![]() When you steal one of their weapons, they have something to say about it. They rub salt in the wound when you lose a soldier on a mission. The Advent are squawking clones The Chosen have personalities. The Chosen finally give XCOM's bad guys a voice, an identity. Evan Lahti: Their best feature is that they don't shut up. I swiftly developed such a delicious mutual dislike for the Chosen, and burning desire to mount their heads in my trophy room (another brilliant addition), that even early on I was happy to call them the best bad guys since Shadow of War's Nemesis-enabled Warchiefs. XCOM has always traded on the attachments you build with your favourite squad members, so the fact they can now be kidnapped during missions-and potentially rescued later-is a brilliant addition. Like all the best pantomime villains, the Chosen are chatty sallys-yammering on during missions, and even spilling over into the menus, telling you how much you suck and how you're doomed to failure. But although the Chosen are irritants by design, there's such a thrilling build-and-release of tension to beating them that I actually looked forward to the encounters. Prior to jumping into the expansion, I had vague concerns that being menaced on already stressful missions by super aliens would be like getting sand in your spacesuit. Literally, on many missions, but figuratively by how fun they are to fight. ![]() An excerpt: Tim Clark: I've honestly been blown away by the Chosen. As such, the editors at PC Gamer have decided to sit down and discuss the three alien amigos and how they hijack the entire game with their soldier-snatching antics. And now, with the release of the War of the Chosen expansion for XCOM 2 that introduced the recurring Chosen enemies, Firaxis too has something in that ballpark. Ever since Monolith's Middle-earth: Shadow of Mordor came out, people were wondering why more developers weren't putting Nemesis-like systems in their games. ![]()
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