XCOM® 2
PC
XCOM 2是獲得最傑出遊戲獎的策略遊戲XCOM: Enemy Unknown的續作。自從人類敗給外星入侵者之後已經過了20年,地球上已經建立起了新的秩序。在暗處中蟄伏多年的XCOM殘存勢力必須崛起并將外星人驅逐出地球。
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
Fetching prices across storesComparing current offers from Steam, official stores, and partners
心願價
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價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$17.962023-08目前全網低價~ HK$20.32IndieGala Store距低價紀錄+13%
~ HK$137.11~ HK$257.69~ HK$378.27~ HK$498.8625-0925-1226-0326-0626-09~ 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 2026-09-16 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。

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)
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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