XCOM 2 è il seguito del premiato strategico XCOM: Enemy Unknown. Sono passati vent'anni dalla sconfitta contro gli invasori alieni e la Terra è assoggettata a un nuovo ordine mondiale. Dopo anni nell'ombra, le forze degli XCOM devono tornare a combattere per mettere fine all'occupazione.
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Data di rilascio:
4 feb 2016

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15 settembre


Welcome back, Commander.

In XCOM 2: War of The Chosen, new objectives and incoming Intel are being fed to us every day. All you need to do is open up Challenge Mode on the main menu and accept the day’s mission.

To help ready the troops, we are declassifying the missions that will be available online next week. This week, prepare to fight alongside a cadre of ADVENT and alien forces including Andromedons, Spectres and Faceless.

Just be aware that some objectives may change. After all, in war, no plan survives first contact.




OBJECTIVE:  Locate and neutralize the ADVENT Field Commander.

ENVIRONMENT: Sewer tunnels

TEAM: Mixed Alien / ADVENT force comprised of a Sectoid, Codex and ADVENT Priests

ENEMY FORCES: A contingent of ADVENT troops supported by multiple Sectoids.



OBJECTIVE:  Recover the cryogenic experiments


TEAM: An alien wrecking crew consisting of a Berserker, Andromedon, Chryssalid, Sectoid and Spectre units.

ENEMY FORCES: Expect heavy resistance from Mutons and Berserkers protecting the experiments.




OBJECTIVE:  Recover ADVENT power converter


TEAM: Small squad consisting of an ADVENT Shieldbearer, Specialist and Skirmisher

ENEMY FORCES: Be ready for a combination of ADVENT forces, MECs, Sectoids, Mutons and Archons.



OBJECTIVE:  Download Cryogenic Experiments from the exposed access point


TEAM: A team of Specialists and Skirmishers

ENEMY FORCES: ADVENT troops, Purifiers, Archons and Andromedons have been spotted in the vicinity.



OBJECTIVE:  Rescue VIP from ADVENT Prison

ENVIRONMENT: Subway Tunnels

TEAM: A groups of Andromedons, Spectres and an ADVENT MEC

ENEMY FORCES: Spectres and Sectoids are known to have patrol routes in the area.



OBJECTIVE:  Protect Data Interceptor Device

ENVIRONMENT: Abandoned City

TEAM: Rangers

ENEMY FORCES: Closing in on the device’s location are a detachment of ADVENT troops, MECs and Codices.



OBJECTIVE: Rescue VIP from an ADVENT vehicle


TEAM: A Ranger and Reaper partner up with a Muton and Viper.

ENEMY FORCES: A number of ADVENT Priests and Sectoids have set up a perimeter around the location.



Are you ready to deploy?

Tell us which sorties you’re looking forward to the most.




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13 settembre

The Story Behind the New Factions in XCOM 2: War of The Chosen

The new factions in XCOM 2: War of The Chosen are much more than just additional soldier classes to command. They are groups with goals and ideologies that flesh out the world you’re fighting to save. The new gameplay features introduced with these factions expand the strategies available to the player. They also play a huge part in a brand new narrative experience. For the developers, the factions provided the opportunity to develop and evolve many of the features they introduced in XCOM 2.

Joe Weinhoffer (Designer) and Scott Wittbecker (Lead Writer) from Firaxis’ XCOM 2: War of The Chosen team sat down recently to share some of what went into creating the three new factions.


Let’s start off easy. What were the first questions that the team asked themselves as they started working on these new Factions?

Joe W. In general, our approach to the expansion was looking for areas of the game we could fill up with new features, narrative, or at least update to make the game more fun. One of the primary goals of the expansion was to enhance the narrative experience, and to make the player feel more invested in the world they are saving. We knew very early on that the Chosen and the Resistance Factions would be the key elements of that narrative, and of course each of the Factions would have a new associated soldier class. We wanted each faction soldier to have a unique identity and cool new tactical mechanic, but at the same time they had to sit well with all the other soldier classes. Our goal wasn’t to make any established class obsolete, but to offer the player new units that would enable different strategies utilizing all of the soldier classes.


What’s an example of one of the new tactical mechanics and strategies that the faction soldiers provided?


Joe W. The first faction soldier we worked on was the Reaper, which we fleshed out pretty quickly. All of the soldier classes in the base game could use concealment at the start of most missions, and Rangers had some additional abilities to put them back into concealment and benefit from it. We really liked concealment as a mechanic, and wanted to experiment with pushing it even further. What if we had a unit that could control concealment, or never broke out of concealment? From there, the ideas and possibilities for the Reaper started flowing, and we settled quickly on the basics of their Shadow concealment mechanic. Once the core gameplay trait is established, we start asking, “How can we use this mechanic to create fun abilities and interesting tactical decisions for the player?”

Going back at the beginning of the process. What laid the groundwork for these awesome ideas?


Joe W. The creation process for each of the Faction soldiers started with an idea from Jake [Solomon] and an overall description of the Faction’s narrative ideology and the soldier’s core gameplay mechanic. For the Reaper, that was looking at interesting ways to use concealment.


So after you have this rough framework, you start filling the in gaps. What were some of the inspirations for the new factions and their heroes?


Scott W.  Like Joe said earlier about the Reaper, we wanted to make sure that we were addressing parts of how the game plays, but also do it in a way that also shows you more of the world and the factions existing on the fringes of it. As for the faction leaders, knowing who we had in mind for the roles (Jonathan Frakes as Volk, John De Lancie as Geist, and Denise Crosby as Betos) helped shape these characters' tones to a degree, based on the actors’ individual strengths.

A lot of it, though, came from us building upon the world that already existed. We just took it down roads that made sense.


Joe W. Take the Templar, for instance. We wanted to make the Templar feel very different from the base game Psi Operatives, and one of the ways we achieved that goal was by giving them a unique visual manifestation of the psionic energy for their abilities. Traditional XCOM psionics are very organic and wispy in nature, reflecting the natural affinity of the Psi Operatives and their more utility-based abilities. The Templars have harnessed their power through the use of technology, and their attacks are much more offensive, so their psionic effects are more jagged, visceral, and electric.


Scott W. For me, though? I’ve got to say that the most interesting creation process was the Skirmishers. The biggest part narrative exploration being how much of their alien nature they would keep after being freed from ADVENT control. We wanted to convey a sense that the world is sort of "new" to them, they're seeing and hearing things independently for the first time without ADVENT telling them how to interpret this information. It was also an opportunity to introduce more of the ADVENT language while also hinting at the intended meanings for some of the original [dialogue lines]. (For a detailed look at the how the language of ADVENT was created, check this story.)

You’ve got your world lore, you’ve determined the gameplay mechanics for each faction. What comes next?

Joe W. Then Mark [Nauta], Jake [Solomon], and I would all brainstorm ideas for abilities, discuss what worked, and come up with a first pass at an ability tree and overall progression. Since we knew the faction soldiers would rank up differently than the base game soldiers, we spent less time worrying about where each ability would fall on their tree, and instead focused more on designing abilities which fit the new gameplay mechanics and had unique tactical benefits. Finalizing the position of each ability at a specific rank in the tree actually happened relatively late in the process.


Obviously, it’s an iterative process as you’re developing - what are some of the more interesting things that didn’t find their way into the final factions?

Joe W. The faction soldiers went through a lot of changes before they ended up in their final form. We went through periods where they were too powerful, and others where they weren’t powerful enough.

Reapers had a really cool ability called “Executioner”, which turned their critical hit chance into an instant-kill chance. It was incredibly fun to play, but became way too overpowered in the late game when you could equip a Superior Laser Sight onto the Vektor Rifle. The extra crit from that upgrade, coupled with the Reaper’s Shadow mode making it very easy for them to get into flanking positions for an additional crit bonus, gave them almost guaranteed insta-kills. We eventually reworked it to become the “Death Dealer” ability, which doubles the amount of critical damage dealt against flanked targets in Shadow, so it kept the same gameplay incentive with a slightly less overpowered result.


Skirmishers originally had “Forward Operator”, an ability which granted them an extra action point every time a new group of enemies was revealed. This ended up working a bit too well and gave Skirmishers way more action points than we intended, since the game has many different situations which it considers an “enemy reveal”, so the ability was cut. The default “Marauder” ability allows Skirmishers to do much more with a single action point than any other class, so abilities like “Reflex”, the Psi Operative’s “Inspire”, or using “Teamwork” from a bondmate can all still give the Skirmisher plenty of actions to work with.

The ability list for the Templars, though, is very similar to the original design. The biggest update we had to make during their development was applying restrictions to Ghost which limited the abilities the clones could use. We also had to ensure the Templar couldn’t summon infinite Ghosts and trivialize missions. When the ability was first implemented, Ghosts could summon additional Ghosts themselves, which was pretty crazy!


Not that you play favorites in the office, but is there a favorite faction amongst the Firaxis staff?


Joe W. We love each faction equally like they’re our children. There is a lot of love and support for each of the factions, since everyone made contributions to get them into the game. The art department did a fantastic job giving them all unique, exciting looks. And from the design side, we didn’t make one faction soldier clearly better than the others, but of course they all excel in their areas of expertise.

That said, everyone has their personal favorites, and there are a lot of Templar fans here at the studio. They are very different than the more realistic soldiers that we usually make for the game. The team had a lot of fun creating their look, unique movement and ability animations, and of course their incredibly epic special effects.

In the coming weeks, we’re going to continue chatting with the team about all aspects of the game and the work that went into creating XCOM 2: War of The Chosen. And we plan to answer your questions – and more – right here.

Do you have questions for the team? Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2: War of the Chosen. If you’re looking to enlist with the Resistance, join the 2K Forums!

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“Exceptionally tough, rewarding strategy and a masterful reworking of the XCOM formula. We’ll play this forever.”
94% – PC Gamer

“One of the deepest and most rewarding strategy games on the market”
9.5 – Game Informer

“XCOM 2 is an amazing game”
9.3 – IGN

Edizione deluxe digitale

The XCOM 2 Digital Deluxe Edition includes the full base game, XCOM 2 Reinforcement Pack, and the digital soundtrack

Informazioni sul gioco

XCOM 2 è il seguito di XCOM: Enemy Unknown, lo strategico del 2012 vincitore del titolo di gioco dell'anno.

La Terra è cambiata. Sono passati vent'anni da quando i leader mondiali hanno firmato una resa senza condizioni con le forze aliene. Gli XCOM, l'ultima linea di difesa del pianeta, sono stati decimati e dispersi. Ora, in XCOM 2, gli alieni governano il pianeta e costruiscono scintillanti agglomerati urbani che promettono un futuro radioso alla nostra specie... peccato che nascondano un sinistro piano e riservino una brutale repressione a chi si oppone al nuovo ordine.

Solo chi vive ai margini della società assapora un barlume di libertà. È qui che una forza si assembla nuovamente per difendere l'umanità. In costante fuga, le truppe XCOM disperse devono trovare un modo per far risorgere la Resistenza globale, spazzando via gli alieni una volta per tutte.

  • XCOM IN FUGA: Prendi il controllo dell'Avenger, una nave aliena convertita in base mobile per gli XCOM. Il nuovo gameplay libero permette di decidere dove portare la squadra d'assalto, come ottenere il supporto del popolo e quando contrastare le operazioni del nemico.
  • RECLUTA LA RESISTENZA: Cinque classi di soldati, tutte con alberi di abilità diverse, che permettono di creare milizie adattabili alle proprie tattiche.
  • GUERRIGLIA TATTICA: I nuovi sistemi di gioco offrono più flessibilità tattica in combattimento. Nascondi i tuoi uomini per tendere imboscate alle pattuglie nemiche. Saccheggia i corpi per recuperare armi e artefatti. Salva i VIP e i compagni caduti riportandoli al punto di estrazione.
  • UNA NUOVA SPECIE DI NEMICI: Un ricco cast di nemici, con nuove e potenti specie della ADVENT, la polizia del regime alieno, offre una sfida tattica variegata.
  • RICERCA, SVILUPPA E POTENZIA: Configura e costruisci stanze nell'Avenger per dare agli XCOM nuove potenzialità da sfruttare sul campo. Usa gli scienziati e gli ingegneri per ricercare, sviluppare e potenziare armi e armature adatte ai tuoi scopi tattici.
  • OGNI MISSIONE È UNA SFIDA UNICA: Vai in missione in giro per il mondo, dalle terre selvagge al cuore delle megalopoli del regime, fino alle profondità delle installazioni aliene. Ci sono virtualmente infinite combinazioni di mappe, missioni e obiettivi.
  • CREA MOD PERSONALIZZATI: Gli strumenti per la community permettono di creare campagne, gameplay tattici, alieni, classi e funzionalità strategiche, per poi condividere il tutto sullo Steam Workshop.
  • SFIDE TESTA A TESTA MULTIGIOCATORE: Combina squadre di umani e alieni e affronta dei testa a testa in mappe generate casualmente.

Requisiti di sistema

Mac OS X
SteamOS + Linux
    • Sistema operativo: Windows® 7, 64-bit
    • Processore: Intel Core 2 Duo E4700 2.6 GHz or AMD Phenom 9950 Quad Core 2.6 GHz
    • Memoria: 4 GB di RAM
    • Scheda video: 1GB ATI Radeon HD 5770, 1GB NVIDIA GeForce GTX 460 or better
    • DirectX: Versione 11
    • Memoria: 45 GB di spazio disponibile
    • Scheda audio: DirectX compatible sound card
    • Note aggiuntive: Initial installation requires one-time Internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Microsoft Visual C++2012 and 2013 Runtime Libraries and Microsoft DirectX.
    • Sistema operativo: Windows® 7, 64-bit
    • Processore: 3GHz Quad Core
    • Memoria: 8 GB di RAM
    • Scheda video: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
    • Memoria: 45 GB di spazio disponibile
    • Scheda audio: DirectX compatible sound card
    • Sistema operativo: 10.11.2
    • Processore: 2.4 GHz Intel
    • Memoria: 4 GB di RAM
    • Scheda video: NVIDIA 650ti (1GB) or AMD 5770 (1GB) or Intel Iris Pro or better
    • Memoria: 45 GB di spazio disponibile
    • Sistema operativo: 10.11.2
    • Processore: 2.7 GHz i5
    • Memoria: 8 GB di RAM
    • Scheda video: NVIDIA 700 series (2GB) or AMD R9 series (2GB)
    • Memoria: 45 GB di spazio disponibile
    • Sistema operativo: Ubuntu 14.04.2 64-bit or Steam OS
    • Processore: Intel i3-3225 3.3ghz
    • Memoria: 4 GB di RAM
    • Scheda video: NVIDIA 650 (1GB), AMD R9 270 (2GB) or better
    • Memoria: 45 GB di spazio disponibile
    • Note aggiuntive: Intel GPUs are not supported at time of release. Nvidia requires 352.55 or newer drivers. AMD requires Mesa 13.0.1 driver compiled using LLVM 3.9
    • Sistema operativo: Ubuntu 14.04.2 64-bit or Steam OS
    • Processore: Intel i7 series
    • Memoria: 8 GB di RAM
    • Scheda video: NVIDIA 960 (2GB)
    • Memoria: 45 GB di spazio disponibile
    • Note aggiuntive: Intel GPUs are not supported at time of release. We recommend Nvidia 358.16 drivers for best performance in XCOM 2

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