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You now must move around a map of the earth to complete various objectives and make contact with other resistance cells. Some attempt at characterization is made on a couple of the staff members in your base, but the hammy voice acting and writing mean these elements are serviceable at best, and the story remains of secondary importance here. The story is told through some occasionally over-long cutscenes that serve to vaguely contextualize your missions. You are in command of a huge mobile airship that serves as the main operating base for the human resistance.
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XCOM 2 takes place well after the events of Enemy Unknown, with the aliens having seized control of the earth and its populace. The main structural change in the campaign is tied to the narrative. Both aspects of the game have seen significant changes. When it comes time to fight, you will go into a turn-based mission where you order a squad of 4-6 soldiers to move around and shoot at things in service of completing a variety of objectives. You fiddle around with managing a base, where you must worry about research, building new structures, recruiting soldiers and managing resources. The broad strokes of XCOM 2’s campaign mirror those of previous entries. Some missions force you to extract all soldiers individually if you want them to escape
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