idmb22 wrote...
So, can someone point out an "objective" opinion? I mean, objectively speaking about the good and bad things of XCOM2, not just saying "I like/love it" (like my friend) or "I hate this shit" (like some people I have read over the internet).
Objective facts about this game: it is poorly optimized and buggy, as can be attested to by pretty much everyone who plays it. Anyone who dismisses or denies this reality is a corporate cock gobbling cum vacuum who needs to be suffocated by a berserker's balls (objectively opinionated opinion). It lacks controller support for everything except steam controllers. Firaxis has not distributed a patch and it has been a week since the game was officially released. A lot of this game's missions have turn timers. UFO missions have 6 turns after you lose cover. Evac missions have 12 turns. The rest have 8 turns. Retaliation missions, (i.e., terror missions), have an implicit timer that depends on resistance deaths. Defense missions have a life timer, where if the thing you need to defend is destroyed, you fail. Supply raids, project sites, and some main missions don't have limits. (Note: all turn timer information is based on commander difficulty; it's probably the same for all others.) The strategic part of the game is played against a timer as well, where if you allow the avatar project to complete, you're fucked. There are at least 3 ways to prevent its progression, but that's for you to find out. XCOMO has more enemy variety, items, and customizations options than EU/EW. The mechanics have been altered compared to its predecessor as well. Reloading doesn't end your turn, you can use stealth for ambushes, and you can hack robotic enemies as well as certain electronics for potential benefits.
That's the most objective objectivity you can ever hope to get.