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10 PC Games That Are Perfect For Steam Deck

DarrylChiu79094536712 2025.12.17 09:35 조회 수 : 0

XCOM 2 is not a game for those who think about what’s going on in a single instance. Everyone will need to think three turns ahead in every aspect of the campaign, and even then, it’s mostly about luck, creating an incredibly random experience in the process. Even from the beginning, players believing they’ll be able to keep everyone alive will run into a harsh reality check, whether they’re on the easiest or hardest difficulty settings. It’s not primarily the combat that can be difficult though, it’s the world management that can be a bit stressful. Similar to Enemy Unknown, there’s a time component to XCOM 2, ensuring you don’t take your sweet time to level up characters and accept every side mission that becomes available. There will be crucial choices to be made, but instead of ruining reputations based on countries and risking resources, these are classified as larger reaching outcomes to alien progression in the world. There’s so many systems at play that anyone could easily see themselves overwhelmed, and it doesn’t help that there’s an unfortunate lack of explanation on the various mechanics.


When Valve announced its first major venture into the console market, gamers throughout the world got excited at the possibilities it offered for playing games on the go. The Steam Deck is essentially a small customizable PC that runs on Steam OS allowing players to tap into their current library of ga

One feature that could have been great for Firaxis to implement is stealth. At the beginning of most missions, your team is concealed and unknown, so getting the drop on at least one enemy is fairly easy to accomplish. Unfortunately, there’s no way to actually keep concealment once an attack lands, so going back into the darkness to get the jump on another group of aliens is absent. As mentioned before, there are some characters such as the Ranger who has a skill that allows her to not be revealed when things go off, but after everyone in the vicinity is cleared and you progress further, enemies will instantly become aware of your position as they patrol their routine programming like nothing is going on. This is more of a half of a step rather than a full step in the right direction, something that could have benefited the core gameplay enormously. All-out war with your new alien overlords is fun, but a stealth component could have allowed for even more combat variance other than exchanging gunfire and hoping your shot hits every round.

Regardless of these occurrences, Firaxis has done sneak a peek at this site great deal to enhance the overall XCOM experience by adding variety to its combat. For example, melee is a new feature to the XCOM universe, dealing massive damage to enemies at the risk of having a character exposed out in the open. This generally does significant damage in comparison to standard projectiles, which adds a new layer of strategy outside of hunkering down or providing cover fire. This also ties somewhat into the improved character class system that allows for additional customization outside of the rather robust selection of aesthetics. Just as Enemy Unknown contained, each character has their own class tree that will be accessible based on promotions on the battlefield. The higher a character traverses in their class, the more powerful and capable they become, learning additional traits and abilities. There are some deviations from the traditional format in that the classes are specialized, and their traits feel like they provide far more assistance than ever before. For example, the new Ranger class that can wield a sword can pick up a skill that ensure concealment even after your party initiates a battle, or straight up do greater damage. Depending on their skillset, they can be completely different from a character in the same class, which can lead to some interesting pairings, especially later in the game when more party slots open up.

So the parcel will drop down in their locations with different kinds of things and different sizes to them, and they’re not all the same size, and it will pull for pools. It will be intelligent where you can say only use from these, and then on the roads it stitches down its own sub-procedural level. It’s super flexible. And again, you can make it 100% procedural or you can change it. It’s completely up to the modder and up to us as developers, like all of our stuff is procedural, even the narrative stuff. I’m really happy with that system and, getting back to your question, it really lead us to that inspiration. At the end of the day that’s what we were focused on and the modding community is great on PC. I hope it gets more robust and flexible on consoles, but that’s where it was when we made that decision.


polished-wood-chess-board.jpg?width=746&The Legend of Zelda: Breath of the Wild is regarded by some to have the greatest open-world in the genre's history. It's easy to see why, as Breath of the Wild 's map wastes little space despite its enormous size, with things to do and see around every cor