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Tuesday, October 31, 2023
The Halloween Special: A very spooky review of Little Nightmares II
Friday, September 15, 2023
Subnautica, finding beauty and terror in the deep blue sea. A review
You may not know this, but I like horror games. Five Nights at Freddy's, Little Nightmares and Bendy & The Ink Machine were my first real exposure to the horror genre, and I've enjoyed the thrill of these kinds of games ever since. But you want to know the scariest game I have ever played? The one that gives me overwhelming dread and terror every time I play through it? That game is called Subnautica. Which is funny, because that isn't even a real horror game. At least, not in the conventional sense. So let's talk about it!
| image from Wikipedia.org and Giant Bomb |
Developed and published by Unknown Worlds Entertainment, Subnautica is a charming survival adventure game released back in 2018. The game sold 5.3 million copies and is often considered a must play for survival game fans. Basically, think Minecraft or Terraria but underwater and with a smoother art style. Anyway, you play as a space traveler named Ryley Robinson. Ryley was a crewman of The Aurora, an enormous Star Trek style space cruiser that has sadly crash landed on an alien planet. This planet, given the rather clerical name of 4546-B, has a surface comprised of 90% water. In other words, almost the entire planet is one big ocean. You are then dumped into Riley's shoes and told to find a way to escape, while also looking for any survivors of the crash. Your only companion for most of the game is the PDA. The PDA (Personal Digital Assistant) is an AI Program designed to keep you alive in this foreign, presumably hostile environment for as long as possible. It also doubles as the in-game tutorial, teaching you basics of exploration, crafting, and building management. The story is admittedly a simple tale of one man trying his best to survive an alien environment, but the fact that this game even has a story at all is a big deal. Most survival games don't even have a story, or named characters, or an explicitly stated goal to work towards. Normally they just dump you in a metaphorical sandbox and tell you that you need to "make your own fun!" For having a story, and a competently written one at that, Subnautica already gets points for originality.
The bulk of your time is spent swimming around in an alien ocean, collecting resources and finding new technology blue prints to build with. Most creatures in the game are not truly hostile to you, though some like the Stalker and Crash Fish will attack if you provoke them first. They are, after all, just regular animals, at least by this planet's standards. The only exception to this rule are the Leviathans, but they deserve their own section of the review. When you first start the game, you have nothing to your name except for some protein bars and a bottle of drinking water. Everything you want, you have to make yourself. Want to swim faster? You got to make yourself a pair of fins to boost your swim speed. Want to stay underwater for longer? You got to build an oxygen tank so you don't drown. Want a place to store your belongings and admire the oceanic views in piece? You need to build a habitat. While some items can be crafted as soon as the game starts (assuming you have enough resources) most items require you to find the associated blue print for that item beforehand. Blue prints can be found either in abandoned bases left by the other survivors or by scanning debris from the Aurora with the scanner tool.
| Image from trueachievements.com |
All of these things cost resources, which you collect simply while exploring the ocean. And some resources can be turned into other resources. For example, kelp can be made into fibers, and copper ore can be made into either batteries or wires. And unlike every other survival game in existence, Subnautica does NOT have procedural world generation. What this means is that instead of letting an automatic generator create the world from a randomly chosen number, the world has been handcrafted by the developers themselves. And honestly, the ocean is wonderfully designed. Every biome, every bit of coral and every branch of kelp was placed deliberately for the best possible experience. You always start in the Safe Shallows biome, which true to its name, is the safest and shallowest area in the game. It's the only place in the game where you can reliably build above sea level, and the wildlife here is mostly docile.
But I know what you are thinking. "Spencer, this doesn't sound that scary! This game sounds pretty chill, actually!" That's because of how Subnautica is balanced. You need to leave the Safe Shallows eventually, either because you ran out of resources to work with or because you want to progress the story. And the further away from the Safe Shallows you go, the more danger you will find. The animals get more territorial and aggressive. The water pressure makes swimming without specialized submarines impractical. Even the sunlight itself darkens to pitch black if you dive deep enough. While the Safe Shallows are a good safety net, it is impossible to beat the game without taking that plunge into the dark, unknown abyss. And the biomes get progressively creepier as you descend.
And sooner or later, you will face a Leviathan. Leviathans are the game's main mascot monster. There are a few variations of these enormous life forms, some being more peaceful than others. The Reef Back Leviathan is a giant whale-like creature that is completely docile, even letting you mine ores off its back. The Ghost Leviathan is a blue serpent that only appears if you somehow go outside the ocean's borders, and it attempts to scare you back in. And then there's the Reaper Leviathan. The Reaper is an apex predator that will hunt you down to the ends of the ocean if it catches your scent. It can destroy entire submarines with just one or two attacks, patrols several areas that are critical for story progression, and announces its presence with an unsettling roar. The threat of Reaper Leviathans is so great that whenever I head to any area they frequent, I try to speed-run my way past them, because the less time you deal with Reapers, the better.
But the Reapers by themselves aren't the main reason I consider this game to be scary. They are the most dangerous fish in the entire game, that much is true. But the reason Subnautica is scary is because of the ocean itself. It grows darker and darker as you descend, it hides its treasures in caves and tunnels hundreds of miles below the surface. You have no clue what is down there, and you have no idea what might be looking back at you. So imagine, going so deep underwater that you can't see the sunlight anymore. You have no idea what time of day it is. You go into a cramped underwater cave. You get mixed up in the cave system, and can't find your way out. Your equipment is low on battery charge. You start to panic as your oxygen depletes. You know if you don't get out now, you will drown. You frantically kick around, trying to find an exit point. You find a hole in the ceiling. Hope fills your heart as breathable air leaves your lungs. "I can make it!" you think. You swim as fast as you can, and as you make it out of the cave, you hear it. A blood curdling roar in the distance. Where is it coming from? You can't tell. Your only concern is getting some air in your lungs. As you kick and struggle against the watery abyss, you realize as your oxygen runs out completely and the Reaper approaches from the pitch-black abyss... You never stood a chance. Even if you made it back to the surface, you couldn't outrun the Reaper. Or vice versa.
That is why Subnautica is scary. It is a game that perfectly captures that feeling of terror and desperation that comes with the danger of underseas exploration. It is a known fact that humanity has explored more of outer space than our own oceans. You know why? Because the deep blue sea is an environment completely alien to the human experience. We as a species do not belong that deep underwater, either because the water pressure would destroy us, or we would encounter a sea creature that exists far beyond human comprehension. Something within us knows that fact deep down, even if we would never admit it. And Subnautica manages to recreate these feelings using a fictional, alien ocean and fictional alien fish. In that regard, Unknown Worlds has my respect.
This isn't to say that Subnautica is always scary all the time. This is just a specific scenario after all, and the majority of a playthrough is spent just taking in the wonder and majesty of this strange, but beautiful underwater world. In fact, the game has a surprising amount of humor, mostly delivered through the PDA and collectible logs you can read for lore. I think my favorite joke is that the PDA reminds you that any resources you collect are legally the property of the Alterra Corporation (the company Ryley works for), and that anything he crafts he owes back to the company. There's also another joke about how one of the survivors managed to kill themselves accidentally by waving a distress flare around an exposed gasoline leak, thus triggering a deadly explosion. That sounds horrible, but the context makes it clear this was more of a moment of avoidable stupidity than anything truly tragic.
On the subject of difficulty, Subnautica offers three main difficulty options. Freedom Mode is the easiest, Survival Mode is moderate, and Hardcore Mode is as hard as it sounds. In Freedom Mode, the hunger and water gauges are disabled, meaning you no longer have to worry about collecting food or drinking water to survive. In Survival Mode, you do have to worry about hunger and thirst, and you will drop a random assortment of items upon death. Hardcore Mode is exactly the same as Survival Mode, but with a caveat. If you die in Hardcore Mode, your save file is automatically deleted, forcing you to restart the entire game from Day One. There's also a variant of Freedom Mode called Creative Mode. Creative Mode turns you completely invincible, and free to build whatever you want with a infinite supply of resources. In other words, it's exactly like Minecraft's Creative Mode. The difficulty is sadly locked into the save file, which means if you want to adjust the difficulty you do need to play the game again from scratch. I personally played through the game on Survival Mode, since the sales pitch is "survive in an alien ocean" and I wanted the full survival experience. But I'm also not good enough at the game to beat it in one go, so Hardcore Mode is a pass for me.
There's also base building. That's what the habitats are for. They allow you to store all of your belongings, and can be outfitted with specialized rooms for additional utility. Say you need to find a specific resource for your next project. Scanner rooms (which are like giant versions of the scanner tool) can highlight that specific resource within a 50 meter radius so you can find it more easily. If you need a reliable source of food, indoor planter boxes let you grow edible plants as long as you have enough room for them. If you have a submarine with a low battery charge, The Moonpool can automatically recharge your sub as long as as the habitat has power. Speaking of power, there are two main things to keep in mind when building your habitat. The first is power, and the second is structural integrity. Let's talk power first. You need electricity to keep things running. But where does one get electricity? There are a lot of ways, though their effiency is dependent on the location you built the habitat in. Solar panels generate power from sunlight, obviously. But if your habitat is so deep underwater that you can't even see the sun, solar panels stop working entirely. Thermal Plants generate power as long as you build near a large source of heat, such as a geyser or undersea volcano. In colder regions they are pretty much useless, but in warmer waters they surpass all other options. Bio Reactors convert dead fish and kelp into power and can function just fine in any location, but Bio Reactors can burn through your surplus supplies if you're not careful. Nuclear Reactors are far stronger than the other three options combined and works just about anywhere. The problem is that Nuclear Reactors produce nuclear waste, which is both useless and potentially dangerous. Use whichever form of power is best for the kind of habitat you want to build.
Now let's talk structural integrity, the second main thing you need to worry about for base building. Basically, every time you add an additional room to a habitat, the structural integrity will lower. If it reaches below a certain threshold, your habitat will break apart and start flooding. This is bad, for obvious reasons. While you can repair any damage done to your habitat with the appropriate tool, it is better to prevent this from happening altogether. You can do this by raising a habitat's structural integrity with foundations, reinforced walls, and bulkhead doors. All of these solutions are fairly expensive in terms of resources. So it is generally better to build small to medium sized habitats with reinforcements here and there than to try and make a massive mega base. That said, if you are dead set on making one big mega-base with multiple floors and dozens of rooms, you can do that as long as you use enough reinforcements to keep it from collapsing. Habitat building requires you to have enough planning and foresight to both keep the base powered as well as making it structurally sound, while being flexible enough to make something that looks aesthetically pleasing. It's a simple, but engaging base building system.
You know how I said that Subnautica is one of the few survival games to have a story? Throughout the game, you find audio logs from the other survivors of the crash. And even some logs from the crew of an entirely different spaceship that crashed on this same planet several years before you did. Through these logs you learn that the planet is under quarantine. There is a water-bound bacteria that infects all living matter with a deadly virus. This virus wiped out the intelligent life forms on 4546-B, leaving only the fish who developed a natural resistance to it. And this was why the Aurora crashed; it was shot down by an automated anti-air cannon to prevent the virus from spreading to the rest of the galaxy. Your new goal from now on is to find a way to cure the virus and disable the quarantine system, because even if you manage to build a one-man spaceship to get back to human civilization, you will just be shot down again if you don't cure the virus before launching. One thing I really like about this storyline is how you learn you were infected by the virus. At the beginning of the game you are given the option to scan yourself with the scanner tool. The first time you do this, Ryley's vitals come back normal. But after a few days, if you choose to scan yourself again, you'll hear an alert about a bacterial infection in Ryley's body. Let a few more days pass, and the next time you look at your bare hands, and you might see grotesque tumors forming on your skin. There's no fancy cutscene for this reveal. You could easily miss these details if you aren't looking for them. But I appreciate when devs try to tell story through game mechanics instead of traditional cinematics. Of course, this game pulls a Batman: Arkham City when it comes to the idea of the protagonist being infected with a virus. No matter how long you take to beat the game, the virus will never kill you because the rate at which it spreads in Ryley's body is tied directly to story advancement. Ryley will always survive "just" long enough to cure himself, even if the virus has been eating at him for in-game months or years. This might be immersion breaking, but I view as a quality of life thing. After all, it would really suck if your Hardcore run was stopped because you took too long to find the cure.
In terms of presentation, Subnautica is definitely a good looking game. It has a clean, almost cartoony aesthetic. Most of the technology in this setting is smooth and pristine, when it's not being ravaged by wildlife. The creature designs are also excellent. Even though they are fictional alien fish, most of the animals here have enough biological consistency that they could believably exist in real life. They move like believable animals and they act like believable animals. Like, I could totally see National Geographic doing a nature documentary on these creatures. And the biomes are all distinct from each other, using wildly varied colors and lightings to make each one stand out. And because of that, you can reliably guess where in the world you are just by the colors. Just to give a few examples, the Safe Shallows is a coral reef so close to the surface that parts of it jut out above the water, and it uses a lot of blues and greens to look safe and inviting. The Jelly Shroom Cave is an unground cave system filled with bioluminescent mushrooms, and it uses pinks and purples to convey a sense of wonder and mystery. And The Crash Zone is a dead, barren wasteland consisting entirely of sickly yellows and browns. Every other biome follows this pattern of being tied to one or two distinct colors that immediately showcases the "vibe" of the biome in question.
There are only two bad things I have to say is that this game, one of which is a problem that almost every survival game experiences; if you move too quickly through the world, the game starts having a hard time loading in terrain and associated textures in time with your movement. Basically, if you move too fast, the sea floor might disappear for a brief moment until the game can load it back in. And with the sole exception of Terraria, every survival game I have ever played has a problem similar to this. Heck, even Minecraft, a game that was hailed as one of the best survival games ever made, has this problem. I played the game on PS4, and I do not know if this a console problem or a problem with the game itself. But this is not really a deal-breaker, because again, every survival game has this issue. It just breaks immersion a little if it happens to you. The second main issue with Subnautica is that the controls for walking on dry land are a little bit clunky and awkward. Which also isn't a deal breaker because you spend so much of your time underwater, and it is clear that the devs prioritized getting the aquatic movement right over the land movement.
The game's sound design is impeccable. Its music, composed by Simon Chylinski, is ethereal and mysterious. The music invites you deeper into the ocean while simultaneously making you feel trapped by it. The simplest way to describe Subnautica music is that it is the soundtrack equivalent of a siren's song. Fitting for a game about undersea exploration. The only exception to this rule is Abandon Ship!, a song in the OST that only plays when your submarine is critically damaged. This song can best be described as an intensely urgent techno rave. It's not bad, in fact it's one of the best songs in the whole OST. But again, it only plays when your sub is critically damaged. And it blows my mind that the best song is played during a situation the player would rather avoid. On an unrelated note, the sound effects are also great. The Reaper's roar is intimidating, the soft hum of the submarine's engines give a sense of power, and the voice acting is actually really good. Which, again, is surprising for a survival game, since these games typically don't have voice acting at all. The PDA speaks in a comically monotone voice that feels accidentally sarcastic. The Sea Emperor (who holds the cure for the virus) sounds equal parts majestic and regal, but also ancient and tired. Which fits for a creature that predates the virus that killed all the land-dwellers in the first place. And the audio logs you can collect do a good job showcasing the stress and despair the other survivors felt in their final moments.
Overall, Subnautica is a beloved icon of survival games for a reason. It manages to be just as, possibly even more scary than actual horror games while being a fun underwater exploration experience. I consider this game, Minecraft and Terraria to be the "Holy Trinity" of survival games, for these three games set the standard for which all other survival games should be judged against. So if you like Minecraft or Terraria, you will probably like Subnautica. Even if you haven't played a survival game before, Subnautica is a great place to start. For these reasons, I give Subnautica a perfect rank of Five Stars out of Five.
Subnautica is available on PS4, PS5, PC, Nintendo Switch, Xbox One, and Xbox Series S/X. Subnautica is the property of Unknown Worlds Entertainment and their parent company, Krafton. Please support the official release.
Thursday, August 17, 2023
An extremely late review of the hardest game I've ever played: Sekiro
Friday, January 28, 2022
XCOM 2, skillful tactics and deadly luck: A review
I actually wrote a completely different review of X-COM 2 over four years ago, and never published it. I never will, since it was incredibly poor quality and I am a professional with standards. So I'm writing a new review for XCOM 2 and doing it better than I did originally, if only to do this game justice. So with that out of the way, let's begin.
So what is XCOM 2? Well, it's the sequel to XCOM: Enemy Unknown, which in turn is a reboot of X-COM: UFO Defense. From what I understand the whole franchise was published by 2K Games, but only the "modern" XCOM games were developed by Firaxis. This game got a pseudo-sequel spin-off game titled XCOM: Chimera Squad. While Firaxis has not currently said anything official on the matter, rumors are spreading that a hypothetical "XCOM 3" game is in the works. Even though Firaxis is currently working on a licensed strategy game titled Marvel: Midnight Suns at the moment. That much is public knowledge. Anyway, the concept of the franchise is simple. You play the role of the leader of a private military organization called XCOM, which is dedicated to protecting humanity from extraterrestrial and supernatural threats. Basically, think of XCOM as being the unholy love child of S.H.I.E.L.D. from the Marvel Cinematic Universe and the Men in Black. Unfortunately, the only game I have played is XCOM 2, so I cannot speak for the quality of the other games in the series.
XCOM 2 takes place 25 years after the events of the bad ending of XCOM: Enemy Unknown, but don't worry, you don't need to play the first game to understand the story so long as you know the basic concept (bad guy aliens took over Earth, take it back). But let's do a more detailed recap anyway, for prosperity's sake. In XCOM: Enemy Unknown, XCOM mounted a secret war against these psychic aliens led by these creatures called the Elders. In that game's bad ending, XCOM fails to stop the invasion from becoming public, and the Commander (that's your character, by the way) is kidnapped by the aliens. 25 years later, the aliens, now calling themselves ADVENT, have successfully taken over the entire planet. Every global superpower either surrendered to protect their people or were destroyed outright for resisting. But the dream is not dead, for a small group of rebels (most of whom are either survivors of the first game's war or are said survivors' now grownup children) plan to rebuild XCOM from scratch. But every rebellion needs a Commander. So Central Officer Bradford (who was your second-in-command before everything went to the pits) mounts a rescue operation to save the Commander, who was being psychically tortured this whole time, forced to relive the war over and over in a loop for 25 whole years. How the Commander is even sane at this point is beyond me. What's worse was that ADVENT was using your character's military genius to augment their own soldiers, hence why the rebellion struggled to gain any real footing prior to your rescue.
The rescue op is actually the game's tutorial, walking you through the basics of combat. XCOM 2, like all other games in the series, is turn-based. You move across the map on a board-like grid. Every character in the game has two actions they can perform. They can shoot, move, reload, or use a class-specific skill or ability. Unless an ability explicitly states that it requires both action points, you can use your two actions in any combination you like. You can move and shoot, shoot and reload, use an ability and run away, move twice, or any combo you'd like. The blue outline pictured above shows everywhere the currently selected soldier can run to, using only one action. Moving your cursor outside that outline brings up a second, yellow outline. This shows everywhere you can run to if you use both actions. If you end your turn directly behind certain objects in the environment, you will get a cover bonus. This bonus will make you harder to shoot and reduce the damage on enemy attacks. How much of a cover bonus you get is based on the size of the object in question. A bench for example only provides a half-cover bonus, so it won't protect as well as, say a wall or the side of a truck. Make sense? I hope so, this game can get pretty complex pretty fast, but that's honestly part of the charm.
The rescue op/tutorial is scripted so that two of your soldiers will get killed off by the end, leaving Central Officer Bradford, starter-character Jane Kelly and yourself as the only survivors. And this is where the XCOM franchise's infamous reputation comes in. This game is hard. Because it's a roguelike. It's difficulty is a selling point. But most importantly, if any one of your soldiers' health hits zero, they are dead, and will stay dead for the rest of the game. Even if you win the battle. The only saving grace is that you can eventually unlock an upgrade for your soldiers called "Stay With Me" which will allow your soldiers to survive one lethal attack with a single hit point remaining (Stay With Me works only once per soldier, per battle, so any lethal attacks after that first one gets blocked will kill). So you have to accept the possibility that one wrong move, one bad strategy, or even just a stroke of bad luck can take away your favorite characters, FOREVER. Is it stressful? Yes. Is it fun? For me, the answer is yes, because I live for that kind of high-stakes strategic combat. It makes your close calls more meaningful, and your losses sting more than they would have if this game was easy. You can adjust the difficulty at the beginning of each playthrough, but keep in mind that it cannot be changed after the fact. If you go in on easy mode (called Rookie mode here) and decide the game is too easy, well too bad, you're going to have to start a whole new playthrough if you want to change it. A major inconvenience, but again, this is a roguelike. But I personally like the high-stakes nature of XCOM 2. It results in some awe-inspiring moments that sometimes feel straight out of an action movie. I still remember this one incident when my Sharpshooter (basically a sniper) got knocked off a three story building and barely survived the fall with one hit point remaining (meaning one more attack from anything will kill), only to get attacked by a very dangerous enemy type known as a Lancer. Despite having every possible advantage, every possible opportunity to kill her, the Lancer somehow missed his attack, and my Sharpshooter was free to limp to safety while the rest of the squad gunned the Lancer down. The mere knowledge that had things played slightly different, my Sharpshooter would be dead where she stood, that's the real magic of XCOM. You care about your soldiers, either because you made them all yourself, or because of scenarios like this. You know these guys aren't invincible. You know that all it takes for one of your soldiers to go down is one mistake; one missed shot, one wrong turn around the corner. Yes, even a stroke of bad luck outside of your control can wipe away your whole squad. The best you can do is prepare for the worst, and pray it never comes to pass.
The soldiers you use, with the exception being Jane Kelly since she's a premade character, are randomly generated and customizable. You can create your own characters and put them into the game, changing their skin tone, gender, hair, facial features, fashionable accessories (such as sunglasses and masks) and even their language/accent, nationality and personality. There's even a biography option, letting you write custom backstories for all of your characters. I love this system. It's simple, but allows for some distinct character designs. My Ranger (a laid back and carefree Australian woman with a wolf tattoo and stylish headband) didn't look or act anything like my Specialist (who was a stoic British man who kept his hoodie up to hide his scar-covered face). And when you're making four-to-six man teams, you want them to be distinct from each other. And if your characters survive a certain number of missions, they can get tattoos and battle scars to show how far they've grown since joining the rebellion.
Every soldier in your rebellion is assigned a class. Classes determine what kind of weapons and abilities a character can use, but when leveling up your squad (done by completing, or at least surviving missions and killing enemies), you're always given a choice between two new skills. Because of this, two soldiers of the same class might have radically different fighting styles because took different sets of skills while they were training. While the skills can be mixed and matched to your heart's content, some skills are meant to be used in conjunction with others. For example, Rangers get to choose from a list of skills that enhance either their stealth abilities or their swordsmanship. The Blade Master skill for example boosts the power and accuracy of all of your melee attacks. Blade Storm allows your Ranger to make a free melee attack at any enemy that runs towards you. And yes, the Blade Storm ability does receive the damage and accuracy boost from Blade Master. And then there's Reaper Stance, where a Ranger can get a free Action every time they kill an enemy with a melee attack (meaning, so long as you keep killing with melee attacks specifically, your Ranger can keep their turn going essentially forever). Again, if you plan on using Reaper Stance, you might as well grab Blade Master to make your melee attacks deadlier. The other classes are balanced this way as well. Well, except for one.
The Psi Operative is the most unique class in the entire game, and is completely overpowered once it gets going. And yes, this one class is such a show stealer that it needs its own section in the review. This class is not available right away, but once you build a Psi Lab for your base (more on that later) you can start training your soldiers into becoming Psi Operatives. Now, this class has two main gimmicks. The first is that you have access to all the crazy psychic powers that ADVENT has been using the whole game, letting you give the aliens a taste of their own medicine, so to speak. And the second, which makes this class potentially better than all others combined, is that you don't need to put your Psi Operative in any real danger to level it up. You see, the Psi Operative can continue training from within the safety of the Psi Lab as long as you want with no penalty. Leave them in the Psi Lab long enough, and they can eventually learn every single possible skill that is available to them, all without even once setting foot on the battlefield. The other classes have to spend (in-game) months, sometimes years being beaten and hardened by the brutality of warfare to become powerful. The Psi Operative just has to soak in a funky psychic jacuzzi for a few weeks to not only reach that same level of power, but surpass it. Psi Operatives don't abide by the rules of the other classes, and are obscenely strong because of it. It takes a great amount of restraint and discipline to not just turn every available recruit into a Psi Operative and run several teams of just Psi Operatives once the option becomes available.
One criticism I will make of the game's combat is that the way accuracy is calculated is rather odd. Basically, XCOM 2 does not calculate the accuracy of your weapon by distance. It instead calculates it by the following factors. Whether the soldier taking the shot can physically see the target, whether or not the target has any kind of cover bonus, the soldier's own Aim stat, any kind of accuracy bonus granted by being in stealth (or using a weapon with a scope attached), any kind of Dodge stat that the target may or may not have and finally, whether or not you have a flanking bonus (shooting from the side or from behind). Because of this, you get odd situations where point-blank shots defy the laws of physics and somehow miss their target completely simply because something in the calculation was in the target's favor. Basically, moving closer to your target will NOT boost the accuracy of your next shot, but doing things like flanking or destroying enemy cover with explosives will.
Combat and character customization are only parts of the game, and the last major component of the gameplay is the base management. You see, the rebellion is based inside a mobile fortress known as the Avenger. The Avenger has several rooms flooded with debris and wreckage. You can spend a few in-game days clearing the rooms out, and then build various facilities to further aid your squads. These facilities include an infirmary (which speeds up the rate at which soldiers recover from injuries), the aforementioned Psi Lab (which is used to create and train Psi Operatives), and Communication Relays. What do Communication Relays do? They allow you contact additional resistance groups across the globe. Which is important, because not only do resistance groups provide resources and potential recruits every month, but they will offer additional missions and operations that your existing soldiers can go on. Another thing to keep in mind about base management. Your resources are limited. The main currency of the game is Supplies, which represents everything a
But naturally, most missions aren't as simple as "kill all bad guys." They usually have some kind of additional objective to work on. These can be anything from escorting a VIP to an evacuation point, to hacking a computer, to rescuing a group of rebels trapped in the middle of an ADVENT purge. The vast majority of the missions introduce some kind of time limit to encourage the player to be more aggressive, which is a design choice made in direct response to a criticism of Enemy Unknown. You see, in that game, the best, most optimal strategy was to sit in a corner of the map and play very cautiously and defensively. There was nothing stopping you from doing so and and as such, "turtling" (as this tactic was called) was the safest way to start any and all combat encounters. The enemy had to fight on your terms, not theirs, and you had the advantage of getting better terrain bonuses (such as high points for Snipers). But because of all the time limits in the vast majority of XCOM 2's missions, you basically have no choice but to be aggressive and push your advantage whenever possible. Heck, the entire campaign itself is on a time limit, since you only have so long before ADVENT completes it's mysterious Avatar Project (which will eradicate all human life). You can buy XCOM more time by attacking Alien Facilities. Alien Facility Raids are pretty much the only mission type that are NOT timed in any way, so you can be as cautious and defensive as you want for once. How much time you buy is dependent on how long that specific Alien Facility has been running. So it can add anywhere between a week to a year depending on how long you let that Facility run.
But ADVENT isn't sitting on its laurels while you're out building up a resistance force, for they will improve their own forces over time. Gradually introducing newer, more advanced enemy types. Such as the Vipers, snake women who can immobilize your soldiers by constricting them, or the Archons, angelic cyborgs that fly around and attack from above. There's a plethora of different enemy types, and not only do they all look distinct from each other, but each type requires a different strategy to deal with (Vipers let go of their victims if they get blinded by a flashbang, Archons are free target practice for Snipers). And then there's Dark Events, where ADVENT can place an upgrade on preexisting enemies or hamper your squad out of combat in some way. You can stop these Dark Events by taking on Guerilla Ops, but there will always be at least two Ops available, and you only have enough time to attempt one. So it winds up as a "pick your poison" mechanic where you have to learn which Op stops which Dark Event from happening, figure out what you can live with them getting away with, and prioritize the Op that would counter whatever the more dangerous Dark Event is. Like the Dark Event that makes new recruits 25% more expensive to hire is really mundane next to the one that lets them add twice as many enemies to all mission types. Or the one that lets them speed up the progress of the Avatar Project.
And you want to know the best thing about all this? XCOM 2 has some post-release DLC (downloadable content) that further changes up the game. Sometimes, to the point that XCOM 2 with DLC feels like a completely different game than it does without DLC. To explain the DLC simply, the first one is titled Anarchy's Children. This one adds additional hair styles and outfits to customize your characters. That's it. Frankly it's the simplest DLC of the bunch and unless you somehow aren't happy with the options already provided, this DLC can be safely skipped over. After that is Alien Hunters. This DLC adds three new bosses, all of whom are crazy superpowered versions of fan-favorite enemy types from the base game (so Vipers, Archons, and Berserkers). These bosses, known as the Alien Rulers, have a chance to show up randomly in every mission. They have a literal mountain of health (and more than enough firepower to send whole squads to the infirmary, if they survive at all), but any damage dealt to them is permanent, so if you run into them in future battles, they'll start with less health. Your reward for defeating the Alien Rulers is some custom weapons and armor that emulate their abilities. This DLC is pretty neat, but it makes a hard game even harder, because you know, super bosses that can show up randomly on what should be a relatively chill mission can be a real problem. After that is Shen's Last Gift, a DLC that adds a new story mission that exists to bring closure to Lily Shen, the mechanic whose dad was killed back in Enemy Unknown. It adds a new soldier class, the SPARK. The Spark is a remote controlled robot, and is the textbook definition of a Jack of All Trades, Master of None. It fights primarily by using watered down versions of the other class's abilities, and mostly exists to fill gaping holes in your team after you've suffered a significant casualty.
And last but not least is War of the Chosen. This DLC gives a massive overhaul to the ENTIRE CAMPAIGN. New enemy types and bosses to fight. New soldier classes to play with. A new intro cinematic that explains how Bradford's resistance cell managed to track down the Commander. A new poster mechanic that allows you to make nifty propaganda posters Uncle Sam style to encourage people to join the rebellion. A new fatigue system that forces you to rotate your teams around so that everyone is trained up equally, instead of you power-leveling the same handful of soldiers you started with. New rebel factions to try and ally with, each with their own intricate cultures, lore, and philosophies. There's a new bonding mechanic where two soldiers become soulmates (whether this means they're a romantic couple or just best friends is up to your imagination) and receive a wide variety of bonuses and abilities when they fight together. There's also a new mechanic that lets you send your soldiers on solo missions that they'll do automatically while the rest of the rebellion is doing something else. And those new bosses I mentioned? They are the Chosen, the strongest aliens ADVENT can throw at you. They update their strengths and weaknesses with every encounter, forcing you to try a new strategy to take them down every time. War of the Chosen is massive, and to be honest, it changes so much of the original game that it makes you wonder why Firaxis didn't release War of the Chosen as a separate game entirely. Seriously, with just some tweaks to the overall plot, War of the Chosen could very well be the fabled "XCOM 3" in and of itself.
In terms of presentation, XCOM 2 is a good looking game. Now, it doesn't have a crazy art style and it isn't so hyper realistic that you could mistake it for real life. But the animations on your soldiers and especially the ADVENT aliens themselves are very clean and polished. I like how whenever you deal the killing blow to an alien the game switches from its usual isometric camera angle to give a more cinematic view of the attack. And the cinematic camera angles can give some downright breathtaking scenes. Imagine, one of your soldiers is badly wounded and about to die, and one of the ape-like Berserker type aliens comes barreling at your weakened soldier. But your Sniper was in Over-Watch, and they flip their rifle around and shoot the Berserker right between the eyes, causing its skinless body to tumble and flop like a pathetic fish from the momentum of its charge, and saving that wounded soldier's life. This sounds cool on paper, and the cinematic angle switch makes it even more impressive. There's also some little details that I adore, such as when attempting to shoot through a window your soldier will smash the glass with the butte of their weapon before making the shot, or how if you move indoors but forgo stealth, you squad literally kicks the door down before charging inside. There are some visual oddities however, like the aforementioned physics-defying point blank shots that can still miss their target completely. But I think that's more on the mechanics of the game not really allowing point-blank shots to be useful in general than it is a fault of the animators. I will say that I did play on PS4, and I did notice some mild performance issues, namely the framerate would stutter occasionally. Never in the middle of actual gameplay, but whenever the game finished a loading screen the frame rate would notably dip before correcting itself moments later. I'm not sure if this a problem with the PS4 port specifically or if the game itself has frame rate issues. It's hard to tell when a game obviously designed with PC in mind is then brought to consoles. But over the course of my 70+ hour campaign the only major glitch I noticed was when my game crashed. Thankfully, I had several spare save files so I didn't lose much progress. I've been told by the XCOM fandom that it's always a good a idea to have multiple save files in case the game crashes.
In regards to sound, the music is pretty inoffensive, if somewhat forgettable. It can be heroic and triumphant at times, but notably, when a mission goes horribly wrong (either you fail the objective or the squad is wiped out) the victory music is silent, letting you and the surviving soldiers reflect on their mistakes and shortcomings. The sound effects are great, such as the sound of gunfire and the otherworldly cries of the various ADVENT creatures. The voice acting is generally decent. Bradford sounds exactly how you expect him to sound like; a hardened militaristic man who just wants this war to be over already. It's a shame that his mission banter gets rather repetitive. But out of all the important characters, my favorite in terms of voice acting is the Councilman. The Councilman is voiced by none other than Jon Bailey (who is most well known for his role as the Epic Voice Guy from Honest Trailers) and steals the show with every line. He portrays the Councilman with this deep, guttural baritone that is simultaneously intimidating and hypnotic. And because of his distinct voice, his compliments when you do well in the campaign feel more genuine than they do from everyone else. Likewise, his criticisms of you for performing badly are especially impactful since you really want to stay on this man's good side, and his voice conveys that sense of power over you perfectly. I also enjoy the banter between your custom soldiers. An especially nice touch is how the soldier's accent, mannerisms, and dialogue actually change based on their assigned personality and nationality. Like the way my laid-back Australian Ranger would coyly ask "Impressed yet?" after taking down a powerful enemy with a well-placed slice from her sword will never not be charming. Or how my bubbly and energetic German Psi Operative would cheerfully say something in actual German before blasting a poor schmuck's face off with her mind. But these custom voice lines also have the power to be heartbreaking, since the soldiers have special voice lines for just about everything. An enemy sniper narrowly misses the Medic by a hare? He yells out "I'm pinned down over here!" One of the aliens try mind controlling the Grenadier? He frantically screams "Get out of my head!" And yes, they even have special voice lines for when they get injured or are even killed outright.
In conclusion, XCOM 2 is a great strategy game. It can be rough around the edges at times, but its still an enjoyable experience. Just don't go in expecting a cakewalk. And remember, there's no shame in save scumming. But if you do save scum, you kind of owe it to yourself to at least attempt a legitimate playthrough one day. The game is very much a thrill ride at its core, and for those looking for a high-stakes roguelike, you can't go wrong with this one. But here's an interesting question. Would I recommend the DLC for this game? The answer is simple. If you really enjoyed what the base game has to offer, go for it. It's your money after all. But I would recommend doing a playthrough of XCOM 2 without War of the Chosen before playing a campaign with that DLC specifically. Not because it's a bad DLC (out of all of them I feel like it's the most worthwhile), but because it changes so much that it makes the base game feel more bare bones and watered down in retrospect. So XCOM 2 gets a "This close to Greatness!" rank from me.
