"When we first encountered Earth we wept for a broken world. For a tortured race crying out to the stars in agony. We answered your call."
—Angelis Ethereal
A highly complex strategy game, XCOM 2 approaches the heights of the genre on the level of mechanics while unfortunately suffering from absolutely horrid technical issues on the Switch. What does it still accomplish excellently? One of its greatest pillars is the ongoing urgency its Avatar Project timeline reinforces—I will detail that more below. You cannot just passively let the in-game timeline progress indefinitely without severe consequence. In the base game and even moreso in the War of the Chosen expansion, another strength is the increasingly varied enemy types. By the end of the game, you've come a long way from the mostly human-alien hybrids that frequent the early missions.
XCOM 2 even has prominent female enemies like the Vipers, Codexes, and Beserker Queen, though the main infantry of the Advent regime seemingly are, as is unfortunately a reflection of stereotypes that pressure men to endanger themselves or ignore everything from domestic abuse to general safety as if they are expendable for being men. The game also features a natural diversity of human characters, with men, women, and people of many races and nationalities represented or included prominently; humanity at large is at risk from the alien menace, after all. Another triumph is the War of the Chosen expansion as a whole, which aftually retells the same campaign with a massive amount of significant additions, including deployable characters, Resistance factions, alien boss figures (the Chosen), cutscenes, and soldier traits.
Production Values


It is unfortunate that the performance of the game is so poor. The game closed on me and often ran very slowly. More than once, it was all but unplayable in either docked or handheld mode due to the extremely staggered way the animations unfolded. Restarting the game temporarily helped. At least the graphical quality is slightly better than the usually atrocious framerate: there are moments where character models like those of Spark units might look more than passable for a 2020 Switch game ported from a 2016 release on more powerful consoles, but so many of the characters and environments are ordinarily bland or pixelated—and this is on top of the terrible lagging. This is particularly apparent when the game shows a closeup of a soldier in a spot with shadows nearby. The shadows are extremely blocky, as you can see in the top screenshot immediately below this paragraph. For whatever reason, shadows and shady areas do not fare well visually on the Switch here. At the same time, some character models and cutscenes look quite great by comparison.


Gameplay
There is an enormous divide between the main forms of gameplay. On one side, there are missions, played from a top-down perspective as the player moves units and performs actions like attacks in turns, with some missions only allowing a maximum number of turns in which all necessary objectives must be completed. On the other side, there is the management of the Avenger, XCOM's aerial vehicle that can move around the world. The interior of the vessel is shown from the side, and decisions are made affecting what kinds of rooms will be installed, what research projects will be pursued (which take time once initiated), what equipment will be created, and more. At the level of the global map, you can move the Avenger from one scattered point to another to accomplish a host of goals, including making contact with likeminded people in various regions and scanning for resources.


Those resources are very important. Each month brings an income based primarily on how many regions you have made contact with, and there are monthly operating expenses. Generic resources from this income or from completing missions are required to unlock or create many types of equipment. Other resources come from defeating specific aliens, also necessary for developing select equipment or weapons. Especially early on, the game can be very difficult thanks to the trials of gradually building up to a high resource count. Combat is also more difficult early on due to artificial limitations on the number of turns to complete an objective in and high miss rates for player attacks. A prologue familiarizes the player with the brand of turn-based mechanics at hand. Shooting a weapon typically ends the turn even if it is the first of the standard two actions available, and it is quite common both for shots to miss and for killing an enemy to require more shots than a single soldier can produce in one turn. Yes, you do have to reload after enough shots, which counts as one of the standard two maximum actions for a character per turn!
Jane Kelly is the only character in the base game to both remain playable after surviving the prologue and not be randomized—other soldiers, all of whom can die in combat and be replaced by other randomized characters, have their names, nationalities, and appearances generated from a set of options that can be edited by the player later. Soldier deaths are permanent, though you can return to a previous save and make different strategic choices or see if the enemy actions differ enough to keep the soldier alive. However, it would be possible to take a new recruit and recreate a past unit by changing the former's name and look to match the latter's. Among the attire options are the selections from the Anarchy's Children DLC and the special armors acquired in the Alien Hunters DLC.


As for soldiers who are wounded but not killed in a mission, they will heal for a number of days depending on the extent of their health loss. Because you can to a degree recruit other units to be leveled up ("promoted") through battlefield kills or through special programs on the Avenger, there is nothing so grave about losing a character that it has to damn the player to lose to the aliens. And you can indeed lose the world to the invaders, or so says the internet.
The Avatar Project is introduced before long, an alien project that can be delayed for a time by advancing in the story and completing certain missions, but not postponed inevitably. Every month that passes brings the game closer to an enigmatic, apocalyptic event that could decimate humanity unless the player acts decisively. Even then, it takes time to complete story objectives required to unlock the capability to even reach the missions that slow down the completion of the Avatar Project, so you cannot simply farm promotions and resources indefinitely. There is an escalating urgency that many games lack. Moving the Avenger from one place to another and scanning an area for resources, both necessary at some point if you are trying to proceed or get ahead, pass the time more quickly. Days, weeks, and months go by.
War of the Chosen adds entirely new features like soldier connections, as pairs of units can bond (including a man and a woman in a platonic warrior bond!) to provide advantages in combat such as extra moves. It also introduces three special factions that XCOM must establish relationships with in order to benefit from special characters from each group, with their own greatly expanded ability list tied to leveling up and their own unique weaponry. While many new enemies show up, the two most important are the Chosen, three especially powerful, recurring opponents, and the Lost, zombie-like former humans that infest some abandoned city areas.


The Chosen in particular inject even greater urgency into the game, since each Chosen that you have gotten the attention of will actively work against XCOM in the background, such as by permanently lowering monthly supplies, unless they are killed in their own domain. I say their own domain because they can randomly appear in various missions, but though they can be defeated in the level, they will not truly die once and for all unless you use the new Resistance Ring to send time locating their lair and then destroy a Psionic sarcophagus that revives each of them. However, as difficult as they can be to ward off in the early phases of the expanded campaign, defeating them repeatedly is not without reward. Defeating a Chosen grants five Action Points (AP) to a shared pool of XCOM AP that can be used to purchase additional abilities for units, even outside the typical two options with each level-up that ordinary soldiers have. Though finding or overpowering the Chosen can be challenging, getting five more AP to distribute among the soldiers for upgrades as you prefer is very beneficial. Complicating matters, however, there is only one chance to permanently repel a Chosen at their respective stronghold. And you have to overcome various enemies to even get to the Chosen boss.


As for the Lost, this new enemy type is healed very uniquely. The Lost can swarm soldiers fairly rapidly in their turns, but each soldier gets an additional move for each Lost they kill. Though reloads cannot be postponed indefinitely, many of the foes can be dispatched in the meantime. In missions featuring both aliens and the Lost, the two can even fight each other in their own separate turns, diluting the direct pressure placed on the player. Once, I even faced both in a mission where the Resistance and aliens were trying to secure as many boxes of resources as possible. This new "faction" adds more nuances to the already very deep gameplay of XCOM 2. Truly, War of the Chosen is an incredible evolution of the campaign that merits its own playthrough.
Story
Years after an alien invasion of Earth, the resulting extraterrestrial-managed regime scrambles to eliminate organized human opposition in the form of the group XCOM. Evidence points to imminent, devastating plans for humanity related to genetic manipulation and psionic energy.
Intellectual Content
Most directly, the intellectual content of the game centers on the multi-layered strategic actions and their ramifications. You can ignore a mission or a problem or you can prioritize one of them over another to whatever consequences result; you can devote resources to one project or another. This is far more about gameplay mechanics than exploring the nature of reality through various issues, but some philosophical issues pertinent to ethics and science are especially embedded into the game. One way this is executed is through both the mandatory and optional reverse engineering of alien technology and autopsies of corpses from various enemies, which yields fairly detailed written breakdowns of how their devices and bodies function and might prompt a character to fret over the moral parameters of utilizing scientific inquiries.
In one case, touching on the potential for vast differences between human and hypothetical alien biology, someone acknowledges that an acidic substance might be the equivalent to a certain extraterrestrial being of what water is for humans. Yet, the heavy emphasis on science is predictably accompanied by various logical errors in the worldviews of some characters (not of necessity, but because many people misunderstand both logic and science). A minor ramification of this is how scientists and engineers are treated as if they are different categories of people altogether, when to the extent that they observe and create physical things, engineers are simply a particular subcategory of scientists.
Other errors are more foundational or extensive. Shen admits that the wraith suit technically violates the laws of physics (though this could never be the case with the laws of logic), which is logically possible, albeit highly ironic given that the laws of physics were utilized to craft the suit in the first place and grant it the ability to phase the user through solid materials. Tygan, however, says in a story mission that nothing is beyond the realm of possibility with the aliens, an utter falsity. Nothing can violate logical axioms as self-necessary truths, so no supernatural or technological endeavor of the aliens could ever do such a thing.
This idiotic idea and similar ones are not automatically embraced by someone because they are a scientist, but people who 1) conflate logic and science or 2) think that logical truths are not necessary truths but that scientific truths are absolute or truly verifiable are objectively more likely than rationalists to pursue science personally or professionally. For all his extreme irrationalism that is thankfully seldom articulated, at least Tygan acknowledges a distinction between consciousness and the body. When he needs a mind linked to the mysterious Elders, he says he can create an Elder body using technological and biological processes, but he cannot replicate their consciousness.
Conclusion
Layers upon layers of strategic decisions, around 40+ hours of base campaign gameplay (more like 90+ counting War of the Chosen), a fairly detailed exploration of technological research in a science fiction setting that does not deny the immateriality of mind, and well-implemented diversity elevate the XCOM 2 Collection to great heights as far as themes, worldbuilding, and mechanics go. Not everything is perfect. The performance in particular needed to be vastly more stable. If you can look past this or are fine restarting the game perhaps every hour to get more smooth frame rates and movements for a time, you will experience a core game and its expansion that truly do offer more than enough to stand strong in spite of the severe technical flaws. Besides first-party releases, this is the kind of game that has favorably marked the original Switch platform: a rerelease of an earlier game on a handheld system with a large amount of DLC together in one purchase. The horrid qualities are very horrid in this instance. But what is superb is very superb.








