

These issues don’t technically impact gameplay, as the XCOM series doesn’t require quick reaction times. The same goes for selecting and giving orders during a mission.
XCOM 2 GAMEPLAY UPGRADE
Scrolling through your home base to recruit and upgrade potential units, for instance, often feels sluggish. This happens during busy scenes, as well as during calmer moments, when there shouldn’t be as much of a load on the system’s hardware. The game frequently hitches and slows during play, despite the target frame rate of 30 frames per second. The key drawbacks of the Switch version are performance and resolution, and neither is handled very well. There are notable differences between this and the previous releases, though. All of the missions, character classes, weapons, and features make the jump to the Switch version, so you’re really not missing out on anything on that front. I’d like the effects of all RNG to be softer, and for fights to feel less binary.The core gameplay of XCOM 2 is exactly the same, no matter the platform. I’d really like more drawn out firefights with a greater emphasis on positioning, and less emphasis on pumping damage into hulks of meat before they can kill you with a huge ability. I’d like to see stunlancer’s AI reworked to be less kamikaze. I’d like to see a nerf to aim across the board. In Long War, you could mitigate a bad activation by making defensive moves, but in XCOM 2, you just have to blown them up. Pod activation has to be in there as a mechanic, but it is definitely of the less enjoyable ones. This gameplay also emphasizes what has always been one of the weak points of XCOM’s gameplay: Pod activation. The pacing itself is not the problem, the binary gameplay is: You either hit the overwatch on the stunlancer and waltz on as if nothing happend, or you get murdered.


I like them both in principle, but the game’s pace is just through the roof at the moment. Stunlancers and timed missions are the paradigms of this rushed gameplay pattern. The only crowd control abilities that are worth using are the super hard ones like hack and dominate, that grant an instant effect and effectively wins you any fight. Skirting around a firefight to get in a better position, using hunker to hold a flank, suppression locking down a foe, using smoke to hold the line, pinning an alien to its cover with overwatch - all of these things are basically gone in XCOM 2, simply because you have to blow up the aliens on turn one. People liked Long War because of the way in which it was harder. People didn’t like Long War because it was harder. If you succeed, you can waltz on to the next pod as if nothing happened but if you fail, disaster is imminent. This leads to an extremely binary game state: You either wipe the aliens on activation, or someone is going to die.

However if you fail to do this, the ay ay will absolutely destroy you on their turn, with stunlancer dashes, viper poison and focus firing. You get the chance to slay them all on your turn, using awesome tools like grenades, hacking and flanking shotguns. Both your soldier’s abilities and the ay ay’s abilities just straight up does more. I just summed up the gameplay pattern of XCOM 2, and my single biggest gripe with the game.Įverything is turned up to 11 in XCOM 2. Either you kill the enemy on activation, or they wreck you on their turn.
