Eurogamer: War of the Chosen review - Recommended
Outside of the missions themselves, you'll also be encouraged to send soldiers out on Covert Ops on the strategy layer. This usually has you sending between 2-3 soldiers out on a mission outside of your control, to gain resources, improve relationships with one of the factions, or locate the hiding place of one of the Chosen. There's always a risk that these soldiers will run into trouble and pick up injuries, or even fight off an enemy ambush (at this stage you'll need to step in and take control). And this has two quite interesting effects on your campaign, I think. Soldiers can gain experience while out on Covert Ops, which offers another way to ensure lower ranked operative are getting into shape. Which is useful, because alongside the fatigue system, relying on Covert Ops means that you won't always have access to the soldiers you want to use. More than ever, War of the Chosen encourages XCOM 2 players to manage a larger roster of troops, rather than a single squad.
If you enjoyed what Enemy Within added to the previous title, you're in for a treat. War of the Chosen makes the last game's expansion seem meager by comparison. And I bloody loved Enemy Within.
RPS: Wot I Think – XCOM 2: War Of The Chosen
In my next campaign, I’ll probably fold in a few psychics and SPARK mechs or equip everyone with weird and wonderful stuff built in the Proving Grounds. Where once my XCOM 2 squads always ended up taking roughly the same shape, next time they’ll be dramatically different to the guys I’m fielding now.
I’ve got guys who drag enemies towards them with grappling hooks, I’ve got snipers who live in perpetual stealth, I’ve got a new class of warrior/psychic hybrids who dance around the map with psionic blades and can swap places with friends or foes, I’ve got swordsmen who cannot miss, I’ve got medics with rifles that never seem to run out of ammo, I’ve got people who can make cars explode remotely, I’ve got weapons with more upgrade slots than I could possibly fill, I’ve got, basically, the Power Rangers. (No robo-animal vehicles yet, admittedly, but it feels like just a matter of time at this point).
Coupled with additions from the previous DLC and the now further-expanded tech offerings from the Proving Ground room in the base, the range of loadout options is vast, and that means we’re long past the point where a soldier was just a class.
Where XCOM 2’s campaign could feel like the drawn-out prelude to the foregone conclusion of the climactic fight, this feels like, if you’ll excuse the term, a long war.
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