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''XCOM 2'' received "generally favorable" reviews, according to video game [[review aggregator]] platform [[Metacritic]]. Nic Rowen from ''[[Destructoid]]'' praised the game for building on the original and expanding the number of tactical options offered to players. He also liked the new enemies, which force players to rethink their tactics before they plan their attacks. Maxwell McGee from ''[[GamesRadar+]]'' agreed, singling out the new soldier classes that enable players to use new strategies to defeat enemies. ''[[The Guardian]]''{{'}}s Rich Stanton described the gameplay as "rewarding" because every turn may bring ramifications players need to consider. Writing for ''[[Polygon (website)|Polygon]]'', Charlie Hall stated that he enjoyed the concealment system, which he felt that successfully adds new variations to the ''XCOM'' formula. Chris Bratt from ''[[Eurogamer]]'' agreed, calling the new system "satisfying". Ben Reeves from ''[[Game Informer]]'' called the gameplay "nerve-wracking" because of the game's intense difficulty; he lauded the balanced gameplay classes, which offer players gameplay options to outsmart the enemies. Procedural generation system received generally positive reviews, with both Reeves and Mike Mahardy from ''[[GameSpot]]'' saying that it has boosted the game's replay value, extended the game's longevity and made each map believable. Dan Stapleton from ''[[IGN]]'' admired the procedural generation technology and enjoyed the game's diverse missions. |
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''XCOM 2'' received "generally favorable" reviews, according to video game [[review aggregator]] platform [[Metacritic]]. Nic Rowen from ''[[Destructoid]]'' praised the game for building on the original and expanding the number of tactical options offered to players. He also liked the new enemies, which force players to rethink their tactics before they plan their attacks. Maxwell McGee from ''[[GamesRadar+]]'' agreed, singling out the new soldier classes that enable players to use new strategies to defeat enemies. ''[[The Guardian]]''{{'}}s Rich Stanton described the gameplay as "rewarding" because every turn may bring ramifications players need to consider. Writing for ''[[Polygon (website)|Polygon]]'', Charlie Hall stated that he enjoyed the concealment system, which he felt that successfully adds new variations to the ''XCOM'' formula. Chris Bratt from ''[[Eurogamer]]'' agreed, calling the new system "satisfying". Ben Reeves from ''[[Game Informer]]'' called the gameplay "nerve-wracking" because of the game's intense difficulty; he lauded the balanced gameplay classes, which offer players gameplay options to outsmart the enemies. Procedural generation system received generally positive reviews, with both Reeves and Mike Mahardy from ''[[GameSpot]]'' saying that it has boosted the game's [[replay value]], extended the game's longevity and made each map believable. Dan Stapleton from ''[[IGN]]'' admired the procedural generation technology and enjoyed the game's diverse missions. |
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Hall liked the management aspect of the game, which he thought has "[lent] a great sense of urgency and tension to every decision". Stanton commented that players only have limited resources and time and they have to sort out different priorities, thus making every decision players made an important one. Tom Senior from ''[[PC Gamer]]'' called the experience "gripping" and added that "the game cleverly uses scarcity of opportunity to force you into difficult dilemmas". McGee was disappointed with the Dark Events as he felt that they were "passive and indirect". McGee liked the strategic aspect but felt that the alien menace was rarely felt. The Avatar Project, which served as the game's [[doomsday clock]], was described by Dan Ryckert from [[Giant Bomb]] as a stressful experience, as it made him "question every decision" he has made when he was managing and sorting out the priorities of different tasks. Reeves agreed, saying that "Firaxis' masterclass in strategy design has you second-guessing all your choices and analyzing your smallest decisions". According to Brett, the Avatar Project have successfully propelled players to react and respond instead of constantly [[grind]]ing for upgrades. Character customization was also widely praised for allowing players to become attached to the soldiers, making each soldier's death impactful and memorable. |
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Hall liked the management aspect of the game, which he thought has "[lent] a great sense of urgency and tension to every decision". Stanton commented that players only have limited resources and time and they have to sort out different priorities, thus making every decision players made an important one. Tom Senior from ''[[PC Gamer]]'' called the experience "gripping" and added that "the game cleverly uses scarcity of opportunity to force you into difficult dilemmas". McGee was disappointed with the Dark Events as he felt that they were "passive and indirect". McGee liked the strategic aspect but felt that the alien menace was rarely felt. The Avatar Project, which served as the game's [[doomsday clock]], was described by [[Dan Ryckert]] from [[Giant Bomb]] as a stressful experience, as it made him "question every decision" he has made when he was managing and sorting out the priorities of different tasks. Reeves agreed, saying that "Firaxis' masterclass in strategy design has you second-guessing all your choices and analyzing your smallest decisions". According to Brett, the Avatar Project have successfully propelled players to react and respond instead of constantly [[grind]]ing for upgrades. Character customization was also widely praised for allowing players to become attached to the soldiers, making each soldier's death impactful and memorable. |
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The game's difficulty received mixed responses. Rowen said the timed missions are not too difficult but that its "merciless" nature may turn some players away from the game. He also said some of the early missions are "disproportionately difficult" and frustrating to play. McGee enjoyed the challenge and said the timed challenges and other unpredictable elements "keep tensions running high", and that the experience would remain engrossing during subsequent playthroughs. Stanton and Stapleton praised the game's [[artificial intelligence]], which would take every tactical advantage it has to put pressure on players. Stanton said this has made players more responsive and created a forward momentum that ''Enemy Unknown'' lacked. Bratt praised the timed missions for encouraging players to take risks and be more offensive. Mahardy noted the difficulty is "fair" and that ''XCOM 2'' is a brutal experience. He also mentioned how the difficulty is sometimes beyond challenging with enemies that occasionally ignore the established gameplay rules. |
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The game's difficulty received mixed responses. Rowen said the timed missions are not too difficult but that its "merciless" nature may turn some players away from the game. He also said some of the early missions are "disproportionately difficult" and frustrating to play. McGee enjoyed the challenge and said the timed challenges and other unpredictable elements "keep tensions running high", and that the experience would remain engrossing during subsequent playthroughs. Stanton and Stapleton praised the game's [[artificial intelligence]], which would take every tactical advantage it has to put pressure on players. Stanton said this has made players more responsive and created a forward momentum that ''Enemy Unknown'' lacked. Bratt praised the timed missions for encouraging players to take risks and be more offensive. Mahardy noted the difficulty is "fair" and that ''XCOM 2'' is a brutal experience. He also mentioned how the difficulty is sometimes beyond challenging with enemies that occasionally ignore the established gameplay rules. |