XCOM® 2 artwork$19.9984%Very Positive

XCOM® 2 Every Soldier's Death Stings

Twenty years after Earth surrendered, you lead the scattered remains of XCOM from a stolen alien ship. Set ambushes, lose soldiers you named and customized, research your way back into the fight, and spark a global resistance one ugly firefight at a time.

Is XCOM® 2 worth it?

XCOM® 2 is worth it if…

  • you like tense turn-based tactics where one move matters
  • you enjoy building soldiers, squads, and bases around your own plan
  • you want a long strategy campaign you can replay with different outcomes
  • you like underdog resistance stories against impossible odds

Screenshots

Guerrilla fights on a timer

You start most missions concealed, pick a patrol to ambush, then everything gets loud. Move a squad of customizable soldiers across grid maps, use cover and flanking, loot gear from the fallen, and carry wounded comrades to extraction. Rescue VIPs, raid wildlands and megacities and alien installations, and deal with reinforcement calls and turn limits that punish slow play. Miss a 70% shot and watch a clean plan turn into a rescue job.

The Avenger is your moving base

Home is the Avenger, an alien supply craft turned into XCOM headquarters. You choose where it flies, where to make contact, how to build support, and when to hit enemy counter-operations. Below deck, you configure rooms, assign Scientists and Engineers, and research and upgrade weapons and armor to match your tactics. It is strategy with the engine running: grow the resistance while staying one step ahead of the regime hunting you.

Five classes, endless dead friends

Your troops come in five soldier classes, each with its own skill tree, so you can build specialists for hacking, sharpshooting, explosives, and close work. You customize their look, give them nicknames, then send them out knowing death is permanent. The memorial wall keeps the names, which hurts more than it should. New alien species and ADVENT enforcers each need a different answer, so no single squad build solves every mission.

No two campaigns play the same

Missions span the globe with shifting combinations of maps, objectives, and goals, from ambushes to extractions to alien facilities. Enemies arrive in patrol groups that activate when spotted, so one bad step can wake a second fight you did not plan for. That pressure plus permadeath makes campaigns tense, difficult, and highly replayable: lose a campaign, start over, and the next resistance looks nothing like the last.

What should you know first?

Do I need to play the first game?

No. The setup is quick: Earth surrendered twenty years ago, XCOM was shattered, and you are rebuilding the resistance from nothing.

How does concealment change missions?

Many missions start with your squad unseen, so you can scout patrols and set up an ambush with overwatch and explosives. Once you are spotted, stealth ends and it becomes a straight firefight with reinforcements, loot to grab, and sometimes wounded soldiers to carry out.

What do I actually do between battles?

You fly the Avenger around the world, choose which regions to contact, build rooms for new battlefield options, and direct research into better weapons and armor. You also decide when to strike enemy operations and when to grow support, balancing short-term wins against the long resistance war.

Why does every mission feel different?

Maps, missions, and goals combine in new ways, from city streets to wildlands to alien installations, with different enemies, VIPs, loot, and extraction points. Patrol placement and timers force new routes and risks each time, so careful scouting matters more than memorizing layouts.

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