Thursday 21 September 2017

X-COM 2: War of the Chosen

The Chosen,whose new album is out this week.
War of the Chosen is a massive DLC pack for X-COM 2 which, like Enemy Unknown's expansion, Enemy Within, transforms the standard campaign with new content, adding additional enemies, units and features of the strategy layer.

First and foremost are the titular Chosen, a trio of badass enforcers for the alien Elders. In a cutscene completely outside of X-COM's possible view or knowledge - a first for the series - the Assassin, the Hunter and the Warlock are tasked with returning the Commander to ADVENT custody. In order to ensure best results from their infighting underlings and promote cooperation, the Elders promise control of Earth to the one who captures the Commander (and later have the gall to get pissed at the Chosen for being competitive.) What this means in-game is that each Chosen controls an area of the world, and has the potential to show up during missions in this area and get all up in your face.

Strike a pose.
The Assassin is a bit like your Rangers, combining tremendous speed with a concealment power, a devastating melee attack which leaves all nearby X-COM operatives effectively puking their guts up in shock, a shotgun for back-up, and the ability to move after attacking. Oh, and she doesn't trigger overwatch fire, because fuck you, that's why. The Hunter is all about precision range work, bouncing all over the shop with her grapple and deploying a targeting lock which forces the engaged target to reposition or face a lethal attack in the following turn. Finally, the Warlock has some nasty psionic abilities, and they are all built like bastards, overflowing with hit points, armour and reinforcements. Oh, and you can't permanently kill them at first. And they can sometimes capture your soldiers.

Thoughout the game, the Chosen learn more and more about your operation, with an ultimate eye to attacking the Avenger and recapturing the Commander. This growing knowledge provides an additional countdown which, unlike the Avatar Project, can never be reset. In addition, they have the option to capture your soldiers for questioning, which is just... rude.

Sneaky!
But what's sauce for the goose is sauce for the ruthless alien enforcer, and that additional strategy layer element comes into play with the covert action screen. Managed via the new Resistance Ring facility, Covert Actions allow you to seek out rare resources, but also to find information on your enemies just as they seek information on you. The primary missions of this type relate to locating the stronghold of each Chosen and unlocking a mission to infiltrate it and destroy the stasis coffin which keeps them alive, but you can also send troops to find out where they are holding your captured soldiers, and completing such a covert action similarly activates a one-off rescue mission. Completing a covert action requires you to assign one or more soldiers, scientists and engineers, and possible intel or supply resources, with most actions having a required baseline and additional assets which can be assigned to buy off some of the risks. Each action has a risk of injury, ambush or capture, which makes covert action a bad choice for getting some quick experience on the rookies.

These two are introduced as barely able not to kill each other. I think most
players probably set them up as a max-bonded kill team.
Covert action opportunities are provided by the three Resistance Factions, another addition to the game. The Reapers are facemasked, Russianish scout-snipers who look like refugees from Gone with the Blastwave and eat ADVENT troopers for breakfast; literally. Naturally, this makes working with the Skirmishers, ex-ADVENT defectors, iffy at best, and the goal of the Covert game is to get each of the factions sufficiently onside to create a united resistance. The third faction, the Templars, are psi-cultists, but lack the specific beef with the other factions which makes the Reapers and Skirmishers engaging. At the start of each month, any faction that likes you (including X-COM) can be assigned Resistance Orders, which act as powerful modifiers for the coming month, boosting income, reducing the risk of Covert actions, or making certain Proving Ground projects complete instantly, to name but a few. Each of the factions also provides a 'hero' soldier for your forces (and the Reapers at least may very rarely assign a Covert action allowing you to recruit another,) with powerful abilities.

The templar's focus is, essentially, cutting a fool.
The Reaper uses stealth, sharpshooting and explosives. Their enhanced Concealment mode, Shadow, makes them incredible point-runners for ambushes, and they can remain in cover for entire missions if correctly specced and used for picking off the injured. The Skirmisher focuses on mid-range firepower and mobility, with a grappling hook that can be used for traversal, to drag in enemies for a melee attack, or to take the Skirmisher across the map to the enemy. While the Skirmisher does have a limited melee capacity, the real close-range specialist is the Templar, who has only a machine pistol to back up a brutal hand-to-hand attack and a battery of psi-abilities which are powered by successful melee kills.

The hero units are not distinctly more powerful than regular soldiers, but they are versatile, especially with the new ability point system, which allows you to choose abilities from multiple branches of their advance tree at each level. In addition, each has the potential to inflict horrific damage, with a high level Templar carving a swathe through the enemy, and the upgraded Banish ability and a souped-up rifle allowing the Reaper to take out half a dozen large enemies in a turn on a good day. The Skirmisher lacks any such extreme manouevres, but has a number of traits granting additional actions, including the hit-or-miss potential of Battle Lord, which for one turn each combat grants the ability to act like one of Vahlen's rulers and act each time an enemy takes an action in the character's line of sight.

By this point, their guns had been named... after
each other.
Another new addition to the mix is soldier bonding. Operatives sent on missions together, especially those who spend time in proximity on the field and shoot at the same enemies (or at enemies shooting at each other,) develop cohesion, and have the potential to form bonds, which grant extra abilities relating to their partner. Such pairings can then be made the subject of an inspirational poster, as can victorious group shots and other photos taken with the new photo booth feature. Stored in our game files, these can be found as propaganda posters around the battlefields, which now include underground levels and abandoned city blocks. The last of these are home to the Lost, zombie-like rejects from the Elders' experiments that attack in hordes. Killing one grants an extra action, so it is possible to take down a lot of Lost in a single turn, especially with a good sniper.

War of the Chosen overhauls X-COM 2  with a new feeling and a host of new gameplay elements, although one of my favourite things doesn't come up until the very end, when we see the Skirmishers welcoming waves of ADVENT troopers now free of conditioning. It's rather sweet. It also expands the original game without the crippling difficulty hike that makes it hard for me to get on with the excellent Long War 2 mod. I won't say 'otherwise excellent', because it's a feature rather than a bug, but does unfortunately mean that the mod is not really for me (at least until someone with better technical skills than I creates a better aim mod that works with LW2.)

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