XCOM 2는 수상 경력이 있는 전략 게임 XCOM: Enemy Unknown의 속편입니다. 인류가 외계인 침략군에게 항복한 지 20년, 이제 지구 상에는 새로운 세계 질서가 존재합니다. 수년간을 어둠 속에서 숨어 있었던 XCOM 부대는 반드시 일어나 외계인의 지배를 무너뜨릴 것입니다.
최근 평가:
매우 긍정적 (1,325) - 지난 30일 동안의 사용자 평가 1,325건 중 92% 가 긍정적입니다.
모든 평가
매우 긍정적 (17,292) - 이 게임에 대한 사용자 평가 17,292개 중 80% 가 긍정적입니다.
출시 날짜:
2016년 2월 4일

로그인하셔서 게임을 찜 목록에 추가하거나, 팔로우하거나, 관심 없음으로 표시하세요.

XCOM 2 구매

XCOM 2: Digital Deluxe 구매

XCOM 2 + Steam Controller 구매

2개 항목 포함: XCOM 2, Steam Controller

Strategy Game of the Year Bundle 구매 꾸러미 (?)

2개 항목 포함: XCOM 2, Sid Meier's Civilization VI

 

최신 업데이트 모두 보기 (72)

2017년 10월 19일

Fall 2017 XCOM 2: War of the Chosen Update Deploys



The Fall 2017 update for XCOM 2: War of the Chosen is available now on PC and coming soon for Mac, Linux, Xbox One and PlayStation 4.

This new update institutes multiple bug fixes and optimizations that will facilitate a better overall experience for players. Challenge Mode has been updated to include new stats on the leaderboard, new player-to-player tracked events and retooled notifications.

Head below for the full list of changes.

Good luck, Commander. 

 

Gameplay – Strategy Layer
  • Beta Strike now is applied to XCOM soldiers if the tutorial is enabled
  • Scientists and engineers can no longer be used while deployed on Covert Actions
  • Fixed base game soldier promotion abilities not being free in the Training Center if a cross-class ability is purchased first
  • Fixed a visual issue with the inventory menu after selecting a Grenadier's utility item or grenade slot in the Hangar
  • Fixed Resistance Order card duplication
  • Fixed a navigation issue caused by empty Resistance Order card slots
  • Tutorial: Players can now re-enter the Research screen if they’ve tried to exit during the tutorial.
  • Fixed an issue that prevented soldiers from being dismissible after completing Lost and Abandoned with the Tutorial enabled
  • Fixed the conventional weapon breakthrough tech causing "+1 Damage" to display on the claymore when viewed in the Armory
  • Soldiers in the Character Pool now generate with a background
  • Scavengers Resistance Order now only applies to resource-based POI rewards
  • Weapon color defaults to 20 now instead of -1 to prevent mismatched color previews
  • Camera outline and poster display update on screen change
  • Fixed an issue with SPARKs getting permanently stuck in a wounded yet "Available" state after going on Chosen Stronghold missions
  • Fixed the Lost World Dark Event to expire correctly
  • Fixed lingering cohesion glow after creating a new bond
  • Fixed an issue where faction soldiers in the Training Center promotion screen would not appear when cycling through soldiers
  • Removed references to Resistance HQ from strategy notifications
  • Removed the ability for soldiers to gain positive traits as part of the AWC post-mission negative trait recovery mechanic
  • Soldiers on Covert Actions no longer drop their equipped items when the player enters the squad select screen
  • Fixed Rescue Soldier missions sometimes appearing with no reward if you fail it the first time
  • Adding additional text to the Reaper's Silent Killer ability description
  • Fixed weapons with mods attached not upgrading to the next tier for soldiers who are deployed on ambush-able Covert Actions
 

Gameplay – Tactical Layer
  • Chosen will be activated only if someone on XCOM team has been revealed
  • Fixed a bug where the fog of war fails to update or disappear when the player's Codex creates a clone during a mission
  • Fixed an issue where detection tiles would disappear for faction soldiers after loading a save while in concealment
  • VIPs using hunker down no longer break concealment
  • Berserk Rangers no longer attack squadmates
  • Fixed visualization of Archon patrol pathing
  • Units now take claymore damage when a claymore is detonated underneath them while on a destructible floor during tactical gameplay
  • ADVENT Priests triggering Sustain while standing in the evac zone no longer fails the mission
  • Alien Rulers get a 1.5X HP boost when Beta Strike is enabled
  • Fixed an issue where Purifiers became unresponsive after their clone made from Shadowbind was destroyed
  • Bladestorm and Retribution excludes teammates as valid targets
  • Enemy reinforcement visual indicator no longer disappears
  • Chosen can no longer turn into cocoons from Chryssalid poison
  • Spectres hit with Stasis will no longer prevent shadowbound units from recovering when the Spectre is killed
  • Fixed missing flyover for Lightning Reflexes
  • Gremlins only reveal hidden units after a hack attempt is made
  • Changed Skirmisher Ionic Ripjack stun chance to 25%
  • Darkclaw now gains the effects of equipped ammo
  • Brutal Chosen strength temporarily decreases soldier Will
  • Fixed ambient lighting not being applied in some non-tactical areas
  • Targetable enemy indicator refreshes correctly after navigating tactical menus
  • Fixed an issue where help text and other pop-ups would not trigger during the tutorial
  • Units provided by the Volunteer Army & Double Agent Resistance Orders will no longer count as units lost during a campaign
  • Updated Mimic Beacon behavior for Purifier, Priest, Spectre, and shadowbound units
  • Added AI AoE finder updates to enable AoE attacks on Mimic Beacons
  • Fixed an issue preventing Mimic Beacons from being attacked more than once by purifiers
  • Skulljack now kills units instantly if Beta Strike is enabled
  • Shredded armor no longer reappears after reloading a save
  • Fixed an issue where Skirmishers could use Wrath to move to an area, but not perform a melee attack
  • Fixed infinite visualization hang when X2Action_WaitForAnotherAction fails to receive the event trigger it is registered for
  • Fixed issue with claymores not being immediately targetable by the Reaper
  • Reduced Chosen Hunter pistol range
  • Skulljack no longer prevents a unit from becoming concealed
  • Supply Extraction loot now recovered if XCOM evacs from the mission
  • Fixed a loss of functionality caused by simultaneously entering a rescue circle and triggering a Lost pod during a Rescue Stranded Resistance Agents mission
  • Fixed crash caused by too many Lost on screen at one time
  • Restricting spawns in the corners of some parcels to prevent Chosen from being stuck if they spawn in the corner of a map
  • Slightly reducing the aim of Retaliation civilian militia and Volunteer Army soldiers
  • Shadowbound units don't get abilities granted from Sustaining Spheres.  This matches up with shadowbound units not getting built in Sustain ability from units either
  • Prevent Chosen Kidnap / Extract on special units that come from HQ via Double Agent or Volunteer Army
  • Fix for an indefinite hang when a unit gets the burning status effect when moving for a Skullmine action during tactical gameplay
  • Holy Warrior effects no longer persist after the Priest is removed from the mission
  • Chosen Sarcophagus health displays correctly after loading a save game while the shield is up
  • Bluescreen Rounds no longer affect destructibles
  • Updated Shadowbind to remove the Parthenogenic Poison from the target
  • Decoupled GameStateUnit and asynchronous pawn load requests to prevent hung levels and crashes on level load
  • Fixed crashes related to GetAllViewersOfTarget
  • Fixed crashes related to GetAllVisibleToSource
  • Fixed crashes related to GetAllViewersOfLocation
  • Fixed crashes caused by for large block of LoadMap crashes
  • Fixed GetWorldInfo crashes on RenderThread
  • FixedProtection against IsAudible crashes from effects
 

Challenge Mode
  • Added new event notifications:  5 Enemy Kills, Concealment Broken, First Soldier Wounded, Killed a Sectopod or Gatekeeper, Lost a Sectopod or Gatekeeper, and Completed Mission
  • Challenge Mode replay improvements: show the reaper roll, skip challenge points banners, disable mission narratives
  • Added user score and total players to Challenge Mode squad select screen
  • Changed Challenge events to display completion percentages of total players for an event
  • ADVENT soldiers now take an action when their shadowbound clone is killed
  • Enemy units will now move or take actions when the player Shadowbinds another enemy unit in the same pod
  • Challenge Mode replays will now automatically start playing
  • Fixed an issue where Focus drops were not occurring in Challenge mode
  • Additional score break down and stats to leaderboard
  • Consolidated the objective and enemy score decrease messages into one message when appropriate
  • Fixed an issue causing Challenges to auto-complete
 

Misc
  • Modding - Added files to improve compatibility between the game and uncooked content
  • Character Pool now checks base game and expansion directories for available pools
  • Fixed Character Pool lighting when on Stronghold shell screen
  • Fixed a crash with the Character Pool trying to access a version of a unit that no longer exists
  • Added a button to open the local Photobooth directory from the game
  • Class pose filtering is skipped when doing a memorial shot
  • Additional crash and bug fixes

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!

           
댓글 205 개 더 읽어보기

2017년 10월 18일

DESIGNING THE CHOSEN IN XCOM 2: WAR OF THE CHOSEN


In the XCOM games, you are up against impossible odds. Seemingly insurmountable hordes of alien and ADVENT forces. One thing that the Chosen bring to the fight in XCOM 2: War of the Chosen – a face to face foe. Singular adversaries that are plotting against you, the Chosen even taunt you as you try to stop them. It’s just one of the many ingenious additions to this massive expansion. We asked Lead Producer Griffin Funk what went on behind-the-scenes to make this happen.

 

One of the things the Chosen do is give the enemy a “face” beyond the mysterious elders or waves of foes your squads are up against. Was this something recognized early on in the creation of XCOM 2: War of the Chosen? What made you think of going in this direction in the first place?

 

Griffin F. There are always two stories happening in XCOM. There’s the narrative of the campaign and then there’s the personal story the player experiences in the game. We always try to advance both of those stories which can be incredibly challenging. They’re opposing ideas, so advancing one can easily take away from the other. The Chosen naturally advance both stories by existing in all parts of the game. They are named characters with personality and ideology that affect the overall story. They also directly interact with the player based on the decisions made. They fight you on the tactical layer and then play the strategy layer alongside you. 

 

What were the main objectives for the creation of the Chosen?

 

Griffin F. We wanted to give the player an adversary that felt alive. In XCOM 2, the campaign was a race against the Avatar Project clock. Players knew the Elders were in the background and were the ultimate bad guys of the campaign, but they don’t show up until the end. We thought this aspect of the game felt a little cold. We wanted them with you the whole way. The Chosen are looking for you, taunting you, and directly engaging with you. They’re basically playing the game right next to you. As you create upgrades, they’re in their base doing the same. You can check on their progress to see what they’re up to and I like to think they have a little computer where they can see what you’re doing as well.

 

Sounds a little creepy when you put it that way. What are some of the challenges that come with naming the enemy and giving it a face?

 

Griffin F. Creating a new major adversary that has a specified name, personality, face, voice, etc. that is always the same was risky. Thankfully, War of the Chosen is such a big and dynamic game that it’s not a problem. It also helped that we made aspects of the Chosen procedural like their strengths and weaknesses. This makes fighting them in two different campaigns feel incredibly different. Hell, it makes fighting them on different missions feel different.



How does this carry over into a game that’s also largely procedural?

 

Griffin F. Even though the Chosen each have a distinct personality, they’ll still perform actions that are unique to your playthrough. It’s similar to how the actions taken in a mission create a personal story between the player and their soldiers. When the Hunter hits a soldier with a tranquillizer, which leads to another soldier panicking, which leads to the soldier killing another soldier, and so forth it creates a story about the Hunter unique to that campaign. To the player, that could be the moment that defines the Hunter more so than any of the cinematics.

 

What are you basing the Chosen on beyond archetypes?

 

Griffin F. Creating the different roles for the Chosen was similar to how we create the classes for XCOM soldiers. We want the individuals to feel powerful, but make up a bigger more fearsome collective that cover manycombat styles. This helps make each Chosen feel unique and fun to play against.

 

What was the toughest decision you had to make in regards to the Chosen?

 

Griffin F. One of the toughest challenges was the balance and evaluation of the Chosen’s procedural strengths and weaknesses.  Since they were able to have any permutation of these perks, we had to work on balancing them based on pairings. Certain combinations of perks would make a Chosen an unstoppable killing machine. .

 

Really? How about an example of how one needed to be altered?

 

Griffin F.  When those perks were totally random you could get a Chosen who was both weak against and invulnerable to certain kinds of attacks like explosives, for example.

 

Have any funny anecdotes from during the creation or tweaking of the Chosen?

 

There was a funny point in development when we had placeholder VO for the Chosen. We always use people around the office willing to record for our early game scratch VO. During development you would be playing and then hear one of our incredibly nice producers, Rosie Kofsky-Schumpert, making fun of you in her most evil voice.

 

Besides a Rosie-voiced Chosen, which one has given you the toughest time while playing – and why?

 

Griffin F. I always have a small heart attack when the Assassin turns invisible and hides. Losing track of any enemy while in the midst of fighting a bunch of others is always scary.  You also know that when the Assassin hides, she’s going to come at you hard with her katana on the next turn. You either get line of sight back on her to disrupt the attack or start praying to the RNG god.

 

Any Easter eggs regarding the Chosen that people should keep an eye out for when playing?

 

Griffin F. More to keep an ear out for than an eye.  If you defeat one of the Chosen and gain their weapons, try bringing them in to combat against one of the other Chosen and you might hear them comment about your acquisition of the items or their thoughts about the fall of one of their kin.

 

 


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!

           
댓글 27 개 더 읽어보기

평가

“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

디지털 디럭스 에디션


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

게임에 대해

는 2012년 올해의 게임 상을 받은 전략 게임 의 속편입니다.

지구는 완전히 다른 세상이 되었습니다. 전 세계 수뇌부가 외계인에게 항복한 후 20년이 흘렀고, 지구 최후의 방위선 엑스컴은 숙청당해 뿔뿔이 흩어졌습니다. 엑스컴 2의 지구는 외계인이 지배합니다. 인류의 밝은 미래를 약속하는 것 같은 최첨단 도시가 건설되었지만, 그 이면에는 새로운 체제에 반대하는 사람들을 제거하는 등 사악한 계획이 도사리고 있습니다.

외딴 지역에 사는 이들만이 약간의 자유를 누릴 수 있으며, 바로 이곳에서 인류를 위해 싸울 세력이 다시 뭉치게 됩니다. 항상 외계인에게 쫓기는 엑스컴 잔존 세력은 불리한 상황에 놓여 있지만, 다시 한번 인류의 힘을 모아 외계인의 위협을 확실하게 제거해야 합니다.

  • 쫓기는 엑스컴: 한때 외계수송선이었지만 이제는 엑스컴의 이동 본부로 개조된 어벤저를 지휘하십시오. 열린 결말을 가진 새로운 게임 시스템으로 공격 루트, 도움이 되는 전력 양성과 적의 공격을 역습할 시기 등을 마음대로 정할 수 있습니다.
  • 저항군 모집: 다섯 병과가 각각의 스킬 트리를 가지고 있어 개별 전술에 특화된 병사를 양성할 수 있습니다.
  • 전술적 게릴라전: 새로운 게임 시스템으로 전투 시 전술을 더욱 유연하게 펼칠 수 있습니다. 매복해있다가 적의 정찰대를 기습하고, 적에게서 전리품을 획득하여 좋은 장비와 유물을 확보할 수 있습니다. VIP를 구출하고 쓰러진 동료를 탈출 지점으로 옮겨 구조하십시오.
  • 새로운 종류의 적: 애드번트를 포함한 강력한 새로운 외계종족이 정부의 앞잡이가 되어 엑스컴을 전술접으로 압박해옵니다.
  • 연구, 개발, 업그레이드: 어벤저에 연구실을 만들어 전투 시 유용하게 쓸 수 있는 엑스컴 능력을 개발할 수 있습니다. 개별 전술에 적합한 무기와 방어구를 연구, 개발, 업그레이드하도록 과학자와 엔지니어에게 명령을 내리십시오.
  • 독특하고 도전적인 임무들: 황야와 외계인이 건설한 도시의 심장부 등 전 세계의 임무를 수행하며 외계인의 음모를 밝혀내십시오. 무한에 가까운 맵, 임무, 목표의 조합이 이론적으로 가능합니다.
  • 커스텀 모드 생성: 커뮤니티 특화 도구로 나만의 캠페인, 전술 게임, 외계인, 병과, 전략적 특징을 생성하여 Steam Workshop(창작마당)에 공유할 수 있습니다.
  • 심도 있는 멀티플레이어 전투 랜덤 생성되는 맵 안에서 인간과 외계인을 적절히 배치한 분대를 조직하여 치열한 전투를 즐겨보시기 바랍니다.

시스템 요구 사항

Windows
Mac OS X
SteamOS + Linux
    최소:
    • 운영체제: Windows® 7, 64-bit
    • 프로세서: Intel Core 2 Duo E4700 2.6 GHz or AMD Phenom 9950 Quad Core 2.6 GHz
    • 메모리: 4 GB RAM
    • 그래픽: 1GB ATI Radeon HD 5770, 1GB NVIDIA GeForce GTX 460 or better
    • DirectX: 버전 11
    • 저장공간: 45 GB 사용 가능 공간
    • 사운드카드: DirectX compatible sound card
    • 추가 사항: 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.
    권장:
    • 운영체제: Windows® 7, 64-bit
    • 프로세서: 3GHz Quad Core
    • 메모리: 8 GB RAM
    • 그래픽: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
    • 저장공간: 45 GB 사용 가능 공간
    • 사운드카드: DirectX compatible sound card
    최소:
    • 운영체제: 10.11.2
    • 프로세서: 2.4 GHz Intel
    • 메모리: 4 GB RAM
    • 그래픽: NVIDIA 650ti (1GB) or AMD 5770 (1GB) or Intel Iris Pro or better
    • 저장공간: 45 GB 사용 가능 공간
    권장:
    • 운영체제: 10.11.2
    • 프로세서: 2.7 GHz i5
    • 메모리: 8 GB RAM
    • 그래픽: NVIDIA 700 series (2GB) or AMD R9 series (2GB)
    • 저장공간: 45 GB 사용 가능 공간
    최소:
    • 운영체제: Ubuntu 14.04.2 64-bit or Steam OS
    • 프로세서: Intel i3-3225 3.3ghz
    • 메모리: 4 GB RAM
    • 그래픽: NVIDIA 650 (1GB), AMD R9 270 (2GB) or better
    • 저장공간: 45 GB 사용 가능 공간
    • 추가 사항:
      • * 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.
      • * XCOM 2 War of the Chosen requirements differ to XCOM 2, please check the system requirements here before purchasing.
    권장:
    • 운영체제: Ubuntu 14.04.2 64-bit or Steam OS
    • 프로세서: Intel i7 series
    • 메모리: 8 GB RAM
    • 그래픽: NVIDIA 960 (2GB)
    • 저장공간: 45 GB 사용 가능 공간
    • 추가 사항:
      • * Intel GPUs are not supported at time of release.
      • * We recommend Nvidia 358.16 drivers for best performance in XCOM 2.
      • * XCOM 2 War of the Chosen requirements differ to XCOM 2, please check the system requirements here before purchasing.
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