Info (XCOM2)

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XCOM2 SCREEN.PNG

This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. XCOM 2 will be released in November 2015.

Storyline

  • The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground3.
  • The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy4.
  • XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens.
  • The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments.

Engine

  • Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.
  • Game will be PC exclusive.
  • XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 6.

Soldiers

  • 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes), 5th still unrevealed
  • Ranger - Assault version, carries sword, can engage on melee combat
  • Sharpshooter - Sniper, can specialize also in Pistol skills in alternative to the sniper rifle.
  • Grenadier - Heavy equivalent, carries a rotary grenade launcher
  • Specialist - carries a 'Gremlin' drone that can be used for stunning aliens or buff allies, or for hacking. A.k.a. Support class.
    • Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger4.
  • Soldiers appear to have 'Character Skills' (check Tactical picture)
  • Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.
  • Squad sizes remain at 4-6 units.
  • Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades4.

Combat System

  • At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment4.
  • XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.
  • Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.4.
  • New concealment system that uses waypoints to move and set up soldiers.
  • Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging.
  • Weapon upgrades - variety of those4.
  • Secondary mission objectives that can be completed instead of the primary one.
  • Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation4.

Maps

  • Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable4.
  • Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.7
  • According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. 5.
  • The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.

Aliens/Enemies

  • The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens alone early on4.
  • Both new and old aliens are present.
  • Advent Troopers - human soldiers which act as city security on behalf of the aliens.
    • Advent Captains, clad in red armor, are stronger variants which buff standard Troopers.
    • Magnetic weapons4.
  • Sectoids - Have now modified themselves using human DNA, making them far more deadly.
    • Can use mind control from the start.
  • Vipers - New version of the Snakemen from the original 1994 Enemy Unkown.
    • True forms of the Thin Men4.
    • Uses tongue to pull soldiers closer.
    • Can constrict soldiers.
    • Spits poison? [Verify?]
  • There are images of Ethereals (although not the actual alien) visible on the announcement trailer.

Modding

  • Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.7
  • There will be Steam Workshop integration to facilitate distribution of mods 7.
  • It will be possible to "literally make an Enemy Unknown map.”7

Media

Sources

  • 1 - Official XCOM 2 site [1]
  • 2 - IGN's 'XCOM 2 Reveal Trailer' [2]
  • 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [3].
  • 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [4]
  • 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [5].
  • 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [6].
  • 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [7].