『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。
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リリース日: 2016年2月4日


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XCOM 2: Pavonis Interactive Q&A on Long War 2

Long War 2, the total conversion mod for XCOM 2, is available right now! We wanted to find out more about its creator, Pavonis Interactive (formerly known as Long War Studios). Thankfully, John Lumpkin, design lead and managing partner, was kind enough to answer a few questions for us!


Thanks for doing this, John. First, can you tell us what your exact position at Pavonis Interactive is?

We got to make up our own titles! I’m the design lead. Also a managing partner. And public relations coordinator. And rookie-killing sadist.

How did Pavonis Interactive form?

Its informal beginning was when my partner Rachel “Amineri” Norman contacted me in early 2013 with some suggestions on how to dig into XCOM Enemy Unknown's code to make grenades a little less reliable. We started modding EU and then EW together with the help of several other talented programmers. We formed Long War Studios as a company as we got to work on our own title and shortly before signing a contract to develop the release-day mods for XCOM 2. With the release of Long War 2, we are rechristening our company Pavonis Interactive to capture that our future work will range beyond modding XCOM and toward developing our own independent titles. “Long War” will be indelibly linked with XCOM.

What are you and your team most proud of in Long War 2?

We think we’ve recreated a lot of the “Long War” feel in the XCOM 2 engine, although we tried to peg full campaigns at around 100 to 120 missions, which isn’t quite as many as the original.

In your own words, can you briefly describe how you’ve changed the Strategy Layer?

We’ve made a lot of changes. ADVENT now has a certain strength in each region on Earth, and it will move troops around in response to XCOM activity. This strength will determine how hard missions will be. This encourages XCOM to build a global Resistance and strike where ADVENT is weakest, just as a proper insurgency should.

In addition, in each region you’ve made contact with, you assign Resistance members to various jobs in a Haven: scavenging supplies, recruiting more rebels and soldiers, or gathering intelligence to generate missions. Many missions have set durations, and you must send a squad to infiltrate the target site over several days. The longer you infiltrate, the fewer enemies you will face, but larger squads need more time to sneak into the mission area.

Finally, it is now possible to liberate regions entirely from ADVENT control. Doing so will grant bonuses in resource gathering and more importantly trigger the AVATAR plot missions, but ADVENT will try to take them back.

How did you conceptualize and execute on these changes? Did you always have a vision in mind or is it something you guys stumbled upon by testing out different mechanics?

The general ideas of a hit-and-run insurgency and having mission difficulty scale both with strategic conditions as well as squad size are things we’ve had from the start. The general idea behind the infiltration mechanic was to replace our fatigue mechanic from the original Long War – we want to tie up your soldiers and force you to develop a deeper roster, and frankly the infiltration mechanic works better narratively than fatigue to fulfill this purpose, especially in a guerrilla war narrative. We also wanted to make squad size something organically determined rather than a straight set of upgrades you acquire over a campaign. Now, the extra flexibility provided by bringing 10 soldiers on a mission has costs, so it’s ultimately up to the player to decide how they want to take on a mission.

In your own words, can you briefly describe how you’ve changed the Tactical Mission gameplay?

We’ve implemented, and in many cases improved on, most of the content from our prior mods . We’ve also added an additional soldier class, the Technical, who can specialize in either the rocket launcher or flamethrower wrist weapons, which are available from the start. Each of our new classes has its own secondary weapon: The Sharpshooter has a holo-targeter, the Ranger a sawed-off shotgun, the Assault an arc thrower, and the Gunner a combat knife for self-defense. (We’re allowing all classes to equip pistols.) In addition, we’ve reworked the AWC bonus perk system to give each soldier a randomized mini-tree of offensive, defensive and pistol perks they can train, but they have to spend several days in the training tube to acquire the additional abilities.

We’ve added several mission types – ambushing a troop column, attacking an ADVENT military base, and rescuing multiple rebels from a jail, to name a few. We did try to add more pitched battles alongside the timed missions.

We’ve also made officers more integral to tactical play. They have the Command ability from Long War; they also provide bonuses to soldiers whom they have been on several missions with, and they have the ability to spend the intel resource to extend the timers on timed missions.

What else? All of Alien Pack is in there, plus some new ADVENT bad guys, sometimes in pods of up to eight enemies. Uncontacted enemy pods will now behave differently, sometimes trying to flank your squad or moving to defend the objective. The Skyranger now takes several turns to arrive when you throw the flare.

Which of the new mission types is your favorite and why?

Probably a toss-up between our alternate Haven defense mission, in which you have to defend an extraction zone in the center of the map while holding off increasingly strong Alien reinforcements and rescuing your rebels, and the invasion, when ADVENT tries to re-take a region. It functions something like a retaliation mission, but in a city.

What are you and the team most proud of in your changes to the Tactical gameplay?

I polled our playtesters, led by the illustrious Tim “Bilfdoffle” Evans, and they offered the following:

  • The AWC/officer perks creating unique soldiers
  • Corpse reanimation by unactivated sectoids
  • Yellow alert and pod job mechanics
  • The coil cannon
  • All the new missions
  • Changes to evac timer and meta around stealthier missions/
  • Controlling Rebels and Civs
  • Defending the Evac
  • The new Arc Thrower

Thank you for your time, John!


The Long War 2 mod is available now as a free download through Steam Workshop for XCOM 2 on PC.

Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2. If you’re looking to enlist with the Resistance, join the 2K Forums!



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XCOM 2: Long War 2 Mod Adds New Missions on PC

Long War 2, the upcoming XCOM 2 mod for PC from Pavonis Interactive, presents a series of changes to the game’s campaign. One such change is the introduction of new tactical mission scenarios.

While engaging in operations around the globe, your XCOM soldiers will encounter new and more varied counter-operations from ADVENT forces. These new mission types support the expanded strategy layer within the Long War 2 mod and gives ADVENT new abilities like being able to spawn unlimited reinforcements during some missions.

Here are the new mission types:

  • Jailbreak – XCOM must infiltrate an ADVENT jail and rescue key Resistance members. Success increases the strength of the Resistance in that region.
  • Haven Defense – A variation on Retaliation missions where XCOM must defend Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.
  • ADVENT Base Assault – XCOM must deploy to and overtake a well-defended regional military headquarters.
  • Invasion – ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces.
  • Rendezvous – A Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers and XCOM must hunt it down.
  • ADVENT Supply Raid – XCOM must defend a supply convoy and its Resistance personnel from ADVENT attacks.
  • ADVENT Intel Raid – ADVENT attacks a Resistance listening post and XCOM must repel the attack.
  • ADVENT Recruiting Raid – ADVENT forces attack Resistance recruiters within a region. XCOM must extract those Resistance members.

Additionally, the Skyranger now takes time to arrive at a mission site for extraction in Long War 2, and ADVENT reinforcements have become more dangerous overall. Keep this in mind before deploying on one of these new missions, Commander.

Pavonis Interactive, formerly Long War Studios, is the development outfit responsible for great XCOM 2 PC content such as the “Alien Pack” and the “Perk” and “Laser Pack” mods.  

That’s it for this update, Commander. Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2. 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


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


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。

  • 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。


Mac OS X
SteamOS + Linux
    • 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.
    • 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
    • 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
    • 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
    • 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
    • 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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