
"Firaxis delivers a fantastic sequel in many regards, but a large assortment of technical issues plague the overall experience."

XCOM 2 is set 20 years after the events of the previous game. A future in which the human race has lost the war against the invading alien forces of XCOM: Enemy Unknown, and is now under their rule.
Despite releasing the previous game on PC and consoles, the developers originally stated that XCOM 2 will be exclusive to the PC and will include mod support. The console version was officially announced on June 7, 2016 and was released in September 2016.
Since the release of XCOM: Enemy Unknown, the game's creative director Jake Solomon and his team have been working on a "must-have" list of key features, such high-fidelity characters and environments, better destruction, physically based rendering and the main feature procedurally generated environments and maps. Solomon wanted to include procedurally generated maps in the previous game, but due to restrictions such as time, resources and the limiting capability of console hardware, it was left out in the final game.
"It came down to a question of ... If we do this, if we do procedurally generated maps, they (engineer team) said that they were going to look like shit... It wasn't going to look like any of the other games. I mean, we're not trying look better than every other game out there, but it wouldn't have even looked comparable." - Solomon (2013), Polygon Interview.
Producer Garth DeAngelis has stated that due to the development teams size and their main familiarity being as PC developers, it made sense logistically to focus on a PC-only release.
XCOM 2 was developed on a customised version of Unreal Engine 3.
