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A Dark Event may give them poisoned ammunition for a month, increase your intel costs for a month, or drastically increase the speed at which the Avatar Project completes. Left unchecked, each Dark Event grants the ADVENT a temporary or permanent boon. This is important factor because you generally get hit with multiple Dark Events at once and need to decide which ones to prioritize. You'll get in over your head if you fail repeatedly and take too much time to finish the game.Īnother major factor is Dark Events, which warn you of what ADVENT is doing to stop you. It's a good mix of stressful without feeling uncontrollable. It's not dissimilar to the happiness ratings of the funding countries in XCOM 1, but it's more focused and reliable. Shortly after you begin, you'll be informed about the Avatar project, which is the enemy's endgame and presented as a slowly climbing meter at the top of the screen.
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Some elements might feel familiar to XCOM vets, but the process has been largely streamlined so you can make decisions rather than simply following a strategy.
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You can upgrade your ship, but you'll need engineers and scientists do the grunt work and research. You have to collect various resources ranging from intel to money to people to work for you. Your primary goal is to form contacts with rebel groups scattered across the globe while harassing enemy forces and shutting down large-scale enemy projects before they can get going. However, this takes time, and the more time you spend at one place, the more likely a fire will crop up somewhere else. You can pilot your base from location to location and take actions at those locations. Instead, you have a stolen modified spaceship that serves as your central command. XCOM 2 doesn't have a central base like in the original game. The plot is only a minor part of the XCOM experience, and there are enough strong pieces to carry it through.
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I felt like the story underutilized the idea of you being a rebel, and I was slightly disappointed by the end result of the Avatar project. Like the first XCOM reboot, there's just enough of a plot to guide you along the primary story without dominating the game. It's clear the primary focus is on the player crafting his own narrative. XCOM 2's plot is interesting but perhaps a little thin. Now it is up to them to use their experiences and knowledge to lead humanity to victory against an overwheling foe. A group of ex-XCOM forces have tracked down and liberated the Commander. However, not all of humanity has bowed to the oppressors. Humans have been locked in an alien computer forced to run simulations of the war against the alien menace that they could use in their own training. They took over the entire planet and have been secretly consolidating their power behind the scenes while appearing as benevolent dictators to the masses. That was the end of the XCOM project, and the alien invaders won. The Commander, the guy in charge at XCOM, was captured during an ambush on the XCOM base. Rather than following the first game directly, XCOM 2 assumes that you lost the first game.