XCOM 2
3 documents in the library are about XCOM 2, from writers such as Game Developers Conference and Take-Two Interactive, the newest from 2020. Each has a summary and key insights with the page they come from.

XCOM 2 is the sequel to XCOM: Enemy Unknown, the 2012 award-winning strategy game of the year. Earth has changed and is now under alien rule. Facing impossible odds you must rebuild XCOM, and ignite a global resistance to reclaim our world and save humanity.
- Released
- Feb 4, 2016
- Developer
- Firaxis Games
- Publishers
- 2K Games, Feral Interactive
- Genres
- Role-playing (RPG), Simulator, Strategy, Turn-based strategy (TBS), Tactical
- Platforms
- PlayStation 4, Linux, PC (Microsoft Windows), Mac, Xbox One, Nintendo Switch
- Links
- Wikipedia
Game data from IGDB.com
Documents about XCOM 2
Plot and Parcel: Procedural Level Design in XCOM 2
The transition to a procedural level design architecture in XCOM 2 represents a strategic shift toward modularity to address the high labor costs and limited replayability associated with handcrafted environments.
- Firaxis transitioned XCOM 2 to a procedural level system using 'Plots' (the map layout), 'Parcels' (the building blocks), and 'PCPs' (Procedural Content Parcels) to eliminate environment art as a production bottleneck.
- To ensure consistent gameplay and movement, the team adopted a 'base 8' grid system for all assets and a 'one-wide rule,' which mandates two empty tiles between object clusters to prevent camera blocking and ensure freedom of movement.
- The team implemented a biome-swapping system that allowed temperate maps to be converted into arid or tundra versions on-the-fly, reducing the required maintenance of unique map files by two-thirds.
Exploring Hidden Stories in the World of XCOM 2
Environmental storytelling serves as a critical tool for enhancing player immersion in tactical strategy games, particularly within the procedural constraints of XCOM 2.
- To manage the complexity of 508 level components across 174 core levels in XCOM 2, the team utilized a modular 'plot and parcel' system that allowed levels to be rotated 360 degrees and adapted for different biomes and weather conditions.
- Environmental storytelling can be achieved by assigning specific characters and backstories to generic props, such as using flower pots to create a 'Flowerpot Man' narrative that landmarks rooftops across slum levels.
- When working with limited resources, designers should prioritize creating 'micro-stories' using existing assets rather than relying on unique, high-cost set pieces that require significant development time.
Take-Two Interactive Form 10-Q: Q2 FY2017
Take-Two Interactive’s financial performance for the second quarter of fiscal year 2017 reflects a strategic pivot toward digital distribution and recurrent consumer spending.
- Take-Two's 1.00% Convertible Notes became eligible for holder conversion as of October 1, 2016, after the company's common stock price exceeded 130% of the conversion price for at least 20 of the 30 trading days ending September 30, 2016.
- Selling and marketing expenses rose by $25.3 million for the three months ended September 30, 2016, and by $50.9 million for the six months ended September 30, 2016, driven primarily by advertising spend for titles including Mafia III, BioShock: The Collection, XCOM 2, and NBA 2K17.
- The company is preparing for upcoming accounting changes, specifically FASB ASU 2016-09 regarding stock compensation (effective April 1, 2017) and ASU 2016-02 regarding lease accounting (effective April 1, 2019).