot be
conveniently killed in combat and over time develop more strengths as
they collect information on the location of the Avenger. Unless
otherwise stated they usually have a specific and faction weakness a
player can exploit to handle them easier and over the course of the game
they visually change with additional "tiers" of equipment which show how
they get stronger with new abilities and skills received gradually over
time or with their successes.
The Chosen are the
Assassin - First chosen if doing the tutorial, is a mobile sneaky melee warrior Their strengths is in remaining stealthy while they doing hit and run attacks with her melee weapon. She alternates between trying to go for a quick disable via her ranged melee attack if she can target multiple units or for her to melee rush and then running to hide attack. Of the three, she is most likely to take advantage of dazed soldiers for intelligence extraction just by means of her in-your-face combat style.They each have a zone of control and when attempting missions in their territory, the player risks an engagement with which mixes up flow of the battle. When a Chosen is in the field mission timers pause once the player engages with them and on successfully defeating one the responsible soldier receives XCOM ability points. Another way to get rid of them is allowing a staggered soldier to be approached and risk either information being extracted or being kidnapped.
In regards to being kidnapped, soldiers who are downed but not killed have a chance to be imprisioned and either via spec ops or a random mission can one get a chance to rescue them from ADVENT incarceration.
Each Chosen has a segmented bar that represents their "knowledge" of XCOM. When they reach milestones they upgrade with additional skills and immunities with each level increasing the potential for them to interfere and cause harm to your XCOM operations. Once they reach their max knowledge ranking they have enough information to plan an attack to down and assault the Avenger. On a successful defence, their knowledge will drop a bar and it proceeds to climb again until they can repeat the attempt against the Avenger. Fortunately once they reach the last bar of knowledge they do not directly increase in power so the repeatable mission is more means of the Chosen trying to repeatedly capture the Commander and a way to push the player towards putting effort in removing the Chosen threat.
Other additions include 3 new ADVENT units, additional mission types,
covert operations, faction reputation, system where soldiers can
bond through combat, a propaganda poster creation, an addition of
negative traits and a fatigue system and a research chance that
randomly provides a major time reduction to a research topic.
Other things introduced in the expansion include a fatigue system that forces the player to diversify their team options which plays into the introduction of traumas which add negative effects
akin to PTSD when a soldier receives wounds, experiences battlefield mental breaks, being downed and rescued or surviving especially harrowing missions. A trauma can be treated once a medical facility is constructed and
concerns for fatigue is controlled by utilizing a deep roster to allow soldiers time to
rest, with the medical facility providing a one-time per soldier fatigue removal procedure for emergency situations.
The Covert Ops system play in tandem with the Chosen and Factions and offer a lot more freedom and power to pursue your goals. By fully utilizing the opportunities on offer, a player has far more room to complete the game and provides the means to send soldiers on missions to shore up areas that need attention and with each faction tier completed adds a new random faction-specific order that one can decide to activate at the beginning of a new month to use in your war against the aliens.
Faction bonus can be really powerful and can address a lot of negatives with the game with the most notable abilities having mission timers only start once discovered, additional 2 turns on mission timers, the ability to one-hit kill Lost, monthly reduction to the Avatar Project, covert op missions cannot be ambushed to orders increase the ability points one receives on level up. These orders are random and can overlap with region liberation bonuses, but do lot to remedy the game's shortfalls and provides incentive to try unlock it for a more controlled experience.
Each Faction, in conjuction with XCOM support, is also responsible with identifying and finding a way
into their associated Chosen Stronghold with the highest tier of
faction reputation allowing one to take on a one time assault to
remove a Chosen permanently from the game. Failure in these assaults
locks the Chosen in for the remainder of the campaign so one needs to consider their assault plans carefully.
Dark Events are also expanded on and can add permanent bonuses to
the Chosen while some of the new events can really be a pain to deal
with if they are not stopped in time. Covert ops can help mitigate some
of these events activating but with the inclusion of the Chosen also
playing a role in event roll-out has made it more likely to fire off and
has made it something to be more vigilant towards.
Tactical Legacy Pack (I bought the XCOM 2 Collection when it was released for free so there is some bias in my enjoyment in this specific content)
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I found that the music included alone is a great addition and
complements the general gameplay extremely well.
- The tongue and cheek extra missions do help pad out an XCOM 2 prequel of events before the game starts with a unreliable narrative provided by Bradford.
- It unlocks the challenge archive for offline play with a large selection of missions to test one's skills and allows players to create their own missions via the Skirmish Mode
- Shen's Last Gift, is a nice story pack, that if the player chooses to play, that tells of Shen's, from XCOM 1, research into robotics and by the end of it unlocks the means to produce SPARKs. These mechanical allies are powerful robotic soldiers with some powerful abilities and work in conjunction with a specialised BIT unit - which is like a giant gremlin. They serve a similar purpose to MEC suits from Enemy Within but do not feel as powerful as its predecessor.
- Alien Rulers, I for one enjoyed what they brought to the game but, I understand if it is not for everyone. It introduces new boss types monsters and some unique equipment geared towards fighting them that came to light from the genetic meddling of XCOM 1's resident scientist lead Dr. Valen. The story mission helps delve into Valen's obsessions and shows the value of oversight as her extreme experiments produce 3 super variants of the standard aliens the player fights, these "monarchs" have the ability to react to the actions the player takes and has an enhanced set of abilities from their derived species. They also boast a high pool of hit points but are quick to retreat once one gets them to about one third of their hit points. Killing an Alien Ruler and performing an autopsy on its corpse rewards the player with a set of its skin as an armor piece. These sets have the passive effect to instill panic in its related species and usually comes with a bonus ability to use, personally I find the Archon King set aesthetically and ability wise as probably the best with its reposition ability.
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Anarchy's Children, is included, but besides a very
specific look one wants to go for is not of anything of real
value to the the pack
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