Been playing a bunch more since, and here are my biggest gripes with the game (reviews have already talked at length about the good parts so i don't feel too bad being whiny):
* Performance tanks in amazing ways. Even at significantly lowered settings the game degrades so badly over time that what starts off pretty good becomes an incredible slideshow later. Even after quitting the game my PC stutters and chops for a while trying to recover. Even an event popup on the strategic map takes a second to show up as the framerate tanks. I'm not on a superb PC but it's specced for flight sims and I can run The Witcher 3 and Fallout 4 blazingly fast. It's disheartening.
* Information systems are poor. I still haven't found out what being marked means. Buying something in engineering requires resources but doesn't tell you how many of those resources you have. It's flat out poorly designed, which is odd considering the devs have been talking up the UI as one of the benefits of PC exclusivity. Mousing over a unit's name doesn't give you any indication you can click it for stats. Shouldn't the stats be an instant tooltip? It's really poor.
* Wound system is restrictive. There are so many unavoidable ways to get hurt in this game, having your guys be out of commission for 14 days because a snake man gave them a hug from across the map when they were hunkered down in full cover feels pretty lame.
* Notifications on the world map are intrusive and non stop. I'd prefer an event queue rather than this constant interruption. Repeatedly clicking on the scan button and being INSTANTLY interrupted repeatedly just doesn't feel good, it feels like being badgered. The strategic game is basically a board game this time around, but its realtime contrivances makes it feel staccato. I'd feel better about being told "this journey will take N days to complete" and then give me an update once the journey was complete, like it was my "turn", rather than repeatedly bashing this scan button to get on with things.
* The graphics can not be trusted. XCOM2 sorely needs one of two things: A "tactical" view that abstracts down the world down into the basic rules, or better "realistic" visual representation of the tactical space. XCOM2 is a board game. It treats rules as sacred and even though something looks like it shouldn't work, if it goes by the rules it's ok. For instance the hard 180 degree sweep rule to cover, where you can be at an angle where it makes no sense for the cover to apply, but according to the rules the unit you're trying to flank remains in hard cover. Other times are the game's concept of line of sight seems totally crazy, with units getting shot and spotted through walls and ceilings. It's just hard to know what the game wants me to know.
* Surprise! A lot of game mechanics seem taught by trial and error. First time I encountered a codex I had no idea that would happen when skulljacking a dude. The result was me spawning in a super dangerous enemy right in the middle of a pitched firefight and getting wrecked, even after having spent close to an hour on that mission already. The weird vortex thing the codex can spawn told me my weapons were disabled, and i figured it was an area of effect thing that i just needed to stay out of to shoot. Nuh-uh, weapons will reenable shortly even while staying in the vortex, and the whole thing just explodes after a few turns. I had no idea and the game gave me no way to know. I did not want to play more for a while after that. New mechanics are encountered a LOT in this game, it's really super dense, and I feel like most of the times I'm just upset that the game elected to put me in a bad position to learn it. I'd appreciate the tiniest bit of warning. Maybe this is me asking to be coddled a bit, but making a game a pleasure to play is also part of game design. It seems to me XCOM2 thinks I should be ok with failing and restarting my campaign with new information. But this isn't fucking Dark Souls, this is a strategy game. I finished XCOM1 on my first playthrough, and never felt wanting of information, and failures felt entirely my own. Something was lost in the transition here.
* Stun lancers and magical melee. Melee is hugely important but at the point lancers are introduced you have one maybe two rangers, and suddenly you're dealing with 6-9 lancers per mission, dudes who can run across the map and perform game-breaking feats of violence. Melee can go through some cover, but what the game considers some cover seems wildly out of whack, cue lancers killing through walls. Whenever I see them my heart sinks, and not in a "fuck this'll be tough" way, more a "fuck, remember to quicksave a lot".
In spite of this I have had excellent, EXCELLENT times with this game. I sincerely think it just needs a patch or two with some brave changes, performance fixes aside. Specifically tooltip timing and line of sight fixes would radically improve the game.
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