Skip to main content
GamesRadar+ GamesRadar+ The Games, Movies, TV & Comics You Love
flag of UK
UK
flag of US
US
flag of Canada
Canada
flag of Australia
Australia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • The Big Preview
      • On The Radar
      • Future Games Show
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Superhero Movies
      • Action Movies
      • Sci-Fi Movies
      • Anime Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
    • Newsletters
    • Total Film
    • Retro Gamer
    • Newsarama
Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • The Big Preview
      • On The Radar
      • Future Games Show
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Superhero Movies
      • Action Movies
      • Sci-Fi Movies
      • Anime Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
    • Newsletters
    • Total Film
    • Retro Gamer
    • Newsarama
Total Film
Gaming Magazines
Gaming Magazines
Why subscribe?
  • Subscribe from just £3
  • Takes you closer to the games, movies and TV you love
  • Try a single issue or save on a subscription
  • Issues delivered straight to your door or device
From$12
Subscribe now
Trending
  • PS5 State of Play
  • Ghost of Yotei
  • Battlefield 6
  • New Games for 2025
Don't miss these
Third Person Shooters Mass Effect veteran says open-world bot flop Anthem gained momentum within EA because the pitch was "what if BioWare game but it could do FIFA numbers?"
Anthem
Third Person Shooters "It isn't Destiny. It isn't Borderlands. It isn't Mass Effect": Ex BioWare lead says Anthem's vision for "the future of storytelling" struggled to come together because it had "no one really clearly saying what it is"
The Outer Worlds 2
Action RPGs The Outer Worlds 2 dev says "it was quite a shock" to get bought by a giant corporation like Microsoft while making a game about how evil giant corporations are
Moonbreaker
Games Subnautica 2 publisher says the studio's previous game was a "failure" – a strategy game that's nothing like Subnautica and peaked at under 1,000 Steam players
Perfect Dark screenshot showing a close-up of the new Joanna Dark character model, voiced by Alix Wilton Regan with Elissa Bibaud lending visual likeness
Action Games Perfect Dark: Everything we know about the canceled Xbox exclusive
Anthem
Third Person Shooters Former BioWare exec says Anthem's storytelling failed because it was "treating everyone as if they were the same protagonist," but Borderland succeeds because "the storytelling spreads" across all players when they split up
Strategy Games Weeks after BioShock layoffs, 2K axes employees at Civilization and XCOM developer Firaxis for "adaptability, collaboration, and creativity," which is a pretty cold way of acknowledging the reported dozens of job losses
Helldivers 2 soldier in intro animation with shocked expression
Third Person Shooters Helldivers 2 players are blaming everything from bugs, to the other kind of bugs, to Arrowhead itself for them failing the latest Major Order: "The caves did things and it was not pretty"
Subnautica 2
Survival Games Subnautica studio co-founder speaks on "shock" dismissal, says "we know that the game is ready" – "To find that I'm no longer able to work at the company I started stings"
Battlefield 3
Battlefield Battlefield 3 was originally "more of an MMO" before the Bad Company 2 devs took over, but they made good use of the "leftover" assets to help build the campaign
BioShock
Bioshock BioShock publisher 2K reportedly shelves remake, dumps BioShock 4 leaders after failed internal review: "We have a good game, but we are committed to delivering a great one"
A screenshot of three Borderlands characters in Borderlands Game of the Year Enhanced.
Borderlands Borderlands 4 could have looked very different – the OG RPG initially had realistic visuals that were too similar to Fallout 3, so Gearbox "rebuilt the whole game" after 2 weeks of experimenting led to its iconic comic style
anthem
Action RPGs Former BioWare producer says a lot of Anthem's problems "come from a misunderstanding about multiplayer games," which the Mass Effect leadership team weren't equipped to deal with
A soldier in a jungle setting and a bandana in Call of Duty: Black Ops
Call of Duty Cancelled Call of Duty: Fog of War would have had you playing hide and seek with a B52 bomber crashing in "a scary version of Vietnam"
Fallout Former Bethesda exec Pete Hines "hated the confusion" around The Elder Scrolls studio "making a new game, and everybody thinking, 'Oh, it's Todd Howard's team'"
  1. Games
  2. Action

The evolution from the XCOM FPS to The Bureau: XCOM Declassified

Features
By Hollander Cooper published 26 July 2013

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Evolution

Evolution

When XCOM was revealed in 2010, it had more in common with BioShock than it did with 1994's UFO Defense. The moody first-person shooter was being made by 2K Marin--the developer behind BioShock 2--and tasked players with investigating a strange alien threat invading rural America in the 1950s. But after its reveal, the developers went silent for a year... until showing it off again as a hybrid first/third-person shooter. Just as before, the reveal was followed by silence, and speculation that the "XCOM shooter" was secretly cancelled.

But it wasn't. On the contrary--2K Marin was hard at work, changing and iterating the shooter, molding it into a different game. The developer's goal was to give gamers a unique XCOM experience, not from the perspective of a commander from the sky, but as an agent on the ground. Eventually, this became The Bureau: XCOM Declassified. What happened during those periods of radio silence between announcements? We sat down with UI Art Lead Pat Guarino, who gave us the answers with an exclusive look at the transition of XCOM to The Bureau.

Page 1 of 15
Page 1 of 15
In 2010 it was a first-person shooter

In 2010 it was a first-person shooter

If you've been following The Bureau, you know that it began as the simply named XCOM--the latest attempt to reboot a classic franchise into something that would resonate with modern audiences. This was before Firaxis' XCOM: Enemy Unknown was even announced, mind you, and the tactical franchise hadn't been relevant in a long while. But even in this adolescent state, with a first-person camera angle and a focus on shooting enemies in the face, you could see what the developers were attempting to accomplish.

You'd control Agent Carter in first-person, doing most of the work yourself as your two squadmates (with avatars on the bottom left) tried to stay out of your way. You had basic control of them with the d-pad, as noted by the icon on the left, but Guarino says that they weren't all that useful. You couldn't micromanage them, and to tell them to shoot an enemy you'd have to aim and hit a button; at that point, you could've just shot at it yourself. It was too hectic, and not at all rewarding.

Page 2 of 15
Page 2 of 15
A radial was added to make the commands more useful

A radial was added to make the commands more useful

Things weren't working in 2011, and the developers began researching new ways to allow the player to feel in control of both themselves and their allies. Introducing: the radial! You'd still be in first-person mode throughout the game, but you'd be able to hit a button and pull up a menu that gave you control of individual agents. These agents were given specific powers and abilities that you could assign as you saw fit.

But there was a problem. While pulling up this menu provided more control, it also forced you to plan too far ahead. If you wanted to tell an ally to throw a grenade at an enemy, you had to target the enemy, pull up the radial, and then assign them to throw it. There was also the issue of the other agents not really feeling present in XCOM--instead, Guarino said that it felt like you simply had "left hand abilities and right hand abilities." Your teammates avoided you, so assigning one to use an ability would result in an attack flying in from the periphery--it was like you had magical abilities that would shoot in from off-screen.

Page 3 of 15
Page 3 of 15
Giving the radial a personality

Giving the radial a personality

The first redesign of the radial consolidated abilities and added a human element that players could sympathize with. With the names, faces, and abilities of the agents displayed on the screen, players would know that they had allies, not superpowers. The abilities were also grouped into sections instead of simply being spread around the wheel, cleaning up screen clutter.

But it still wasn't enough. Though you'd feel connected to your teammates, you still had to plan too far ahead to use them. It also didn't really fix the issue of you never interacting with your allies, since seeing a still image isn't really as important as seeing them in the actual world.

Page 4 of 15
Page 4 of 15
Hybrid first/third-person gameplay and Time Units

Hybrid first/third-person gameplay and Time Units

XCOM slowly began to evolve into The Bureau in the middle of 2011 with flashes of third-person gameplay. In this iteration, when you'd enter Battle Focus (the name given to the screen where you could assign abilities), you'd transition to a behind-the-back view. Third-person Battle Focus gave you a much better view of the battlefield and your teammates, and let you actually move around to assign skills--fixing many of the issues that plagued the game up until this point.

Time Units were also added, further enhancing the tactical side of XCOM and moving away from the run-and-gun tactics of the 2010 version. Time Units were a shared team resource that worked essentially like a mana pool: All of your agent's abilities would cost Time, meaning you needed to carefully decide when to use certain skills lest you eventually run out. They'd replenish as you fought, but drain as you used Battle Focus to command your units.

Page 5 of 15
Page 5 of 15
Total third-person comes in 2012

Total third-person comes in 2012

After E3, 2K Marin started to flesh out a lot of the gameplay elements, going back to the drawing board on some concepts that had been with the game for years. The radial was abandoned and replaced with the ability to switch between squadmates when in Battle Focus mode. Being able to change your viewpoint made it easier to mix abilities together, necessitating a larger Time Unit pool to draw from. Carter was given some abilities, too, making him more than just a pair of boots with a rifle.

But the most drastic change came with the total abandonment of first-person. Battle Focus became a larger focus, so it made less sense to randomly have players jump into first-person to take pot shots at aliens. This switch might've moved the game away from the atmospheric, cinematic scenes seen in earlier demos, but it made sense from a gameplay perspective.

Page 6 of 15
Page 6 of 15
Changing perspective opens the door to new abilities

Changing perspective opens the door to new abilities

Up until the switch to third-person, abilities would automatically fire from an agent when the player hit a button. Switching to third-person--and allowing you to swap between characters--solved this. Suddenly, 2K Marin could create new abilities for the agents to use. Agents' abilities would be cone effects, have different ranges, and attack an area of the map.

Positioning also became more important, as you'd need to make sure your agents were in the right spots before attempting to combo a bunch of different abilities. The UI was redesigned once again, removing the large blue bar and trying to further integrate Battle Focus with the regular gameplay.

Page 7 of 15
Page 7 of 15
Late in 2012, things got weird

Late in 2012, things got weird

So, yeah, this happened. "We didn't want to say no to any idea just because we hadn't done it yet," Guarino explained. "We wanted to try and figure out what the best solution was for this mode. The left side/right side radial wasn't cutting it any more." The squad leader's information was moved to the bottom of the screen and the other agent's views were moved to the top.

Switching to squadmates would still have you swap to their perspective, but it was all up in the sky. This mode allowed for increased tactical depth, since you'd be able to see more of the world when in Battle Focus. It was a huge departure from the previous game, but it worked well at first.

Page 8 of 15
Page 8 of 15
More top-down experimentation solved many problems

More top-down experimentation solved many problems

Besides adding tactical depth, the top-down view simplified a lot of the mechanics 2K Marin had struggled with. Moving units around was as simple as pointing from above where you wanted them to go, and queuing up commands was easier than ever. Everything was context-sensitive, too--all you'd need to do is move the reticule around the battlefield and click on stuff. Clicking on an enemy would pull up different attacks; clicking on an agent would display their abilities. Changing between agents didn't matter, since you were in control of an eye in the sky. But as interesting as it was, it also moved far away from the intent of the game. From its conception many years earlier, XCOM--this XCOM--was about Agent Carter giving commands to squadmates from the ground. Suddenly, it was a real-time strategy game with third-person shooting. This switch was also a nightmare for the art team, who had spent several years building objects that were never really meant to be seen from above.

Page 9 of 15
Page 9 of 15
Return of the radial (and third-person)

Return of the radial (and third-person)

Dreams of a top-down XCOM shooter were dashed near the end of 2012, and the team went back to some of the already proven elements: the radial Battle Focus menu, and the third-person view. Experimenting with other UI options and camera angles taught the developers a lot, and they used these lessons to create a slicker, easier-to-use menu.

Guarino said that, at this point, 2K Marin finally thought it was close to the version that was going to ship. You were controlling one person at a time, but you could switch between agents in Battle Focus mode--and there was a consistent UI, which helped keep everything cohesive. Time Units were still in, but they were no longer a shared resource. This allowed players to build complex plans using multiple abilities and multiple agents.

Page 10 of 15
Page 10 of 15
But there was a problem...

But there was a problem...

Everything was in place--you could queue up commands, everyone had their own Time Units, you were always seeing your squadmates, and everything was great. Technically. Once the controller was in people's hands, though, 2K Marin noticed a problem: no one was switching between agents, even with the giant "SWITCH AGENT" thing at the bottom of the screen.

According to Guarino, players would enter Battle Focus during a hard battle, use a power, and then watch it happen. They could switch and use another power, but they just wouldn't. The few brave individuals that actually took the time to switch complained that it was too slow and inhibiting--there were too many things buried under too many menus.

Page 11 of 15
Page 11 of 15
For every problem there's a giant, radial solution

For every problem there's a giant, radial solution

XCOM was almost there, but there were still a few hurdles in the way. At this point, 2K Marin decided to simplify things--Time Units were abandoned entirely, replaced with cooldown timers that accomplished the same goal. You also no longer switched between agents, instead just changing to their perspective when you moved over to their section of the radial menu. Everything was more organic.

But even after some of the UI elements were cleaned up, it was still too cluttered. Every agent could have six abilities by the time they were at level cap, meaning the radial could have 18 abilities at once. This made it hard to select anything with the analog sticks--a basic, but important issue.

Page 12 of 15
Page 12 of 15
The final piece: the incredible shrinking radial

The final piece: the incredible shrinking radial

And here's the solution: a radial menu that can grow or shrink depending on where you're focused. Moving the analog stick to the left would expand that section to take up the left half of the wheel, giving you plenty of room to select an ability. Move back to the other side, and the camera would switch as well, going over to the agent you were selecting.

This solved a bunch of problems. With the unified wheel (and the growing and shrinking radial) you could use agent abilities easily, switch between them easily, and see the world from their perspective easily. The pulse of the radial growing even corresponded with the camera moving, adding a nice effect that helped fully sell the experience.

Page 13 of 15
Page 13 of 15
Introducing The Bureau: XCOM Declassified

Introducing The Bureau: XCOM Declassified

And here we arrive at the current-day, and the version of XCOM that will ship in August. The name was changed to The Bureau: XCOM Declassified, and the UI was cleaned up. The portraits were removed from both the radial and the bottom of the screen--since you were mostly looking at the back of their heads in-game, it didn't really add any valuable information. Instead, 2K Marin focused on color coding, a method it found even more helpful, to create the game that exists today.

So, did it work out? Is XCOM Declassified a better game than the XCOM shooter was going to be? We have no idea, but we know that you'll be able to decide for yourself next month when the game is released for PC, Xbox 360, and PS3.

Page 14 of 15
Page 14 of 15
Revolution

Revolution

For years, we've wondered what happened to the XCOM shooter, and why 2K Marin decided to make such drastic changes to something that, honestly, looked fine. While we're not totally sure the new direction is the one we'd have picked (we were really looking forward to BioShock in rural America with aliens), we definitely understand why it happened. What about you? Do you appreciate this look behind the curtain?

And if you're looking for more looks into the other side of gaming, check out the top 7 cancelled games we wish we could play and 7 games we hope aren't cancelled.

Page 15 of 15
Page 15 of 15
CATEGORIES
PC Gaming PlayStation Xbox Platforms
PRODUCTS
XCOM: Enemy Unknown The Bureau: XCOM Declassified
Hollander Cooper
Hollander Cooper
Social Links Navigation

Hollander Cooper was the Lead Features Editor of GamesRadar+ between 2011 and 2014. After that lengthy stint managing GR's editorial calendar he moved behind the curtain and into the video game industry itself, working as social media manager for EA and as a communications lead at Riot Games. Hollander is currently stationed at Apple as an organic social lead for the App Store and Apple Arcade. 

See more PC Gaming Features
Read more
Mass Effect veteran says open-world bot flop Anthem gained momentum within EA because the pitch was "what if BioWare game but it could do FIFA numbers?"
 
 
Anthem
"It isn't Destiny. It isn't Borderlands. It isn't Mass Effect": Ex BioWare lead says Anthem's vision for "the future of storytelling" struggled to come together because it had "no one really clearly saying what it is"
 
 
The Outer Worlds 2
The Outer Worlds 2 dev says "it was quite a shock" to get bought by a giant corporation like Microsoft while making a game about how evil giant corporations are
 
 
Moonbreaker
Subnautica 2 publisher says the studio's previous game was a "failure" – a strategy game that's nothing like Subnautica and peaked at under 1,000 Steam players
 
 
Perfect Dark screenshot showing a close-up of the new Joanna Dark character model, voiced by Alix Wilton Regan with Elissa Bibaud lending visual likeness
Perfect Dark: Everything we know about the canceled Xbox exclusive
 
 
Anthem
Former BioWare exec says Anthem's storytelling failed because it was "treating everyone as if they were the same protagonist," but Borderland succeeds because "the storytelling spreads" across all players when they split up
 
 
Latest in Action
Hollow Knight: Silksong needle master cutscene
Team Cherry publishing boss advises concerned Silksong players to report scam ad spoiling the final boss and promising a magical world where you can download games without internet
 
 
Two bikers posing with a revolver and a motorbike in Grand Theft Auto 6 area Ambrosia
Rockstar co-founder Dan Houser confirms GTA 6 is "not going to be a story I wrote," but "I think it's going to be exciting"; "I think the world's probably had enough GTA from me"
 
 
Red Dead Redemption 2 screenshot showing the silhouette of a man with a cowboy hat on horseback, a glowing sun seen behind him
Red Dead Redemption 2 "was the best thing" that Rockstar co-founder Dan Houser worked on, not GTA 5: "The best single realization of open-world storytelling thematic consistency"
 
 
Hollow Knight Silksong screenshot of Hornet sitting shocked in a chair
Elden Ring saxophone slayer is "almost done" playing Silksong with his improbable controller, skillfully doot-ing his way through one of the most painful platforming sections
 
 
Possessor(s) screenshot of white haired girl Luca with green horns
A merciful distance from Silksong, gorgeous dystopian Metroidvania with Smash Bros combat, a veteran team, and a director who hates the word Metroidvania gets November release date
 
 
Crowsworn trailer showing red witch doctor
Now that Silksong is out, we can obsess over this Hollow Knight-flavored Metroidvania that had a huge Kickstarter 4 years ago, and the devs are ramping up the teasers
 
 
Latest in Features
Black Ops 7 screenshot
How Treyarch is redefining what Call of Duty can be with Black Ops 7: "Where we're taking this game is so drastically different from a lot of the things we've done before"
 
 
Chenxiu wields a rocket launcher while wearing sunglasses in Ananta, from the PlayStation gameplay trailer
Ananta isn't just a free anime take on GTA, but folds in Spider-Man style swinging and Uncharted levels of action that I've enjoyed playing
 
 
Skate screenshot of a skater with knee high socks, shorts and a jumper doing an ollie
Ignore the haters, Skate might have finally found the perfect formula for a skateboarding game in 2025
 
 
The Outer Worlds 2 screenshot showing a large market with corporate advertisements
Big Preview: The Outer Worlds 2 – Exclusive access and hands-on with the quirky sci-fi RPG
 
 
Halloween: The Game
Oh, so Friday the 13th: The Game devs moved on from the lawsuit by just making the same game but with Michael Myers from Halloween, and you know what, hell yeah
 
 
The cast of Critical Role Campaign 4 with miniatures and books, divided by thick white lines
Critical Role Campaign 4 is told like Game of Thrones with multiple storylines, and Matt Mercer says it tackles fantasy narratives in a "much more realistic way"
 
 
  1. Playing Ghost of Yotei and riding through an autumnal forest with red leaves
    1
    Ghost of Yotei review: "One of the first PS5 games to feel truly boundary-pushing, this hyper violent samurai revenge quest truly hooked me"
  2. 2
    Hades 2 review: "Impeccable combat and flawless characterization across a huge roster make for a follow-up that surpasses even its excellent roguelike predecessor"
  3. 3
    EA FC 26 review: "Ultimate Team's huge, divisive changes have me torn – FIFA's successor has moved away from serving football purists"
  4. 4
    Final Fantasy Tactics: The Ivalice Chronicles review: "Fantastic tweaks elevate a classic while leaving its spirit intact – this seminal tactical RPG has never been better"
  5. 5
    Baby Steps review: "If you craved a tougher hiking challenge than Death Stranding, this is for you – though prepare to get dropped from many great heights"
  1. Leonardo DiCaprio as Bob in One Battle After Another
    1
    One Battle After Another review: "One of the best studio movies in years and an instant classic"
  2. 2
    The Conjuring: Last Rites review: "Not bold or memorable enough for the Warrens' final chapter"
  3. 3
    Demon Slayer: Infinity Castle review: "Roars past Mugen Train as Demon Slayer's best adventure yet"
  4. 4
    The Long Walk review: "One of the best Stephen King adaptations ever made"
  5. 5
    Frankenstein review: "A classy, if somewhat safe, adaptation"
  1. Yelena Belova, Kamala Khan and Blade Knight in Marvel Zombies
    1
    Marvel Zombies review: "A fun expansion of the What If episode with delightful MCU Easter eggs and truly gross R-rated kills"
  2. 2
    Gen V season 2 review: "As strong as the first season, if not stronger"
  3. 3
    Wednesday season 2 part 2 review: "Ortega shines, but it's a zombie who steals the entire show"
  4. 4
    Peacemaker season 2 review: "Darker and sadder than the first year, but there's still a lot of fun to be had with the 11th Street Kids."
  5. 5
    Wednesday season 2 part 1 review: "Complex and exciting but weighed down by too many subplots"

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

  • About Us
  • Contact Future's experts
  • Terms and conditions
  • Privacy policy
  • Cookies policy
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement
  • Careers

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...