About six months after my glowing review of the original XCOM reboot I wrote a followup piece that comprehensively laid into the game for flaws that had become apparent on subsequent playthroughs. The aliens’ completely passive presence on the geoscape. The introduction of new, tougher enemy types being linked to your completing plot missions that had no time factor involved, allowing you to game the system by researching endgame weapons and armour before tackling any of them. An inverse difficulty curve where the first three months of the game were by far the hardest as you desperately tried to keep your rookies alive with only basic weapons and equipment. A whole host of paper tiger systems (such as panic), where the various NPCs screamed at you to play the game in a certain way in an attempt to mask the fact that playing slowly and cautiously — and liberally vomiting explosives anywhere in direct contravention of Vahlen’s instructions — would result in flawless completion of 95% of missions. The Enemy Within expansion pack alleviated some of these flaws, but it couldn’t fix the worst of them as they were baked into the very structure of the game itself. Any trulycomprehensive cure would require a complete restructure of XCOM’s systems that only a sequel could provide.