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(I have a long, nerdy post about my answer to this question below, but for those not interested in reading it, I'll start with the question itself.) So, what video games have you been playing this week?
I first played XCOM: Enemy Unknown in 2015, and became instantly hooked. Having completed it on Normal difficulty, I resolved to beat the game on Classic difficulty with Ironman mode enabled. "Ironman" means that each campaign has exactly one save file: if you make a mistake, you can't reload an old save. Every decision you make is final, so your only choices are to press on or start all over again.
It took me dozens of attempts and hundreds of hours spread out several years, but I finally did it. There's a specific Steam achievement for completing the game with Ironman mode enabled on Classic difficulty or higher, and only 2.2% of players have been awarded it.
Two years ago, I started playing the sequel XCOM 2 on Commander difficulty (the second game's equivalent of Classic difficulty) with Ironman disabled. The old addiction flamed within me once again. In January of this year I started playing the expansion pack, War of the Chosen, with the same settings enabled. I was about halfway through my playthrough when I resolved to match my earlier achievement: I was going to beat XCOM 2 on Commander difficulty with Ironman enabled, a goal I set out to achieve in earnest in February.
After 193 unique attempts, dozens of hours, innumerable ragequits, uninstalls and re-installs, I accomplished this goal at 11:46 a.m. yesterday. I marked the occasion with a snipe of prosecco. I'm not quite wearing a suit to play Football Manager but I'm certainly in the same ballpark.
So you finished a video game, so what? This post doesn't seem that nerdy.
You haven't seen the Sankey chart yet. I uploaded all 193 JSON save files to ChatGPT and got it to work its analytical magic.
The games in the XCOM franchise are some of the most definitive examples of the Early Game Hell trope. While most games start off easy then gradually ramp up in difficulty, XCOM is the opposite. The early game is so difficult that a single mistake can ruin your campaign, but by the end of the game you're killing enemies by breathing on them.
My own experiences bore this out. 193 unique campaigns sounds bad, but fully two-thirds of those (128 campaigns) were abandoned during the first mission, as I quickly realised that getting any rating other than "Flawless" was setting myself up for failure. A further 39 were abandoned before I upgraded my squad from ballistic weapons to magnetic, and another 19 before completing the first story mission, "Investigate Alien Blacksite". Looking at this flowchart of key story missions, once I reached the "Advent Forge Facility Assault" mission, it was pretty much game over.
Another way of looking at this is via time. In-game, the campaign starts on February 28th, 2035. 165 campaigns were abandoned before the end of March. 17 made it as far as April, and 11 made it as far as May-December. Once you can get over the initial hump, completing the game is very doable. But getting over the initial hump is really hard.
Of the 26 campaigns in which I successfully researched magnetic weapons, it took me, on average, 33.5 days to do so. Of the 7 campaigns in which I successfully completed the Blacksite mission, it took me an average of 85 days to do so. Interestingly, my very last campaign (the one which succeeded, yesterday) had the longest interval from the start of the campaign to the Blacksite mission in the dataset, just shy of four months.
But I don't want to overstate the ease of the endgame: it's not as if I did the last few missions in my sleep. The final mission, in particular, was a nail-biter. I started the mission with 7 soldiers, one of whom (my sole Ranger) was placed out of commission after only the second pod of enemies I encountered, forcing me to complete the rest of the mission with a squad of 6.* Of the 11 soldiers killed during this playthrough, two of them bought the farm during the final confrontation against the Avatars.
What did the experience teach me about
myselfXCOM 2?XCOM 2 is a deceptive game. On the surface, its mechanics seem similar enough to its predecessor that you could be forgiven for assuming that any strategies which are viable for the first game will be viable for the sequel. This is a mistake, and my first few non-Ironman playthroughs in 2024 were dedicated to figuring out the differences between them. The big one is that the developers realised that the first game's mechanics incentivised an overly slow, cautious playstyle, and took steps to rectify this. This means that "Overwatch creeping" (advancing your soldiers through the map very slowly and placing them all on Overwatch, hoping that an alien will blunder into their cone of vision) is no longer a viable strategy on any mission with a time limit, which is the vast majority of them. On a non-Ironman playthrough, the ability to save scum and reload saves means that you can cheese your way through a mission without a deep understanding of the game's mechanics, but on an Ironman playthrough, the nuances of the mechanics have to become second nature. If you were to compare my earliest attempts at an Ironman playthrough with the one that succeeded, the main differences in how I took on the tactical missions would be concentrated in the following four areas:
humanalien shields. (Forget the comparisons between XCOM [the in-game organisation] and ISIS: XCOM is Hamas.) I'm not sure if it's quite as overt as the Mimic Beacon, but I get the impression the enemy AI considers mind-controlled fellow aliens graver threats than human soldiers. The final mission was a case in point. I had killed two out of three Avatars, and killing the last one would win the game immediately. However, the game had spawned in somewhere in the region of 10-15 enemies at a chokepoint, and I did not fancy having to waste time thinning the herd before I could focus my fire on the surviving Avatar again. Fortunately, in the previous turn I had both mind-controlled a Berserker and hacked an Advent MEC. The aliens wasted their turns attacking their mind-controlled allies, allowing my soldiers to focus their fire on the Avatar and win the game.On the strategic layer, the big thing you need to unlearn from the first game is the lose condition. In the first game, if eight countries' panic levels rose too high and they left the Council, it was an immediate game over. This could lead to nail-biting situations early on, but once you got a few satellites up, most countries' panic levels would stop rising of their own accord, and the possibility of their leaving the council could could be pretty much ignored. The temptation is to analogise the panic level in the first game to the Avatar Progress metre in the second, assuming that contacting regions will prevent the aliens from making progress on the Avatar Project. This is a mistake. To incentivise more proactive play, no matter what you do, the Avatar Progress metre will always continually tick up. Contacting more regions is instrumentally useful in providing you with more income and allowing you to attack facilities when you discover them, but unlike deploying satellites in the first game, contacting regions does not prevent the Avatar Progress metre from ticking up.
You also need to learn the importance of assigning engineers to specific facilities and juggling them based on what's most important at any particular instance. I found a Steam guide which recommended that, in the top three rows of facility slots, you should place a Workshop absolutely dead centre. He was right: this is a lifesaver. By assigning an engineer to the workshop, you can assign a Workshop Gremlin to up to four of the adjacent facilities: the Workshop effectively gives you four engineers for the price of one. It's a testament to how different playing with and without Ironman are that I didn't build a Workshop at all in my earliest non-Ironman playthroughs.
Lastly, the advice to avoid making XCOM too brittle remains as useful in the second game as the first. If you look at your roster and you have <=6 high-ranked soldiers and a bunch of Squaddies, you are in a very precarious position indeed. In the more forgiving and less time-sensitive first game, this meant sending out lower-ranked soldiers on missions accompanying your more experienced soldiers, so that the less experienced soldiers could level up. But in XCOM 2, as early as April, sending a rookie into the field is a luxury you can no longer afford. To this end, one of the most important upgrades you can buy is "Wet Work" in the guerrilla training school, which increases the amount of XP your soldiers get from kills (allowing them to be promoted faster). You should also build an Advanced Warfare Centre at your earliest convenience: in addition to healing your soldiers faster, whenever a soldier gets promoted, the game rolls a dice and potentially assigns them an ability outside of their class. Thus, building this facility sooner rather than later maximises the chances of your soldiers learning extra abilities. It also means that you should buy high-ranked soldiers whenever your budget permits. In my last playthrough, by the end of the game I had something like nine Colonels (or whatever the Psi equivalent of that rank is), allowing me to send three of them on the Network Tower Assault mission and still having enough non-wounded soldiers left over to send six on the final mission.
Right. I'm done with the turn-based thing for awhile. Maybe done with XCOM for good. Here's hoping they never make XCOM 3, or I'll be spending six months trying to beat that on Classic Ironman too.
*Despite what the game says about every decision being final with Ironman enabled, a quick Google reveals that if all your soldiers are killed in the final mission, the game will graciously allow you to try again. After making such a potentially catastrophic error so early on, I was seriously considered killing my surviving squadmates and starting the final mission over, but in the end I decided just to press on. Thus my successful Ironman run is also a "pure" Ironman run, as I never had to avail of any of the exceptions to Ironman the game carves out for players.
Grats on the clear! Classic Ironman is no joke, I assume the same is true for Commander Ironman in XCOM 2. I've tried a classic Ironman run in the first game, which came to an unceremonious end in the Newfoundland mission. I knew it to be an infamous mission but hadn't played it before, so I brought my A team... which got wiped out. This kills the campaign.
Overall I think XCOM 2 is neat, but not as good as the first game. I think the theme is a lot less interesting, and I dislike the constant pressure it puts on the player, especially at the strategic layer. And I might be unusual in this, but I actually thought the end of the story in the first game was really interesting and was looking forward to seeing where they went with it... but then they abandoned it. I don't hate XCOM 2 or anything, but EU is imo the better of the two overall.
The Newfoundland one is the one in Enemy Within with theChrysalid infestation right? I beat Enemy Within on Classic difficulty, albeit without Ironman enabled.
I do think that the first game is a purer, cleaner, less cluttered experience. While some of the new mechanics introduced in the sequel were interesting, a lot of them (e.g. the special ammunition that causes damage over time) didn't add much. I also really liked the ending in the first game in howthe aliens steadily rolling out progressively more powerful enemies over time is designed to force humanity to grow and become stronger and smarter . It was a clever way of providing a believable in-universe justification for what first appeared to be a stock video game trope. Then XCOM 2 uses the exact same stock video game trope, with only the flimsiest handwave of an in-universe justification. That part at least certainly felt like a step backwards. In terms of the characters, I preferred Bradford's portrayal in the second game, but Vahlen and Shen in the first game were more likeable and timeless than their equivalents in the sequel. Shen Jr., in particular, just screams "focus-grouped 2010s androgynous girlboss character", and her presence will date the game terribly.
Yep, that's the one. It's brutal. I've read that if you know how the mechanics of the mission work it's not too bad, but going into it blind on an Ironman playthrough went very poorly indeed.
Yeah. Basically you want to keep your Sniper(s) as close to the mission exit as you can before entering the ship, but still within sight of it. Everyone else stays next to the ship without actually entering. The only soldier who actually enters the ship is an Assault, who can high-tail it out of there once they discover what's onboard. Then it's just a matter of legging it to the mission exit, ideally using both actions to move (but using the second one to kill any Chrysalids who get too close, if necessary) while your Sniper(s) pick them off from a distance. By the time you're within sight of the mission exit, there shouldn't even be any Chrysalids left within your cone of vision.
But hindsight is 20/20: the first time I played this mission it did not go smoothly. Even the description above may not be entirely accurate: I'd forgotten you have to activate the transponder aboard the ship before the countdown starts.
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