![]() It's all very heavy-handed with everyone getting quasi-religious, the faction heroes about their struggle and the Chosen about their Elder masters. ![]() The Chosen kind of feel like they walked straight out of Warcraft, and both they and the new faction heroes talk and act like they're from a Saturday morning cartoon. I couldn't help but feel like the writers rather wished they were doing fantasy instead of sci-fi this time. The writers of this DLC clearly like these characters a lot, as they do a whole lot of trash-talking, either during missions or inbetween, as they mock you long distance. Though you'll be forced to put them down, they'll teleport out and unfortunately don't require the kind of recovery time your wounded soldiers do before they make a reappearance. The game tends to give you ample warning if they might show up on a mission, but get ready to see them a LOT. Since the amount of space in the Avenger is the same, this means you'll have to consider even more carefully where and what to build, and what not.Īside from the factions and the heroes they send your way, there's the titular Chosen - three humanoid alien brawlers who will taunt and harass you through missions. There's also a mandatory building added in the form of the Resistance Ring, to keep track of your Covert Actions with the various factions. There's a slight adjustment to the Buildings, too, with the caring for the wounded no loner being done from the Advanced Warfare Center, but from the new Infirmary, which can also cure their mental issues. Your soldiers, if they spend time in combat together, also have a chance of developing bonds, which provide them with little bonuses and special actions if they're fielded together. All in all, I find it requires you to keep a bigger pool of regulars around than in the base game. Combat actions tucker your soldiers out, requiring you to leave them at base to keep them stable. It's a mechanic that's more likely to pop up if your Soldiers are Tired, which is a new feature similar to the Wounded state. It rather reminded me of the Quirks from Darkest Dungeon. Now, your soldiers have a whole host of traumatic problems they can suffer, which might for instance make them Hunker Down out of caution or attack on sight out of paranoia. Before, soldiers under fire could end up with the 'Shaken' status, which would lower their Will and make them more susceptible to Psi attacks, Panic and other ailments. Speaking of your soldiers, a series of new features get introduced to perhaps get you more attached to them, so as to make it hurt more if you lose them. This last one's an especially strange and unsettling feature, as your soldiers may return wounded, get captured, or trigger special ambush missions where they have to fight their way out. You'll have to work with the factions, in the form of completing special missions for them AND lending them use of your soldiers in order to gain their trust and further advantages. These factions, as you might imagine, introduce three new soldier classes with new abilities to unlock. War of the Chosen introduces three factions separate from XCOM that have been fighting the Advent forces. ![]() Still, though, the experience is different enough to be worth it. Having just played through the game twice (once vanilla, and once with the Alien Hunters and Shen's Last Gift DLC), I was initially a bit disappointed to find I was going to have to stop the Avatar Project yet again, because War of the Chosen is, once again, the base game with different DLC content woven through it. When I bought the XCOM 2: War of the Chosen DLC in a bundle, I figured it was a short sequel set after the XCOM 2 story, since it launches separately from the main game.
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