XCOM 2

2K Games2016PlayStation 4, Linux, PC (Microsoft Windows), Mac, Xbox One, Nintendo Switch

Turn-based tactics with deep strategic gameplay

Lengthy 30–50 hour single campaign experience

High-stakes missions with permanent soldier deaths

Is XCOM 2 Worth It?

XCOM 2 is absolutely worth it if you enjoy slow, thoughtful strategy with real stakes. It asks for focus, patience with failure, and a multi-evening commitment to finish a campaign. In return, you get gripping tactical battles, a rewarding sense of building up a resistance movement, and memorable emergent stories about the soldiers you grow attached to. The game shines for players who like planning, percentages, and long-term decisions more than flashy reflex-based action. If you’re sensitive to losing progress, dislike tough decisions with permanent consequences, or mainly want something breezy after work, this may feel stressful or punishing rather than fun. For busy adults, one campaign on Rookie or Veteran difficulty is a great sweet spot: challenging but manageable, and completely satisfying without touching harder modes. It’s worth paying full price if you already know you like strategy or loved the earlier XCOM reboot; otherwise, it’s a great sale pickup to try when you’re ready for a deeper, more demanding experience.

When is XCOM 2 at its best?

You have a focused 60–90 minutes in the evening and want one tense tactical mission plus a bit of satisfying base tinkering before bed.

It’s a weekend afternoon and you can spare a longer block, letting yourself run two back-to-back missions and push the campaign story meaningfully forward.

You’re in the mood for slow, thoughtful play with real stakes, headphones on and distractions low, and you’d rather plan and problem-solve than rely on fast reflexes.

What is XCOM 2 like?

XCOM 2 is best thought of as a season of TV rather than a movie. One full campaign on an easier or standard setting often runs 30–50 hours, so you’ll likely live with it for several weeks if you play a few nights a week. The good news is its structure works well for adult schedules. Each mission plus debrief takes roughly 45–60 minutes, creating natural session chunks. You can pause at any moment, and the game happily waits on your turn indefinitely, so interruptions from kids, roommates, or life are rarely a problem. You can also save mid-mission or between missions and stop whenever you need. The main catch is coming back after a long break: remembering your research plans, soldier roles, and campaign priorities can take a bit of effort. It’s overwhelmingly a solo, offline-friendly experience with no need to coordinate with others. If you can give it one or two focused evenings a week, it fits comfortably into a busy life.

Tips

  • Plan around 60–90 minute sessions, aiming to start and finish one mission plus some base management rather than leaving operations half-complete.
  • Try to end nights back on the geoscape with no mission in progress; it’s the easiest spot to remember your plans later.
  • If you’ll be away for a while, jot down a quick note about your next research or facility goal to reorient faster when you return.

XCOM 2 asks much more from your mind than from your reflexes. In a typical evening you’ll spend most of your time weighing tradeoffs: which soldiers to bring, how to position them, when to risk a low hit chance, and which projects to prioritize back at base. Because everything is turn-based, there’s no rush to react; you can sit and think through a turn for several minutes if you like. The flip side is that almost every decision matters, so you rarely coast on autopilot. If you try to half-watch a show or chat constantly during missions, you’ll miss details that lead to flanked soldiers or failed objectives. The game is very forgiving to look away from in a mechanical sense—you can pause anytime and nothing moves without your input—but it really shines when you can give it solid, undivided attention during fights. It’s best for evenings when you have at least an hour, low distraction, and the desire to chew on interesting problems rather than zone out.

Tips

  • If you’re tired, stick to base management and start new missions when you have fresher brainpower and fewer distractions.
  • Limit yourself to one full mission per night so decisions stay sharp and you don’t spiral after a bad outcome.
  • Mute podcasts or background TV during tactical turns; save multitasking for the geoscape and loadout screens where the pressure is lower.

Learning XCOM 2 is less about memorizing inputs and more about understanding how its systems fit together. Your first few sessions may feel rough as you discover how cover, flanking, concealment, and timers actually work in practice. At the same time, you’re juggling research choices, base construction, and a global doomsday clock. Reaching basic competence usually takes several evenings: long enough that you’ll feel a real curve, but not so long that it demands a lifestyle commitment. The payoff for getting better is substantial. As you learn to prioritize positioning, avoid reckless dashes, and focus your tech path, missions transform from messy gunfights into controlled ambushes, and your campaign shifts from barely hanging on to confidently pushing the aliens back. You never need to touch the hardest difficulties or ironman rules to feel that growth. For a busy adult, one or two campaigns can deliver a strong sense of improvement without requiring endless practice.

Tips

  • Treat your first campaign as a sandbox to learn, not something you must win; you’ll enjoy later runs more with that pressure off.
  • Focus on core habits like always ending in cover, avoiding dashes into unexplored fog, and prioritizing research that boosts weapons and armor.
  • Watch a short beginner guide or two if you feel stuck; seeing how others handle early missions can flatten the curve dramatically.

Emotionally, XCOM 2 lives in a tense space rather than a calm or explosive one. You’re not frantically aiming or dodging bullets in real time, but you do feel pressure as timers tick down and a favorite veteran ends their turn exposed. The game is built around meaningful loss: soldiers can die for good, missions can fail, and the long campaign can tilt toward defeat if you mismanage things. That weight makes victories incredibly satisfying, yet it also means a bad night of rolls or mistakes can feel rough. The turn-based nature helps keep things manageable—you can put the controller down, breathe, and think before committing to risky moves. Still, this isn’t the best choice if you’re already frazzled and looking to unwind without stakes. Expect a hum of background stress, periodic spikes of “I might lose everything here,” and big rushes of relief when desperate plans pay off. It’s great when you want drama and challenge, less so when you’re craving something soothing.

Tips

  • Start on Rookie or Veteran and allow yourself to reload mistakes until you’re comfortable with the systems and ready for harsher consequences.
  • If a mission goes badly, take a short break instead of instantly retrying; a cooler head makes better calls and keeps frustration down.
  • Avoid long sessions when you’re already stressed from work or life, as the game’s tension can stack on top rather than relieve it.

Frequently Asked Questions