XCOM® 2

XCOM® 2

XCOM® 2以單人戰術任務和移動基地發展為核心。若要將遊戲內容與預算一併考量,在Kinguin的價格為≈ HK$17.50;語言選項也可納入購買決定。

如此便能依照自己的遊玩計畫衡量是否購買,而不只是看價格。 Steam目前價格為HK$155.00;與Kinguin的優惠相比,≈ HK$137.50是相較Steam省下的金額。

正在取得全網報價
84%Steam 玩家評分8萬 則評價88Metacritic/10087OpenCritic/100
發售日期: Feb 4, 2016
Strategy · Turn-Based Combat · Tactical · Character Customization · RPG
+2·平台:Steam·波蘭 Steam 官方價~ HK$155.00去購買
XCOM 2 ASIA EN Language Only PC Steam CD Key+2·平台:Steam·~ HK$439.61-96%起~ HK$17.50(~ €1.99)去購買
XCOM 2 Standard Edition Steam CD Key+2·平台:Steam·~ HK$439.61-95%起~ HK$22.51(~ €2.56)去購買
XCOM 2 EN/DE/FR/IT/PL/ES Global+2·平台:Steam·-84%起~ HK$24.36(~ €2.77)去購買
XCOM 2 Steam Key GLOBAL+2·平台:Steam·-85%起~ HK$22.52(~ $2.87)去購買
史低 ~ PLN 15.54含 Steam 及第三方通路
正在取得全網報價
心願價
設定後,所選地區的可用報價達到或低於心願價時,會寄送電子郵件提醒。

價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$17.972023-08目前全網低價~ HK$21.19IndieGala Store距低價紀錄+18%
~ HK$137.15~ HK$257.78~ HK$378.40~ HK$499.0325-1026-0126-0426-0726-10~ HK$18.36

價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。

歷史價格以美元記錄,圖中金額按 2026-10-09 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。

01關於XCOM® 2

從移動基地復仇者號指揮XCOM,組成能力各異的小隊,在戰術任務中對抗外星統治。行動之間,你可以發展基地與裝備,同時組織抵抗力量。 玩家評價:80,223則評論中,84%為好評。

製作團隊

J
首席設計師
Jake Solomon
video game designer
作曲
提摩西·邁克爾·永利
開發
Firaxis Games · Feral Interactive (Mac) · Feral Interactive (Linux)
發行
2K · Feral Interactive (Mac) · Feral Interactive (Linux)

Steam玩家評論

84%好評極度好評80,223 Steam評論

近36個月紀錄最低價

≈ HK$17.972023-08-24 · IndieGala Store基本遊戲 · 與上方圖表相同的紀錄;美元價格歷史,並非地區Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前

遊戲模式

Steam PC版支援單人遊戲與Steam雲端。手把支援資訊未提供。

語言與語音

介面支援英文、德文、法文、義大利文、西班牙文、波蘭文、日文、簡體中文和繁體中文。英文、德文、法文、義大利文和西班牙文提供完整語音;其他列出的語言提供字幕。

03常見問題

復仇者號是什麼?

你從移動基地復仇者號指揮XCOM,並決定派遣小隊前往何處。

士兵職業有何不同?

五種士兵職業各有專屬技能樹,可依戰術計畫組建小隊。

任務發生在哪裡?

任務遍及荒野、外星人控制的城市和外星設施,地圖與目標組合各有變化。

8.5
綜合評分
外部評分84%Steam 玩家評分8萬 則評價88Metacritic/10087OpenCritic/100
畫面
7.5
音效
6.5
玩法
9.5
劇情
9
內容
9

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

評測總結

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.

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