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[PC] [MAC] [PS4] [ONE] XCOM 2

Unread postby jeffrobot494 » 01 Jun 2015 20:00

2K announced XCOM 2 in development at Firaxis Games.

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XCOM 2 Reveal Trailer: https://www.youtube.com/watch?v=2E_-2wIJIzQ

http://www.allgamesbeta.com/2015/06/xco ... or-pc.html

All Games Beta wrote:2K and Firaxis Games today announced that XCOM 2, the sequel to the Game of the Year* award-winning strategy title XCOM: Enemy Unknown, is currently in development for Windows-based PC. Developed by Firaxis Games, XCOM 2 transports players 20 years into the future, where humanity lost the war against the alien threat that has established a new world order. The secret paramilitary organization known as XCOM is largely forgotten, and must strike back to reclaim control of Earth and free mankind from the aliens’ rule. XCOM 2 is currently scheduled for release in November 2015. The game will also be coming to Mac and Linux via Feral Interactive.

In XCOM 2, the roles have been reversed, and XCOM is now the invading force. They are hampered by limited resources and must constantly evade the alien threat in their new mobile headquarters. Players must use a combination of firepower and stealth-like tactics to help XCOM recruit soldiers and build a resistance network, while attempting to expose the evil alien agenda and save humanity. XCOM 2 will introduce gameplay features such as procedurally-generated levels, which will make each experience unique to the player, as well as offer a much deeper level of modding support. Additionally, XCOM 2 will offer a variety of new content including five updated soldier classes, increased soldier customization, more alien and enemy types, evolved tactical combat and more.

“Firaxis proved they could reimagine a beloved franchise with XCOM: Enemy Unknown, a Game of the Year award-winning title,” said Christoph Hartmann, president of 2K. “With XCOM 2, the team is breathing new life into the series by adding an epic narrative and challenging players to overcome near impossible odds.”

“The feedback from the passionate XCOM community played an important role in the development of XCOM 2, driving us to push the visual, gameplay and replayability boundaries of what a strategy game can be,” said Jake Solomon, creative director of XCOM 2 at Firaxis Games. “We’re thrilled to implement long-time fan requested features such as procedural levels and modding support, as well as adding more of what makes XCOM great like new aliens, enemies and soldier classes.”

For more information about XCOM 2, visit IGN.com, where the game is featured as the IGN First title for the month of June. In the coming weeks, IGN will reveal exclusive details about XCOM 2, including gameplay impressions, in-depth analysis of alien and enemy types, new soldier classes and combat tactics, story-focused insights and more.

XCOM 2 will be available for PC and is currently scheduled for release in November 2015. For more information on XCOM 2, please visit www.XCOM.com, become a fan on Facebook, follow the game on Twitter using the hashtag #XCOM2 or subscribe to XCOM on YouTube.


http://www.neogaf.com/forum/showthread. ... t166031898

Shake Appeal wrote:The XCOM website has been updated and has some other small details:

The mobile base is called "The Avenger" and is a converted alien ship.
There are five classes now — I'm guessing "Ranger" is the new one. They mention "Momentum" as a new class ability.
"The state of the world affects each combat mission's environment."
"Use concealment to ambush enemy patrols."
"Loot enemies for precious gear and artifacts."
You can save fallen soldiers by carrying them to the extraction.
"There are virtually infinite combinations of map, missions and goals."
Also confirms head-to-head multiplayer on generated maps.
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Unread postby jeffrobot494 » 03 Jun 2015 00:38

XCOM2_f3460.jpg

http://www.ign.com/articles/2015/06/02/ ... -overlords

Dan Stapleton wrote:
XCOM 2: WELCOMING OUR NEW ALIEN OVERLORDS -- IGN FIRST

A more desperate setting, procedural maps, and stealth drive Firaxis’ second XCOM.

It’s difficult to please both new and old fans alike when rebooting a beloved franchise, but in 2012, Firaxis pulled off a game-development miracle when it successfully revived the legendary but long-mistreated X-COM franchise with XCOM: Enemy Unknown. The modernized version recaptured the key elements that made the 1994 original memorable: an against-the-odds struggle against a technologically superior foe; the emotional sting that comes from the permanent loss of personalized soldiers heroically killed in battle; and a deep tactical system with an element of randomness that forces you to prepare contingencies in case your plans don’t survive contact with the enemy.

Enemy Unknown was a success that demanded a follow up, and it’s our great pleasure to announce that it’s getting one in XCOM 2, due out this November. But that posed a difficult question: Where do you go from the end of Enemy Unknown (and its expansion, Enemy Within), where, spoiler alert, XCOM has unlocked the secrets of the aliens’ advanced technologies and used them to destroy the invaders’ mothership, ending the threat? When faced with this problem in 1995, Microprose took the fight underwater with X-COM: Terror From the Deep, which simply reskinned X-COM with a less relatable deep-sea theme, and added a scant few new features. For Firaxis’ second XCOM, Creative Director Jake Solomon and his team are going in an entirely different direction: instead of changing the setting, they’re changing history to make XCOM the underdog again. How? Surprise: You didn’t beat the aliens – they steamrolled you.

Solomon painted an alternate version of how the war unfolded: “When the aliens showed up, XCOM suffered massive casualties, and governments around the world crumbled in face of popular support to surrender. Then, the Earth was quickly overrun. And so, 20 years into the future, the world is a very different place. The aliens rule Earth from giant shining megacities where all the people of Earth are flocking; that’s where they’re promised an easy life, a secure life free of disease.“

We’ll have much more on the new setting next week, in Impossible Ironman is Canon: Why Earth Had to Lose the War for XCOM 2 to Happen.

And here’s another shocker: though XCOM: Enemy Unknown and XCOM: Enemy Within came out on PlayStation 3, Xbox 360, and PC, XCOM 2 is a PC-exclusive game. More on that on Friday in Why XCOM 2 Had to be a PC-Only Game.

Down, But Not Out

The year is 2035, and XCOM now operates as a resistance movement against the alien occupation. That represents a huge shift in context for both the strategic and tactical battles we’ll fight in XCOM 2. “XCOM never lost the war; they just never stopped fighting and went underground,” explained Solomon. “Players are no longer the commander of this elite military force. They are commanding a very hardened group of freedom fighters and guerrilla fighters, and they’re leading them to ignite a global resistance and wake everyone up, and then try to rescue Earth from the government that now controls it."


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The situation is desperate: Earth is enemy territory, and in this reality XCOM never acquired the advanced weapons and armor technology that allowed us to go head-to-head with powerful aliens. We’re outmatched – even more so than before, as we’ve lost the home-field advantage, and the aliens have become even more powerful. To avoid being pinpointed and obliterated, the old subterranean headquarters has been abandoned in favor of a mobile base, built on the frame of a captured and retrofitted alien cargo ship rechristened as the Avenger. (This is a reference to the Avenger interceptor/troop carrier in 1994’s X-COM: UFO Defense, not Nick Fury’s helicarrier in Marvel’s 2012 Avengers movie.)

Firaxis isn’t going into detail about its new version of XCOM’s strategy layer just yet, other than to say that territory control will be important. From what we see in the trailer, in which the Avenger flies out of the canyon where it was concealed and off to parts unknown, we can surmise that it will move from region to region as XCOM attacks vulnerable alien targets in hit-and-run strikes. “The idea is that you’re inspiring people by actually taking the fight to the aliens and their New World Order,” Solomon hinted.

Human Revolution

What he is going into depth on is the tactical battles (which have always been the meat of XCOM games) and how this change in circumstances affects the moment-to-moment gameplay of using teamwork and complementary weapons and abilities to shoot aliens in the face. Solomon described the creative process that led to a guerilla-themed XCOM as gameplay-driven. “The idea for us is that mechanics always come first, and then we look for a setting that’s going to fit the mechanics,” he said. He and his team had some big ideas about how to change up battles and make them more tactically interesting and less repetitive, and the freedom-fighter setting rose up around them.


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First of all, we have a new team of battle-hardened XCOM soldier classes that are similar to Enemy Unknown’s, but distinct. The Sharpshooter shares a lot of DNA with EU’s Sniper, but can also specialize in using a pistol as a primary weapon instead of a last resort. The Ranger is the evolution of the Assault class, still specializing in close combat with shotguns and the like, but now comes equipped with XCOM’s first lethal melee weapon: a machete-like blade. The Grenadier? He (or she) blows things up, much like the Heavy. The Specialist replaces Support, and uses a hovering drone called a Gremlin both in combat to stun enemies and buff allies, and out of combat to pull off tricks like long-range hacking. There’s also a fifth mystery class that Firaxis is saving for reveal closer to launch.

We’ll have more on XCOM 2’s new classes next week in Meet The Specialist and Meet The Ranger.

XCOM 2 Art Director Greg Foertsch says the character models and textures shown in the cinematic trailer are the same ones we’ll see in-game (though here they have some post-processing effects on them), setting an extremely high bar for visual quality. Despite that, we’re promised much more control over our characters’ looks this time. Out of every success in Enemy Unknown, Solomon considers the soldier customization and the personal attachment that comes from that to be among the biggest, and has set out to push it further in XCOM 2. “We have some really cool-looking soldiers,” he promised. “They can have big beards, they can have really awesome haircuts, they can have some cool stuff that gives them a lot of character and fits this idea of they’re this sort of hardened group, they’re not fresh-out-of-the-barracks Johnny Soldier; this is really more of a Sons of Anarchy-type of squad.”


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We can now swap genders and set nationalities to our liking – if you want an all-female, all-Portuguese team, you can do that. What’s more, we’ll be able to tweak the look of the right and left arms, torso, pants, and headgear individually, drawing from a larger selection of pieces designed to give this version of XCOM a more ragtag, scavenged look and feel. “When that stuff came online I got caught in the trap of customizing rookies, which was a huge mistake,” Solomon confessed. “We try to make it easier for the player to customize, but you can spend a lot more time customizing your soldiers, which you should not do unless you have relative certainly you’re either going to re-load when they die or that are going to survive. So, don’t do that on rookies because you’ll have wasted a lot of time.” Veteran soldiers will have unique cosmetic upgrades unlocked to visually emphasize how hardcore they are, he added.

Enemy Territory

The bigger change is that the structure of a typical XCOM 2 mission will be dramatically different from what we’ve seen before. For comparison, let’s recap the typical Enemy Unknown encounter: we arrive on the scene of an alien incursion and, upon spotting something that didn’t belong, immediately engage in firefights until one side or the other is dead. It’s a guns-blazing, all-or-nothing kind of fight. If you’ve played for a few dozen hours, you’ll probably have a good idea of what the map you’re fighting on looks like and where the enemies will be, which eventually makes it routine.


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Solomon wants XCOM 2 to turn these concepts on their heads in several ways. “In XCOM 2, the idea is that you have the jump on the aliens. They’re already there, and they’re not hiding.” That means we’ll have the element of surprise: our small squads (still in the four to six range) will arrive unseen in enemy-controlled territory, at which point we’ll be able to scout out the alien positions and move our troops around the battlefield for as long as we’re able to stay out of hostile units’ detection radius and behind cover. Thanks to a new concealment system and waypoints that’ll allow you to precisely guide your troops’ movement within their two-move radius, setting up the battle will be a big part of what Firaxis intends XCOM 2 to be about. “You have a lot of control over when the engagement starts,” Solomon explained. “Of course, a lot of times you’ll blunder or do something wrong, like come around the corner and get revealed. We give the player the ability to jump the enemy first, and that feels very resistance-y, very guerilla tactics.”

As we see in the trailer, XCOM sometimes gets to take the first shot – and that’s a huge deal. Except in certain situations (Stealth Suits and Battle Scanners), the aliens have up until now always seen us the moment we see them – and when they do, they “scamper” to cover and deny us the chance at a clean shot. In fact, the scamper is probably the most common complaint I’ve seen from other XCOM players, some of whom see it as an unfair advantage for the aliens. Those people will be very happy to hear that they’ll have the opportunity to cancel out that advantage in XCOM 2. “The first enemy that you get to jump on, obviously they don’t get to scamper anywhere,” said Solomon. That’s not all: “Enemies will get surprised, so that prevents them – some of them, based on some factors – from fully scampering into cover.” Between that and hinting at further, yet-to-be-disclosed ways to counteract the scamper, Solomon makes it sound like if we play our cards right, setting up an ambush correctly could turn what would’ve been a losing fight into shooting fish in a barrel. Don’t expect to be backstabbing aliens or picking them off one at a time like Batman – stealth is useful for getting into position to ambush the enemy, but does not replace combat.


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If the maps were the same set of 80 or so pre-built setups we saw in Enemy Unknown, that might give us too much of an advantage over the aliens – but that’s where XCOM 2 throws in another much-requested feature: procedurally generated maps. Solomon summed up the need for a system like this in a way that’s music to any gamer’s ears: “Obviously, replayability is a big thing at Firaxis, and it is a big thing for XCOM. We always talk about value for the player’s dollar, right? And the core of that is replayability, to make your game as replayable as possible.”

With Firaxis’ new system, we’ll see maps drastically change each time we encounter them, drawing from a large pool of components like buildings, roads, and different types of terrain to create battlefields that look good, are more destructible than ever (including by fire that spreads, acid that melts through floors, and exploding barrels), and offer well-placed cover. And, because the maps are procedurally generated, the AI has been made more procedural to allow aliens to navigate and fight on them. All of this together has the potential to extend XCOM 2’s replayability dramatically, and to make each of our experiences unique. “That’s the thing that I’m personally very excited about,” Solomon said. “When you have those moments, and you’re like, ‘This would have never, ever happened in Enemy Unknown.’ That’s what we’re going for.”

More on that later this week in XCOM 2’s Procedurally Generated Maps.

What We're Fighting For

Just as importantly, we’ll have a greater range of options for success on each mission. According to Solomon, every mission will have a dynamically generated objective – in addition to simply killing all the alien forces, of course – that will prompt us to hack a terminal, extract a VIP, or other types of not-yet-disclosed goals. If you can get in, accomplish your secondary goal, and call for extraction (which you can now do almost anywhere on the map), you can still count that mission in the win column without necessarily being able to take out the meanest hostile on the map – as long as you didn’t lose too many soldiers and pieces of equipment in the process.

Inventory is set to be much more important this time around, too. “Loot is a thing now,” said Solomon. “One thing for the soldiers is that they have to make do with the things they’re recovering from the battlefield.” This doesn’t extend to the kind of on-battlefield inventory management X-COM: UFO Defense fans remember, but rather a sort of “backpack” into which you can throw loot items recovered from fallen enemies or allies. Once you return them to base, you’ll be able to equip them for the next mission. What that loot is hasn’t been detailed yet, but we can see in the trailer that XCOM soldiers have in some cases literally duct-taped upgrades to their weapons.

Loot will serve an important function on the battlefield, too: in the same way that Enemy Within added the Meld resource to incentivize us to charge our soldiers into danger (instead of slowly advancing your troops at an ultra-conservative pace) by putting an expiration timer on valuable collectables, XCOM 2’s loot will have a countdown. If you don’t reach loot items within a few turns, they’ll explode into less-valuable weapon fragments, which is what happens to gear in Enemy Unknown if you don’t take the aliens alive. So there’ll be increased risk attached to the best rewards, because the Advent soldier or alien who just dropped something shiny might have still-living friends in the area.

If one of your troops is rendered unconscious, wounded, or killed in action, one of their teammates can sling the body over a shoulder and carry them out. When resources are scarce, it’ll be crucial to save their equipment even if you can’t save their lives.

Aliens on Steroids

Which brings us to the aliens you’ll face in XCOM 2 – and all of them are terrifyingly powerful. “When you encounter aliens out in the field, your soldiers are not going to go toe-to-toe with them. Certainly not in the beginning of the game,” promised Solomon. “In these past 20 years, they’ve grown very strong. The important thing about the aliens is that soldiers are no longer a one-to-one match; there is no way to take on aliens without teamwork.”


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Case in point: the Sectoids have taken this opportunity to incorporate human DNA into their own, rapidly changing their species from four-foot-tall imps into imposing seven-foot-tall monsters with beady eyes and a brand-new set of unsettling pearly whites. Worse, they’ve enhanced their psionic abilities to include mind control from the get-go, making them extremely dangerous for any one soldier to take on by themselves. Despite their more human-like legs, Sectoids have apparently not yet evolved the ability to wear pants, but still have greyish-pink skin and an otherworldly glow emanating from their internal organs. Though we saw an XCOM Ranger slice through a Sectoid with a melee attack in the trailer, Solomon assured me that a move like that would only be possible in-game if the Sectoid had already been softened up.

In addition, the XCOM 2 trailer showed us the snake-like female Vipers (a clear reference to the Snake Men of X-COM: UFO Defense), who have the capability to not just immobilize and slowly crush a soldier with a constriction ability similar to Enemy Within’s Seekers, but can also yank them right out of cover with a frog-like tongue. Beyond that, background images hint at the return of the psionically powerful four-armed Ethereals, and we’re told many other XCOM enemies will be back along with a complement of all-new alien invaders.


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Obviously, this kind of creature would render the early game a miserable, punishing experience wherein the typical XCOM rookie would be ground to a pulp if there was more than one or two in play at once. Hence, we have a new form of fodder against whom our lowly recruits can prove themselves and level up: the Advent. So far we’ve seen two ranks of these (probably) human collaborators, whom Solomon clarified have no direct relation to the Exalt forces from Enemy Within. These rank-and-file troopers wear black armor, wield magnetic weaponry, and maintain order in the alien-controlled cities. We’ll have more on the aliens and the Advent later this month in our XCOM 2 Enemy Profiles.

In a game as massive and deep as XCOM, all of this information only scratches the surface of how it’ll play, but it’s a start. Over the next month you can expect to see lots more in-depth features on what’s in store for our troops pop up on IGN, so we’ll see you again soon.

Oh, and did I mention that Firaxis is going all-in on mods for XCOM 2? We’ll have much more on that next week in XCOM 2 and The Potential For Mods.
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Unread postby Evo » 08 Jun 2015 13:09

http://games.on.net/2015/06/xcom-2-pc-exclusive/

The recent tease-and-then-reveal (watch the sweet trailer here) of XCOM 2 was an interesting move from 2K, but what’s even more interesting is that they’ve told Firaxis to go ahead and release the sequel on PC only.

“When we looked at what we wanted to do with the sequel, we had all these very, very ambitious goals,” said lead designer Jake Solomon to IGN.

“To do that, we had to use all of our studio expertise … and our expertise here is PC. That’s our home, and that’s where we’re really comfortable.”

Solomon added that “when we have our meetings, when we talk about stuff, we only talk about PC.”

“We talk about ‘What is the experience like on PC? What does the mouse feel like in this experience?’”
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Unread postby Some guy » 31 Aug 2015 02:44

XCOM 2 delayed to February 2016
http://www.allgamesbeta.com/2015/08/xco ... -2016.html

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XCOM 2 Now Coming to PC Worldwide on February 5, 2016

Hello XCOM fans,

We want to give you an update on the release date for XCOM 2. We’ve set a high bar for the sequel and the entire team has been working hard to make sure we deliver a great follow-up to Enemy Unknown. We just need a little more time to make it the best possible game.

With XCOM 2, we want to have more depth, more replayability, and more investment in your soldiers and this extension will give us the time we need to deliver on our promise to you.

We appreciate your patience and continued support as we move towards February. Good luck, Commander!

- The XCOM 2 Dev Team

xcom.com
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Unread postby icycalm » 18 Mar 2017 15:48

Insomnia review: http://culture.vg/reviews/in-depth/xcom-2-2016-pc.html

Similarly middling review: http://steamcommunity.com/id/jocosity/r ... ed/268500/

Communist "Joseph Ballin" Layton wrote:XCOM is a tough kind of game to sell, because when it's good it's bad and when it's bad it's bad. The best time you can have in XCOM is when you're scraping on the skin of your teeth with one soldier dead and another one bleeding out and a sectoid waving his finger ominously in the distance, and so it's hard to sell to someone who just wants an easy time. Thankfully this is the sequel, so presumably everyone here is a masochist who enjoys feeling like they've lost even when they've won.

The first thing that surprised me in XCOM 2 is how much they've expanded the unit customization. Unlike in the previous game, which was somewhat dull in soldier clothes and left me just giving everyone the classic Guile hair, 2 features a pretty wide variety of glasses, hats, hair, beards, and other ways to form a personal relationship with your soldiers before they're eviscerated before your eyes because of your own orders, blood which will never wash from your hands. You can even choose from different arms, legs, and torsos for each type of armor, though the later armors usually have less variety than the early one.

The game also has a stronger emphasis on story, with more cutscenes and development to the characters. I thought it was a welcome addition, though it does leave things slightly less resolved at the end than I would've liked. Most of the enemies are reworked versions of the old ones, but there are a few new ones here and there, and they all perform a bit differently enough to give veterans a surprise every now and then. There are still the usual customization options for your soldiers' abilities, but the more interesting ones from Enemy Within like genetic modification and augmentation are missing, leaving the game feeling like there's something more interesting hiding in that expansion pass. Other things like UFO landings also return, but they don't seem to have any real significance like they did in EU aside from just being minor resource grabs. My only actual problem with the gameplay is that in some ways it feels like more of the same in a bad way - they introduce a Concealment feature where your soldiers start some missions hidden and can ambush the enemies, reversing the typical xcom formula where you're the one being ambushed and fitting in with the game's guerilla warfare theme, but after you break concealment the first time it's gone for good except for special skill-based circumstances, and after that the game just starts with the same traditional gameplay. I'm not wanting to change the game into Invisible Inc. or anything, but I think it would be interesting for some of the more low-key missions like hacking a relay to be able to done with a small squad in stealth (or maybe it can - in my game whenever I tried there would be humans blocking the doors to every building, but maybe I just had bad luck). Another thing in this vein that bothered me is that almost every mission in the game requires you to kill all the aliens, rather than just do your work and get out. This is something that made sense in the old games, since you were defending earth from invaders, but in XCOM 2 they've already taken over, and killing this tiny group of aliens is completely inconsequential to their overall effort.

But while I overall enjoyed the game outside of those minor flaws, the big problem with this game is the actual build quality. On my GTX 970 and overclocked i5, I managed about 15 fps on the main menu scene, with maybe 20 to 30 in-game. This isn't necessarily a problem since it's a turn-based strategy game, but the problems got worse as the game went on. Reaction shots would sometimes cause the game to hang in front of the character shooting for several moments, enemies would stand still for upwards of 30 seconds before moving, just flying to the single-screen or loading a small map with one building might take 30 seconds or more on an SSD, etc - and that's not even going into all the times characters would go flying around the map or robots would get stuck in trees. During the final fight my game crashed 5 times, and on 2 of those crashes it corrupted my autosaves and made me start back 10 minutes or so. It even caused my computer to bluescreen at one point. The build quality is so terrible that it makes me think that the only reason the game is PC-exclusive is because they couldn't get it to even boot up on a console without it immediately melting.

Overall, XCOM 2 is a game that's still good enough for me to recommend, but just know that you're going to have to take some bad in order to get the good. Maybe in the future Firaxis will patch the game, but in the mean time you might want to double-check your specs before jumping on.
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[PC] [ONE] [PS4] XCOM 2: War of the Chosen

Unread postby Robomoo » 12 Jun 2017 20:16

War of the Chosen expansion pack announced at E3, releasing August 29th.

Official site: https://xcom.com/war-of-the-chosen

XCOM 2: War of the Chosen adds extensive new content in the fight against ADVENT when additional resistance factions form in order to eliminate the alien threat on Earth. In response, a new enemy, known as the "Chosen," emerges with one goal: recapture the Commander. The expansion includes new Hero classes to counter the "Chosen", new enemies, missions, environments and increased depth in strategic gameplay.


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