Review BurningKirby 3/5 · Jul 20, 2025
Constant Interruptions Aren't Fun
I can see why this game has so many fans, but there are just too many elements I find irritating or lacking for me to continue to push on with my playthrough. Because of this I went back and forth about writing a "formal" review or just plopping my feelings into a status update but after some thought I decided …
I can see why this game has so many fans, but there are just too many elements I find irritating or lacking for me to continue to push on with my playthrough. Because of this I went back and forth about writing a "formal" review or just plopping my feelings into a status update but after some thought I decided I can articulate my issues well enough that I might as well do the former.
First off, XCOM 2 feels pretty good to play for the most part. The animations are slick and the UI feels responsive. It does a solid job of providing you with the bucket-loads of information you'll need to strategize effectively-- even if it's a bit overwhelming for a new player such as myself. I also found the mouse controls intuitive even as someone who has mostly stuck with console games in the tactical RPG genre (Fire Emblem and FF Tactics). Because of all this I felt right at home whenever I was playing a mission.
The thing is I found most of everything that surrounds the missions themselves to be kind of obnoxious to put up with. The whole game is on a sort of timer, which I typically don't mind inherently, but it added to frustrations in other places. Missions become available as time progresses but you have to scan for the precious resources you need as well as...most things, to be honest, which also takes time. Whenever I went to scan for a few days, I was always, without fail interrupted several times by an NPC telling me an important mission just came up and it was oh so crucial that I drop everything I was doing, move across the world map and go do that, even if I was entirely incapable of properly supplying said mission with my current resources. And then the game scolds you if you choose to ignore the mission and you get one step closer to a game over. Just... ugh. Leave me alone.
Approaching this game as someone who enjoys Fire Emblem a lot, I was ready for the notorious XCOM permadeath. I always play with it turned on in the newer FE games because I view it as an essential part of the experience. I want to care about my units. It makes me work harder to keep them alive. So I was surprised to find that XCOM 2 totally failed to endear me to my soldiers. Theoretically I could name them and I guess maybe customize to some degree, but they're still a bunch of randomly generated blank slates. There wasn't any personality there to latch onto so I didn't feel a single thing when they died but disappointment, especially since it often felt out of my control when they did due to the way combat leans into RNG.
The way this game handles randomized soldiers, recruitment, etc. actually reminded me a lot of Darkest Dungeon. Except in that game what worked really well was the recruits always started with a set of personality traits, positive and negative, and I was in a constant battle to lock in the best traits while minimizing the damage done by the bad ones. It added a ton of literal personality to the slew of people I sent marching straight into Hell that endeared them to me and made me care when they died. Personalities also had a very tangible impact on the gameplay itself. XCOM 2 does none of that and feels lesser for it.
The story has a neat premise, with humanity having already lost to the aliens, but failed to captivate me beyond that. It felt more like an excuse for a bunch of "infiltrate the facility" and "rescue the hostage" style missions. Maybe it would have hit better if I had played the first game? It seemed like the Commander and other characters may have been referencing some events from Enemy Unknown. They also just won't stop talking though even when you're doing other stuff. It can be tough to differentiate flavor dialogue from something I actually need to stop and listen to, which gets old quick.
I can tell that there's a lot of depth to the systems at play in this game though and definitely see how that would appeal to someone who isn't as bothered by the above things as I am. The way this game uses cover and elevation in combat is actually super cool. While it can lead to some silly situations like a 25% chance to shoot someone who is standing still while an arm's length away, it provides a lot of versatility in how you can approach every problem. The fact that you can also destroy cover with grenades and other weapons is just another layer to this onion.
I just have too many tactics games I expect to enjoy to spend more time on this one-- even in spite of its strong core elements.







