XCOM 2 is finally out, and the race to take back Earth from the aliens is on. But we have priorities at PC Gamer, and any destroyed alien civilization is a total wash unless it’s done by an absurd cast of characters. Conveniently, XCOM 2 heavily expands on the soldier customization options, facilitating both the creation of chilling ma-and-pa doppelgangers and pop culture caricatures—like The Dude from The Big Lebowski (joint included) or Geralt, our favorite ponytailed Witcher. And like every dumb thing on the internet, these characters are worth sharing.
Have a gander, but feel free to take our soldiers for a test drive if you like.Below each mugshot is a link where you can download the character pool file that includes the pictured soldier., if you want to be surprised. If you’re not sure how to import custom soldiers or how to make and share your own,. Not sure if XCOM 2 is for you?.
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XCOM 2 is a fantastic game. It is also a highly customizable game, which I appreciate immensely. I messed around with the ini files a bunch to tweak the game to my liking. For instance, swords have such low accuracy, that they actually have far lower chance to hit than shotguns do from further out. And for what reason? Because they do less damage than shotguns.
It was the first thing I tweaked. It wasn't too long before I started messing with other stuff and soon after mods came. Mostly because a lot of the mods I have seen surprised me a lot. I was expecting a whole bunch of cheaty-mods, but instead a lot of it is very sensible interface tweaking among other things. These mods have made the game even better for me. Recommending them to you now.
Interface Mods ShowMeTheSkillsThe less menu's you have to enter, the better. This mod makes all the skills a soldier has, as well as their stats, available on the squad selection screen. It gives a nice overview of the squad you're going to bring. It saves having to find the soldier with the subset of skills you want to bring. It's just all right there onscreen. Free ReloadThe weapon mods that give a free reload action are fantastic. Except when you think you still have the free reload, but discover you used it already after you reloaded and your turn ends.
This is can be a costly mistake you only make once, but the UI is not good at all about telling you clearly if you have a free reload or not. It does say it when you select the option, but this mod makes it far more clear by making the action green and also straight up telling you how many free reloads you have remaining.
Show Enemies on Mission Planning ScreenThis is a pretty descriptive name. It does what it says.
It places the prediction of enemy types from the Shadow Chamber on the squad selection screen. Which is fantastic for deciding which ammo types to bring and such. Yugioh duel academy cheat codes.
Having to back out to check it again was a hassle and is now resolved. Flank PreviewThe UI finally surfaces if you have line of sight before you move or not (yaay). The flanking bug is still a thing however (boo). Therefor, being able to see if your position will set up a flank or not is almost equally valuable information, which is exactly what this mod does by changing the LOS icon to yellow if it is a flanking shot. Accurate Soldier XPThis mod aims to surface how close a soldier is to a promotion by detailing the number of kills to the number of kills needed for a promotion. It gives you a good idea how close a soldier is to that promotion. From what I gather from the mod itself, it is based on accurate guess work however, so do not flip out if it is not spot on every single time.
Useful either way. Clean Cinematic.Click on Fire. 'Promotion Earned'! Cinematic follows, to show the enemy you were shooting at indeed dies. Shouldn't that be the other way around? Like not be spoiled up front if something dies before the game shows you?
Yes it should. And that is exactly what this mod does.
It delays the text log on several messages like earned promotions until after the cinematic ends. Upgrade ReminderThis UI mod shows you if a soldier still has an empty slot that can be filled (either PCS or weapon mods) on the squad selection screen.
As someone who routinely forgets to equip these mods, especially PCS sims because they drop so infrequently, this is a very nice reminder to have. Cosmetic Mods Full Character Customization From StartPromote this soldier to unlock more customization options! How about no? Let me customize my soldiers how I want from the start. Why do I need to wait until someone is a Major before I can give him a mohawk?
I very much like gamey games, but this particular decision doesn't make any sense. Mod fix, hooray. Random Appearance ButtonI like to fill up my character pool with my customized characters, but the game also throws random characters at you unless you edit the ini for it to not do that.
I like random characters still popping up, but some of them look awful. It doesn't help that 4 out of 5 guys have ponytails. I don't want to take the time to fully customize them, so here we go. One or two pushes of this button and you're all set. Eurasian Special ForcesAre you like me and thought there were too few face paint options? This mod adds 5 new face paints to choose from, as well as 4 new armor patterns and finally 9 new tattoos. It looks pretty good.
Capnbubs Accessories PackIf you're going to install one cosmetic mod, make this the one. It adds tons of new headgear, face props and other things. What helps is that it all looks really good.
It fits right in with the other stuff. Another plus is that the dude updates this mod frequently. Whenever I start a new game, I almost always get rookies with some new headgear I hadn't seen before, which he apparently added into the mod later. Any mod that adds the gear needed to recreate Deadpool is worth getting after all. Halo Reach HelmetsBecause fielding a full squad of Spartans if pretty cool.
This mod adds a whole bunch of helmets to the game in the style of Halo Reach. XCOM - Patch TattoosThis mod sucks because it makes you wish you already had access to gene mod soldiers. It adds a couple of tattoos to the game you're familiar with from Enemy Within. Senator Armstrong VoicepackThere are a whole bunch of voicepacks available, but this is easily the most fun one I've seen. Because nanomachines, son.
Gameplay Mods Max Squad Size FixWant to play with more than 6 soldiers in a squad? It is very easy to edit the ini files to allow more soldiers, but the game removes the additional open slots from the squad selection menu and instead just places the top available soldier of your roster on the mission as the 7th+ soldier. It's a hassle to equip them when it works like this, and even moreso annoying how you can't choose exactly who you want to bring. Therefor, this mod.
It fixes this issue and allows you to hand pick the soldier you want to bring and shows them on the squad selection screen as you'd want them to. Be sure to follow the instructions in the mod description to get it to work (requires you to edit 2 ini files).
The Shock Trooper ClassIt's hard to recommend a class since Nexus and Workshop are both overflowing with various new classes. A lot of them are decent, even more of them are broken. I found most to not feel right, however. They often mix and match perks from other classes and it makes the classes feel less unique and worthwhile.
This one does not. It creates an entirely new class that uses exclusively SMG's (so yes, you do need the SMG mod as well in order to use this one) and every single skill is a brand new one that wasn't in the game yet.
It seems to try pretty hard to not conflict with any other classes for the most part, which is why I found this mod to be worthwhile. It does stray a bit in the Gunslinger territory however, but only slightly. The mod will soon be addressed to make more use of the flame thrower secondary, as it currently only has one skill that makes use of it at Colonel rank. But if I had to choose one modded class, it would definitely be this one. The Shock Trooper is basically a mobility class, able to take advantage of moving further, flanks and dodge mechanics among other things.
It feels like its own thing. Necromancer ClassAs I said, if I were to choose one class to recommend it would be the Shock Trooper class described above. This Necromancer, however, is not too bad.
It is still being developed further as not all skills are available yet. But similar to the Shock Trooper, it tries to not conflict with any existing classes. It breaks up in Necromancer and Sorcerer talent trees. The latter pretty much focussing on setting things on fire, applying acid burn, using lightning and such. The former focuses on raising zombies, causing corpses to explode and other cool stuff. You might think the Necromancer doesn't make sense narratively, but beyond that it is a fun class to use.Ammo as Weapon ModsFair warning up front: this makes the game slightly easier. It changes ammo to be accepted in weapon mod slots instead of as a utility item.
It makes perfect sense, but ultimately sacrificing a weapon mod slot for ammo is a much better deal than sacrificing utility slot which can bring powerful items. The reason I use this is because I like it when some things are slightly easier, just like how I would like it if some things were slightly harder. The game is still plenty hard with this mod. At least on Legend.
Leader PackYou probably know this one as it was announced before the game even launched. This mod adds the option to train soldiers as Leaders.
Leaders get a special perk tree which they can train for, similar to psionic training in the Avenger. They are useful abilities. To mitigate the additional power, only one Leader can be brought on a single mission (so if you have two leaders, they are excluded from both going on a mission) and it requires a Guerrilla Tactics School upgrade to be able to train them. Fun to mess around with. Muton Centurion Alien PackThis mod adds krogans to the game. Seriously, look at that helmet. That was jacked straight out of Mass Effect.
Either way, Centurions can use a war cry similar to Blood Lust in EU. They are fun to fight. Good mod if you want a little bit of extra challenge.Configurable Protect DeviceYou know how RNG in general is great, but RNG that makes no sense is really, really bad? For instance, having a device be an equal distance of 4 dashes away, and it being destroyed in 3 turns by late game enemies, effectively making it impossible to ever succeed the mission? This mod circumvents such nonsense by increasing the health of the device in the mid and late game. It changes the missions from easily the hardest, to one of the easiest however. But when RNG hits you and you enter a mission that was otherwise unbeatable, you'll be glad you have it.
Additionally, the mod allows you to change the HP to exactly your liking, so you could just set it to slightly higher if you wish (or lower if you like failure). Recommended ini file changesYou can mess with the game settings yourself.
Before you get discouraged and think it is a hassle of a process, let me encourage you and say that it totally isn't. It is as easy as changing one number to a different number and you're done!Of course, there is a lot you can change in these files, but there are some things that I would definitely recommend you to change for the sake of balance and enjoyment.
At the very least take a look at these recommendations and consider them. Note that I do play on Legend with these tweaks and using them on a lower difficulty might be broken.To find the ini files go to whereever your XCOM 2 folder is. Traditionally, under C Program Files Steam Common Steamapps.Then, go to XcomGame ConfigAll the ini files you can mess with are here. Take a look at their names, it tells you which information they hold to be adjusted. Fix Smoke GrenadesReason: Simple. Smoke grenades don't work.
There is no line of code in the files that gives smoke grenades any benefit at all. They add a visual effect, they add a UI visible buff and description, but they don't actually increase the defense on your soldiers. You can test it if you want, they are supposed to work on aliens as well. Line up a shot and look at the percentage. If it says (for example) 62% to hit, throw a smoke grenade over the enemy and behold you will still have 62% chance to hit.Suggested Effect: Add a line of code that gives units in smoke fields +30 defense.How To: Open the DefaultGameDataWeaponData ini file. Search (ctrl + F) for XComGame.X2ItemDefaultGrenades. Under this section, add this line SMOKEGRENADEHITMOD=-30You can obviously adjust how much defense you want the smoke grenade to yield.
I think 30 defense is a fine value. It's more than a Flashbang (inflicts -20 aim) but flashbangs also yield other bonuses, such as reduced mobility and prevention of many abilities. Fix SwordsReason: Swords are used by Rangers who can equip shotguns. Swords are literally inferior to shotguns in every way except one which is they do not require reloads.
That is not a compelling argument at all for having Hit Chance, Range and Damage all be lower. Gameconfig.xml gta v. How often does it happen you are out of ammo, have no free reloads and only one action left to spend?
Maybe once in a campaign? And believe me, if you resort to your sword once, it will probably miss anyway. In short: swords are terrible. But I love the idea of them so much. They should be risk reward. You need to be closer and often leave yourself flanked (risk), so the reward should be larger, not smaller.Suggested Effect: Increase Hit Chance of swords to be more in line with shotguns.
25% for Conventional (was 20), 30% for Magnetic swords (was 20) and 35% for Fusion (was 20) to account for later game enemies with inherent defense. Increase damage on swords to make it a viable option over shooting a shotgun. 6 damage on Magnetic (was 5) and 8 damage on Fusion (was 6). Add piercing to swords to make it the preferred option for dealing with armored enemies over a shotgun and make it viable without shredding, reinforcing the 'lone wolf' role of the Ranger. +2 piercing on Magnetic (was 0) and +6 piercing on Fusion, effectively ignoring all armor (was 0).How To: Open the DefaultGameDataWeaponData ini file. Search (ctrl + F) for RangerSwordConventionalBaseDamage.
You see three lines of code here for the three different swords. Change the 'Damage=5' under Magnetic to 'Damage=6'. Change the 'Damage=6' under 'Beam' to 'Damage=8'. Change the 'Pierce=0' under Magnetic to 'Pierce=2' and change the 'Pierce=0' under Beam to 'Pierce=6'. Next, search for RangerSwordConventionalAim and set that value to '25'.
A few lines below it is the Magnetic aim, set that to '30'. Again for Fusion even lower to '35'. Improve Sub-Optimal SkillsReason: There are a couple of skills that I never see chosen by anyone.
Even myself, as much as I want to rebel against common consensus, never pick them apart from that one time I tried to make it work. It's not that these skills are terrible, it's that they are up against a skill that is almost undeniably better. XCOM 2 is a lot better at making both skills useful than EU was, but a couple still aren't really a choice. You can either make the great skills worse or make these sub-optimal skills better. I went for the latter option.Suggested Effect: Reduce aim penalty on Deadeye to be only slightly worse.
The ability has an inherent cooldown on top of its significant damage penalty which makes it sub-optimal no matter what the other choice is. Increase Blast Padding's inherent explosive damage reduction to 90% (was 66%) to make blast padded grenadiers tactically superior with explosives. Increase armor from Blast Padding from 1 to 2 to align Blast Padding as a defensive role to be as powerful as Shredder is as an offensive role. Increase Guardian's proc chance to be actually useful, 80% chance (was 50%). This will give a Colonel Specialist 20% chance to hit a second reaction shot (was 13%); (80 aim, 30 aim penalty from overwatch = 50% chance to hit first overwatch shot.5.8.5 =.2).How To: Open DefaultGameCore ini file.
Search (ctrl + F) for XComGame.X2EffectBlastPadding. Change ARMORMITIGATION=1 to ARMORMITIGATION=2.Open DefaultGameDataSoldierSkills ini file. Search for DEADEYEAIMMULTIPLIER. Change DEADEYEAIMMULTIPLIER=0.25f to DEADEYEAIMMULTIPLIER=0.10f. Search for BLASTPADDINGDMGADJUST.
Change BLASTPADDINGDMGADJUST=0.66f to BLASTPADDINGDMGADJUST=0.9f. Search for GUARDIANPROC. Change GUARDIANPROC=0.50 to GUARDIANPROC=0.8. Rebalance Mimic BeaconReason: The idea of the Mimic Beacon is sound, but it is ridiculously overpowered. It has 12HP and the aliens miss it like all the time. It needs to go down in 2 shots at most.
Having a group of 6 aliens all waste their actions on it is just nuts.Suggested Effect: Reduce base HP to 10 (was 12). Reduce base defense to -20 (was 0).How To: Open DefaultGameDataCharacterStats ini file. Search (ctrl + F) for MimicBeacon X2CharacterTemplate.
Change CharacterBaseStatseStatDefense=0 to CharacterBaseStatseStatDefense=-20 and change CharacterBaseStatseStatHP=12 to CharacterBaseStatseStatHP=10.For funsies, you could give it +100 Dodge, 10 armor and 40 HP. Then change the amount of turns it is in the game for from 1 to 20. And I bet it will still be just as useful as the current vanilla version.
Don't have time to go through this all right now (will later), but good post.I also have to highly recommend the Capnbubs accessory pack. Adds some cool new items for character customization and it keeps getting updated.I really agree on swords, especially by the end of the game. Plus if you have mods on your shotgun to increase critical chance, plus maybe a few free reloads? A lot of times to hit with a sword you might have to put yourself in danger to be shot by another enemy. Hard to justify bothering to use them.
I would just because it was cool but didn't make sense. Of course Bladestorm makes them useful to attract enemies to attack them in melee but swords should be better if you're using them as an attack.I am not eager to nerf the Mimic Beacon haha. Saved my ass a ton in this game.I like the proposed ability changes.
I think they did a WAY better job with them in this sequel (in the first game they were mostly poorly balanced) but those changes all make sense to me. I really like having that other side to Grenadier being so much more tanky because that would make sense and balance things out. It doesn't make sense to go that way with how good explosives are in this. I think Guardian should be better too so like that as well.
My favorite mod so far is 'Uniforms Manager', this mod allows you to make a uniform with whatever armor and apply it regardless of the armor your actually wearing. So now you can have kevlar on late game armor and still have the stats etc of the new armor. It's better than some of the other options IMO as they don't end up randomly generating weird things that don't look right by mixing and matching armor types.' Ignore Missing content' is kind of a must especially if you use the steam workshop as if the modder takes it down steam uninstalls it(which ruins your save) this mod allows you to keep playing(at your own risk of course). I've used it after i took off all my voice mods and so far no glitches.I'd also recommend against too many mods especially voice mods as it kills memory usage. Wait, you were always a huge proponent of Blast Padding in the first place and dissin Shredder contrary to myself and others, why the change of heart?:PStop remembering who I am, it makes me look bad.I did say Blast Padding was quite decent. With my playstyle, Shredder wasn't as useful because the units that made armor matter such as Sectopods and Gatekeepers, I mind controlled or hacked.
I have moved away from that a bit because a failed hack on Legend is kind of bad. So even in the late game Shredder is a great ability for me.
But looking at Blast Padding, I felt like Shredder was a very strong offensive ability and BP was only a 'decent' defensive ability. So I thought buffing BP to be a very strong ability too made sense.I'm going to update this thread whenever I find something I think is worthwhile. So maybe just check back here from time to time.You're not playing XCOM 2?
What are you doing with your life man? Either way, I just updated this with more mods I like. Check it out after you finished the game once or something. Hey, nice list of mods, I'm using most of these myself.
Here's a couple of mods that fix bugs.Here's one that stops your grenadiers setting themselves on fire:here's another that fixes the Hazmat vest (so that it actually protects from acid):on isn't a bug, but I'm of the opinion that grenades are way to good. Here's a mod that adds damage falloff to explosives:http://steamcommunity.com/sharedfiles/filedetails/?id=626050983.
Awesome, love posts like this. Here are some mods I've played around with a little bit:: ' This mod adds a Tech Tree button located at the bottom left of the game window that displays a detailed, yet compact technology tree diagram. The width of the diagram fits within the game window and needs only be scrolled up and down with the mouse wheel or scroll bar. The button both shows and hides the diagram and is available from any screen except tactical combat.'
: Once you've discovered/unlocked an item in the Proving Grounds it can be built on demand in Engineering.: This changes the health, armor, and shields of enemies so that they're displayed numerically instead of the standard bar format.
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Share this story.Enemy Within is a great excuse to play XCOM again—or to play for the first time. If you, like me, thought XCOM was one of the best games of 2012 despite being a little too repetitive to start entirely new campaigns, that's marvelous news. But this is still essentially the same game as it was—just with a host of tweaks and improvements.That's not faint praise: the original XCOM campaign was a well-balanced marvel. The strategic mode fed into the tactical mode, every piece of progress by the player was countered by an imposing new enemy, and every choice that had to be made was an interesting one. Enemy Within maintains that balance while adding several new dimensions to both the tactical and strategic phases of the game. Game Details Developer: FiraxisPlatform: Xbox 360, PS3, PCRelease Date: November 12Links: But the most important thing to know about Enemy Within is that it consists of several major additions to the main XCOM campaign instead of being an entirely new entity. There has always been a tension in XCOM concerning how it should be considered and played: is it like an RPG, with characters and a single story that you should be able to finish at some point after you start?
Or is it like a strategy game, where you start, learn, start over, learn more, and maybe finally win? Personally, I've always found the latter idea more satisfying. It deprioritizes the cookie-cutter story, allows for letting go of squaddies who get killed, and makes restarting an uncontroversial idea. By adding new components to the existing XCOM game, Enemy Within aligns itself with other strategy games, like Civilization V or Crusader Kings II, that have expansions that enhance things for the next playthrough.
The battle shiftsThe updates in Enemy Within are generally good enough to support that concept. The most critical new pieces are changes to the average mission that alter tactical considerations. In the original Enemy Unknown, playing it safe was almost always the best idea—there was rarely any problem with taking as many turns as you needed to flush out every enemy and kill them safely. Enemy Within offers bonuses for fast movement in the form of “Meld” containers, which contain new resources and self-destruct after a set amount of turns. These tactical considerations tie directly in to the strategic choices more than most anything from the original. Meld is no throwaway prize; it's used to create powerful genetically modified and mechanized soldiers.Another critical enhancement to the tactical side of the game is that certain new missions put your squad on the defensive instead of the otherwise constant search-and-destroy mode. Most of those are battles against a new human faction, called EXALT, apparently using alien/XCOM technology for its own gain.
EXALT sends waves of enemies; you defend. It's a refreshing change of pace, although it's a bit too dependent on creating difficulty from spawning enemies on all sides.Enemy Within also includes an alien assault on the XCOM base, something that got lost from the original X-COM. Although heavily scripted, this mission is just random and difficult enough to create a magnificent set piece that was lacking from the original.
Waves of enemies and waves of XCOM soldiers collide. The battle finished with only two of my squaddies standing, but I was still happy—it was very nearly none. Time for a good ol'-fashioned base attack.
The war intensifiesThe biggest change at the strategic level is what Meld makes possible. As soon as you research it as one of the very first choices, you'll have the option to build new facilities—one to create “MEC” troopers with giant cyborg bodies, the other to modify squaddies' genes. Playing on Classic, I only had enough funds to construct one of these, making for an immediately interesting, asymmetrical choice. The MEC troopers are more expensive and rarer, but they come with more initial power—more hit points, more devastating attacks. However, they can't take cover. A single MEC can kill five enemies per mission, making it riskier to lose.
MECs even have a melee attack that's ridiculously useful (and fun). At one point, I punched through a wall to hit an alien who'd been in full cover. The attack sent it several meters back onto the hood of a car, which promptly exploded. And when you kill certain large enemies, like the Sectoid equivalent (called the Mectoid, heh heh), with the MEC trooper's punch, a special kill animation shows the two fighting.Alternately, the Gene Mods include things like a “Second Heart” so that the soldier never dies outright when he or she loses hit points. And there are “Adrenal Glands” that release attack-enhancing pheromones after each kill. These are cheaper and can be spread out across an entire squad, but they're rarely dominant forces like the MEC troopers can be.
In general, I found the MECs more important early in the game and the Genes better later on, but they both make interesting additions. (On the other hand, because the enhancements cost precious cash in addition to Meld, I didn't get a great feeling for how much Meld was a good amount to acquire and possess.)EXALT missions add a slight strategic layer of sending soldiers on covert operations in order to prevent them from disrupting your research or stealing your money while finding the enemy base. These decisions are fairly light, but I did like that they offered a hundred extra credits once or twice per month (especially useful early in the game). There are also a few new scripted Council missions, but those are generally as annoying—or eventually as easy—as the Council missions from the original.
The hairstyles grow more complexEnemy Within introduces several general upgrades of various importance. First, there are a bunch of much-needed new maps, including downed UFOs in urban areas and beautiful red deserts. There are also a few new hairstyles for each squaddie's gender, plus a bunch of new hats and helmets, like fedoras and baseball caps.
Xcom 2 Gene Mods List
Perhaps even more exciting, you can select different languages for the troopers to speak. Oddly, the languages are all European (French, German, Russian, Polish, Spanish), which makes the lack of Chinese or Swahili or Hindi seem rather odd.
The English voices are also still all American, and it would be nice to have British or Australian or other accents (one new character for a quest string called Operation: Progeny does have a French accent). But if you're a fan of customizing the characters, the improvements are pretty excellent.Finally, there are a few new choices available when starting games that seem to counter a few of the conceptual criticisms of the original game.
You can now choose whether to “save scum,” where reloading will give different random numbers. Another option prioritizes “aiming angles,” where getting closer to flanking an enemy increases hit chances.
I recall seeing several people who played the original XCOM being confused or annoyed by how these things worked or didn't work in the game. Adding them as options seems like a good idea—and adding the aiming angles is good for the game overall. With Enemy Within, the series accents the creepy trans-human theme of the original without really adding anything new to the story.The endgame. Well, that’s the sameUnfortunately, almost all of the changes made by Enemy Within affect the first two-thirds of the XCOM campaign. The last third remains something of a slog—the massive UFOs you assault take up the entire map, so the new maps aren't relevant.
Those damnable Sectopods will still take out half your squad in two turns if you're not careful or lucky, regardless of MECs or Mods. Sadly, EXALT also should be taken care of by then, so the mission variety is lacking.I normally dislike judging games by their “worth,” as I prefer not to make assumptions about what people can or can't pay.
But in the case of Enemy Within, it's impossible to avoid. This expansion is built around tweaks or additions, and while they're all good, or at least not bad, it's difficult to say that they add up to half a game. This is what the initial $30 price tag (PC expansion pack)—or $40 for the 'Commander Edition' on consoles—implies.
That's why describing Enemy Within as an excuse to replay a classic, or finally try it, is the best way to approach it: whenever you're ready to get back into XCOM, Enemy Within will be there. And then it'll be great to have.The Good:. Meld mechanics reward aggressive play. MEC suits punch real good. Defensive missions are a nice change of pace. New maps!
Xcom 2 Gene Mods Minecraft
Hallelujah, new maps!The Bad:. Maybe not quite enough content for the price tag. Endgame still a bit of a slogThe Ugly:. Discovering that those new enemy Mectoids shoot twice in a turnVerdict: Buy it, preferably if you're looking to play (or replay) XCOM soon.
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