『XCOM 2』は高い評価を受けた『XCOM: Enemy Unknown』の続編。人類がエイリアンとの戦争に敗れてから20年。エイリアンに支配された地球を舞台に、息を潜め生き延びてきたXCOMが人類のために立ち上がる。
最近のレビュー:
非常に好評 (1,103) - 直近 30 日間のユーザーレビュー 1,103 件中 80% が好評です。
全てのレビュー:
ほぼ好評 (15,407) - このゲームのユーザーレビュー 15,407 件中 79% が好評です
リリース日:
2016年2月4日

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最新の更新 全て表示(65)

9月15日

XCOM CHALLENGE REPORT: WEEK OF SEPTEMBER 18


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.

WEEK OF SEPTEMBER 18

 

9/18

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.

 

9/19

OBJECTIVE:  Recover the cryogenic experiments

ENVIRONMENT: Slums

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.

 

 

9/20

OBJECTIVE:  Recover ADVENT power converter

ENVIRONMENT: Waterfront

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.

 

9/21

OBJECTIVE:  Download Cryogenic Experiments from the exposed access point

ENVIRONMENT: Slums

TEAM: A team of Specialists and Skirmishers

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

 

9/22

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.

 

9/23

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.

 

9/24

OBJECTIVE: Rescue VIP from an ADVENT vehicle

ENVIRONMENT: City Center

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.

http://store.steampowered.com/app/593380/XCOM_2_War_of_the_Chosen/

               

 

 
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9月13日

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.

http://store.steampowered.com/app/593380/XCOM_2_War_of_the_Chosen/
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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レビュー

“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

デジタルデラックスエディション


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

このゲームについて

XCOM 2は2012年にストラテジーゲーム・オブ・ザ・イヤーに輝いたXCOM: Enemy Unknownの続編です。

地球はかつての地球ではありません。全世界の指導者たちがエイリアンに無条件降伏してから早20年。人類最後の防衛線だったXCOMは壊滅状態に陥り、生き残ったメンバーは各地に散っていきました。現在、つまりXCOM 2の世界では、エイリアンが地球を統治し、人類に輝かしい未来を約束する光溢れる都市を築く一方、その背後では邪悪な陰謀を推し進め、新たなる世界秩序に歯向う者たちをことごとく抹殺しようとしています。

かろうじて自由を保っているのは、辺境で暮らす人々だけです。そしてその中から、人類のために戦おうという勢力が、再び勃興しつつあります。全世界でレジスタンス運動の炎を燃え上がらせ、エイリアンの脅威を地球上から消し去る手段を見つけること。それが追われ続け、圧倒的に不利な状況での戦いを強いられてきたXCOMの残党に課せられた使命です。
  • 反撃に出るXCOM:エイリアンの補給船を改造したXCOMの移動本部、アヴェンジャーの指揮をとってください。攻撃部隊の派遣先、民衆からの支持の拡大、敵のXCOM撲滅作戦への対処など、新たなオープンエンドのゲームプレイでは、すべてがプレイヤーの判断にゆだねられています。
  • 頼れるレフスタンス戦士たち:兵士は5つのクラスに分かれており、それぞれに異なるスキル・ツリーがあります。自分の戦術プランに合う兵士を創造しましょう。
  • 戦術的ゲリラ戦闘:新たなゲームシステムでは、戦闘時の柔軟性が向上しています。潜伏状態を活用し、敵パトロール部隊を待ち伏せてください。敵を倒せば貴重な装備やアーティファクトが手に入ることもあります。VIPを救出し、倒れた同志を撤収地点まで運ぶことも重要です。
  • 新たなる敵:エイリアンの支配体制維持を任務とするアドヴェントから強力な新種のエイリアンまで、さまざまな敵との戦いでは、それぞれ異なる戦術が要求されます。
  • 研究、開発、アップグレード:XCOMの戦闘能力を向上させるため、アヴェンジャーの内部を片付け、新たな施設を建設しましょう。自分が考える戦術に合った武器やアーマーの研究、開発、アップグレードには、研究者と技術者が欠かせません。
  • 同じものが2つとない多様なミッション:辺境の原野からエイリアンが支配する巨大都市、さらには彼らの施設の深奥部まで、ミッションは世界中のあらゆる場所で展開されます。マップ、ミッション、作戦目標の組み合わせは事実上無限です。
  • オリジナルMODも作成可能:ファンのためのツールも充実。オリジナルのキャンペーンや戦術戦闘、エイリアン、クラス、戦略的機能などを作成し、Steam Workshopでシェアすることも可能です。
  • 白熱の対戦型マルチプレイヤー:人類とエイリアンで部隊を編成し、ランダムに設定されるマップでの対戦プレイを楽しめます。

システム要件

Windows
Mac OS X
SteamOS + Linux
    最低:
    • OS: Windows® 7, 64-bit
    • プロセッサー: Intel Core 2 Duo E4700 2.6 GHz or AMD Phenom 9950 Quad Core 2.6 GHz
    • メモリー: 4 GB RAM
    • グラフィック: 1GB ATI Radeon HD 5770, 1GB NVIDIA GeForce GTX 460 or better
    • DirectX: Version 11
    • ストレージ: 45 GB 利用可能
    • サウンドカード: DirectX compatible sound card
    • 追記事項: 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.
    推奨:
    • OS: Windows® 7, 64-bit
    • プロセッサー: 3GHz Quad Core
    • メモリー: 8 GB RAM
    • グラフィック: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
    • ストレージ: 45 GB 利用可能
    • サウンドカード: DirectX compatible sound card
    最低:
    • OS: 10.11.2
    • プロセッサー: 2.4 GHz Intel
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA 650ti (1GB) or AMD 5770 (1GB) or Intel Iris Pro or better
    • ストレージ: 45 GB 利用可能
    推奨:
    • OS: 10.11.2
    • プロセッサー: 2.7 GHz i5
    • メモリー: 8 GB RAM
    • グラフィック: NVIDIA 700 series (2GB) or AMD R9 series (2GB)
    • ストレージ: 45 GB 利用可能
    最低:
    • OS: Ubuntu 14.04.2 64-bit or Steam OS
    • プロセッサー: Intel i3-3225 3.3ghz
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA 650 (1GB), AMD R9 270 (2GB) or better
    • ストレージ: 45 GB 利用可能
    • 追記事項: 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
    推奨:
    • OS: Ubuntu 14.04.2 64-bit or Steam OS
    • プロセッサー: Intel i7 series
    • メモリー: 8 GB RAM
    • グラフィック: NVIDIA 960 (2GB)
    • ストレージ: 45 GB 利用可能
    • 追記事項: 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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