Firaxis needs to carefully add new mechanics

Jun 4, 2015 23:02 GMT  ·  By

The biggest video game-related reveal of the week is undoubtedly the fact that developer Firaxis and publisher 2K Games are working on XCOM 2, which is set to be launched this November and will only be offered on the PC.

At the moment, the actual details about the title are relatively limited, but the two companies seem to be determined to deliver a new take on some familiar mechanics, without trying to draw direct inspiration from any of the classic titles in the series.

XCOM 2 will take place twenty years after the events of the original, and the canon shows that the alien invasion has managed to subdue humanity, which is now adjusting to their presence and apparently benefiting from their scientific advances.

The trailer and initial statements from Firaxis suggest that guerrilla elements will be central to the experience, with gamers having to carefully plan their attacks and use limited resources to make sure that their strikes have maximum impact.

XCOM 2 will have procedurally generated maps, re-designed character classes, more customization options, and apparently, a wider range of story elements.

The katana could be a trap

Watching the trailer, the most striking new element is the katana that one of the characters wields to take out an alien enemy.

Firaxis has confirmed that it will introduce hand-to-hand mechanics to XCOM 2, allowing players to equip one of the character classes with the tools to take out combatants at point blank range.

This simple change shows how the Firaxis title can evolve in interesting ways, but also the kinds of traps the developers will have to deal with to keep older fans satisfied.

I like the fact that an XCOM squad now has more tools to deal with the aliens and that my characters no longer have to run away in order to deal with those enemies that move into melee range.

On the other hand, I worry about the way a close range operative will be balanced, mainly because the original title made it really hard to get close to enemies, making it hard to capture live specimens for study.

If XCOM 2 makes soldiers better able to take damage and allows them to close the distance quickly, there's a chance that the game will become too easy and the shooting that's at the core of the reboot might feel cheapened.

If it's very hard to actually use that katana to slice opponents, then the trailer will feel like fake advertising.

I hope that Firaxis finds a good balance between these two extremes when XCOM 2 launches in November.

The turn-based strategy core needs to be enhanced

The XCOM reboot largely succeeded because Firaxis managed to capture the essence of the combat from the classic title and create a modern version that had complexity and encouraged players to think while also delivering tensions and allowing for relatively fast gameplay.

With the sequel, the company needs to deliver something new to impress gamers, while also making sure that the core structure does not change too much.

It seems that many of the changes Firaxis plans to introduce are linked directly to the turn-based strategy side of the game, with katanas, new character classes, and procedurally generated maps.

Their approach might work and I really want to like XCOM 2 when it arrives later in the year, but I would appreciate to see the elements that support the core mechanics get more attention.

The series can explore new ways to interact with the cast of characters, more moral dilemmas can challenge the player, civilians can play a bigger role, and resources can become more important.

I want XCOM 2 to be a success and more details from Firaxis would be welcome at this point.