Marcel Winatschek

The Earth Already Lost, and Now You’re What’s Left

The setup of XCOM 2 is the part I keep thinking about: twenty years ago, humanity lost. Not "we’re losing, things look bad"—lost, past tense, done. The aliens won. They built cities on the ruins of our cities, established a new world order with a polished propaganda apparatus, and XCOM, the secret paramilitary organization that was supposed to stop all this, basically ceased to exist. You’re playing the remnant. A handful of soldiers on a stolen alien ship, constantly moving, constantly outnumbered, trying to build a resistance out of whatever desperate volunteers you can find.

It’s a genuinely interesting inversion of the first game, XCOM: Enemy Unknown. That one was about holding the line. This one is about what happens after the line collapses—insurgency, guerrilla tactics, operating without infrastructure or legitimacy or much hope. The tactical missions add a concealment phase at the start, meaning you can maneuver before the enemy even knows you’re there. And then someone misses a shot they had no business missing and the whole thing goes loud, and you spend the rest of the mission improvising.

There’s something in the premise that landed differently in late 2016 than it might have in another year. The game came out in February, and by December it felt almost prescient—this idea that the institutions meant to protect you have already failed, that the world has already been reorganized by forces you didn’t stop in time, and the only question now is what the resistance looks like. You play it as strategy, as puzzle, as the management of limited resources and tremendous losses. But underneath that it’s a fantasy about not giving up after the official verdict has come in.

The RNG will still betray you at 94% hit chance. Some things don’t change.