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XCOM 2

Game3 documents

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 cover

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

Game data from IGDB.com

Documents about XCOM 2

Cover of Plot and Parcel: Procedural Level Design in XCOM 2
50 min
Game Developers Conference50 min

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.
Game Developers ConferenceFeb 2020
Cover of Exploring Hidden Stories in the World of XCOM 2
22 min
Game Developers Conference22 min

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.
Game Developers ConferenceMay 2018
Financial report1 page

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).
Take-Two InteractiveNov 2016

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