TheOverclocker Issue 38 | Page 45

sure – but it’s mostly because it makes masterful use of its various mechanics and intricacies to generate a level of consistent tension that’s both bewildering and endlessly appealing. First, let’s talk about the narrative’s premise. You’re once again in charge of the XCOM organisation, and your directive is to protect Earth from an alien invasion that threatens to eradicate all of humankind if left unchecked. But! You lost the war with the invaders long ago. 20 years have passed since the governments of Earth surrendered our planet to the aliens. Propaganda is everywhere, with the occupying aliens preaching peaceful integration while plotting nefarious deeds from the shadows. You’re now on the run, but your mission is the same: save Earth from annihilation. The narrative, while not exactly particularly meaningful in the grander scheme of things, is immediately interesting for placing you on the back foot. And most importantly, the game’s designers have used the story to fuel a number of clever changes and new additions to XCOM’s core mechanics. XCOM is no longer a largely static, reactionary organisation, watching and waiting to respond to alien threats across the globe. You’re now housed on the Avenger, a captured alien ship that serves as your mobile headquarters. With I’ve played it for dozens of hours now, and I still can’t get enough of XCOM 2. Issue 38 | 2016 The OverClocker 45