XCOM® 2

XCOM® 2

Recenzje
PC
XCOM 2 to kontynuacja wielokrotnie nagradzanej gry strategicznej XCOM: Enemy Unknown. Minęło dwadzieścia lat od czasu, gdy ludzkość przegrała wojnę z najeźdźcami z kosmosu i na Ziemi zapanował nowy porządek. Po latach krycia się w cieniu siły XCOM-u muszą wzniecić powstanie i zakończyć okupację.
84%Recenzje na Steam80,1 tys. recenzji88Metacritic/10087OpenCritic/100
Premiera: Feb 4, 2016
Strategy · Turn-Based Combat · Tactical · Character Customization · RPG
Wczytywanie ofert sklepów
Cena docelowa
Ustaw cenę docelową. E-mail zostanie wysłany, gdy dostępna oferta w wybranym regionie osiągnie tę kwotę lub spadnie poniżej niej.

Historia cen

Ostatnie 36 miesięcy · aktualizacja codzienna
Minimum historyczne~ 8,83 zł2023-08Aktualne minimum wśród sklepów~ 9,83 złIndieGala Storewzględem minimum historycznego+11%
~ 67,38 zł~ 126,64 zł~ 185,90 zł~ 245,16 zł25-0925-1226-0326-0626-09~ 9,02 zł

Ceny obejmują Steam i 39 autoryzowanych sklepów; uwzględniamy wyłącznie legalne, zweryfikowane oferty. Wykres pokazuje tygodniowe minima na całym rynku oraz oficjalną cenę Steam z ostatnich 36 miesięcy.

Historia cen jest zapisywana w dolarach. Pokazane kwoty przeliczono na PLN po kursie EBC z 2026-09-24 i mają charakter orientacyjny; to, ile faktycznie zapłacisz, widnieje na stronie sklepu.

Twórcy

J
GŁÓWNY PROJEKTANT
Jake Solomon
video game designer
Muzyka
提摩西·邁克爾·永利
Twórca
Firaxis Games · Feral Interactive (Mac) · Feral Interactive (Linux)
Wydawca
2K · Feral Interactive (Mac) · Feral Interactive (Linux)
8.5
Ocena ogólna
Oceny zewnętrzne84%Recenzje na Steam80,1 tys. recenzji88Metacritic/10087OpenCritic/100
Grafika
7.5
Dźwięk
6.5
Rozgrywka
9.5
Fabuła
9
Zawartość
9

“Timed missions and the Avatar clock strangle the turtle, turning turn-based tactics into a guerrilla war you can't afford to lose”

Nasz werdykt

It turned turn-based tactics into a war with real consequences

Plant it back on its 2016 coordinates and XCOM 2 was the undisputed benchmark for turn-based tactics that year — an 88 on Metacritic, an 87 on OpenCritic, 126 outlets folding it into the top "Mighty" tier, an Essential badge from Eurogamer, and a nomination at The Game Awards 2016. Years on, its place in the genre has barely budged an inch. What it is worth most for is the sheer precision of how its systems interlock and pull against one another. Fight well on the ground and the base hums along; let the supply chain back at the Avenger slip even slightly and the front line turns lethal in a heartbeat. Story, setting, mechanics, and sheer volume of content all cinch around one single core — the counterattack after occupation — into one taut, unbroken rope. Nothing in it feels bolted on as an afterthought; every subsystem exists because some other subsystem leans on it, and that economy of design is rarer than it sounds in a genre that loves to bury players in menus.

The squad after a campaign victory

The single hardest thing for any rival to copy

You do not spend your time in one isolated mode here. You run a war that leaves real, lingering consequences on your roster and your map. And the design that pulls tactical depth and mounting pressure upward at the very same time — the timed missions and the doomsday clock working in tandem — is precisely the thing no peer has managed to replicate in the years since. Look back at Enemy Unknown and the patient, turtle-and-grind safety it quietly allowed: this sequel strangles that comfort cleanly and completely, and refuses to ever hand it back to you. That is the irreplaceable point, and it still holds. Plenty of later tactics games have borrowed the silhouette — the cover, the percentages, the concealed opening — but almost none have dared to keep the leash this short, because a leash this short is uncomfortable, and discomfort does not test well in focus groups. XCOM 2 leans into that discomfort on purpose, refusing to file off the sharp edge that defines it, and that is exactly why it still endures today while so many of its more comfortable imitators quietly blur together in memory.

Who should buy it, and who should walk on by

So who is it really for? If you want the genuine weight of every decision, relish the emergent stories your own soldiers write in the field, and can take a steep, punishing difficulty curve squarely on the chin, it will pull you under fast and lodge you in that "one more run, I have to claw this campaign back" grip — and it is honestly very hard to shake loose. Who should give it a wide berth, then? If what you are after is relaxed puzzle-solving, if you bristle at a countdown herding you forward, and if you weigh a cutscene-dense, plot-driven narrative above all else, the sting this game hands you will likely outrun the fun. As for editions, go straight for the build that includes War of the Chosen, because that is what this game truly looks like at full strength. Worth the few dozen hours? Yes — on the one firm condition that you never once expect the road to be a smooth or an easy one, because the difficulty is not a flaw to be patched out but the entire point of the exercise.

Rozwiń, aby przeczytać pełną recenzję

Opinie graczy 0

Chętnie poznamy Twoje zdanie

Przypięte
GameGeeker

Dołącz do dyskusji i podziel się opinią o grze.

Brak opinii graczy. Oceń grę.