War of the Chosen injects a boatload of plot elements, forced missions, and additional enemies into the base X-COM 2 game. However, these plots are not well paced or placed, within the campaign itself. The first five to six hours of the game feels like 100% on rails tutorials, and unfortunately, this expansion adds so many encounters that are time-sensitive and potentially game-ending if they are not completed, that it makes picking and choosing where and how you fight far more difficult. Not difficult in a 'oh, this is challenging' way, but difficult in a "Why do I have no choice?" sort of way.
This expansion adds several new character classes that you will be able to unlock and recruit by mid-way through the game. You get one default 'plot' character from each new class type that interact with one another in a very cheesey 1980's sort of way- two factions rival each other for decades, but Central states "We should work together to defeat the aliens!" And magically decades of anger and rivalry subside for jolly cooperation. No one bothered to say those simple words before? This worked in the original X-Com because the cinematics came during key research moments- and discovering Psionics, Gene Therapy and MECS (In Enemy Within expansion) pumped you up and made you feel as though you were making tangible progress against the alien threat. Now, Psionics is its own class (other soldiers cannot combine their class abilities with psionic abilities, and the game forces you to build so many plot-required buildings that you likely will not get psionic troops until late game) there is no gene therapy for your troops (which makes sense considering the plot of the game) and MEC's are replaced by a DLC which gives you 'SPARKS,' mechanized robot troops.
They ply cinematics and plot on you about the Chosen (new enemy bosses that are styled after anime characters, and constantly badger you with anime-like monologues about how evil they are) VERY heavily at the start of the game. Once again, it makes the first several hours of the game feel like an FMV game such as Wing Commander rather than you commanding a genuine resistance movement. They apply a great deal of things for you to do right at the beginning of the game, which makes your options for choosing where and what you want to do exceptionally narrow. The game begins to feel more like another review stated: "On rails."
I fell in love with X-Com back in 1995 because it was the antithesis of 'on rails.' Each new alien discovery, capture, randomized map encounter and technology researched, felt so dynamic and natural. Reverse-engineering laser rifles and selling them to third world countries to fund my private military was beautiful. I didn't immediately quit the game or lose my mind when a few squad members died, as I knew the price of freedom would be to water the tree of X-Com with patriots. However, the tiny squadsize in new X-Com combined with the constant time-sensitive/plot-focused missions in WOTC means that losing a couple of soldiers in a mission may very well ruin your entire run. Yes, it makes you 'feel the loss' more, but not in an engaging or immersive way- you always feel like you're fighting against dice rolls and random elements rather than thinking tactically combat and moving strategically on the resistance map.
Need supplies? In the 3 days it takes you to collect them, six different MUST-DO missions will pop up and force you all around the world. Did you do the missions perfectly? Well your soldiers are still tired and need to rest for multiple days- forcing you to cycle down to less qualified soldiers. Normally this is fine, as in previous X-Coms you can choose an easier encounter to train your lower-tier soldiers. In WOTC, the mission difficulty feels as though it scales to your primary squad's abilities, so sending out a group of squaddies to train up in combat is practically guaranteed to result in a severe loss of troops or a loss of the mission- there are very few missions after the start of the game which can be done for quick resource boosts and training for new soldiers.
Additionally, the "AVATAR PROJECT" element of the game requires serious tweaking- 3 in game months after the Avatar Project popped, it went to almost completion, forcing me to stop what very little breathing-space I was working with and spend all my resources to reduce its timer by two segments. 3 in-game days later, all that effort disappeared- the AVATAR PROJECT went up another two segments. Rather than adding an element of healthy resistance-force anxiety, it's just yet another series of actions that stifle your creative freedom to handle the resistance movement your own way- it is yet another one of very many forced missions that will prematurely end your game if you do not finish it.
I want to like this expansion. I've beaten it twice in the past and am currently returning to it after two years to play again- but the game is fighting me- it's as though it does not want me to have any fun unless I play it exactly like it wishes me to, and play the missions the game wants me to play, when it wants me to play them. The base elements of XCOM 2 were already very simple compared to the original X-COM's of the 1990's, the modern game is VERY streamlined. Rather than adding complexity, nuance, or any sort of free-form strategy and tactics to the game, they instead filled the game with 3 new soldier classes, multiple new enemy types, a boatload of required new missions, which actually exposes just how simple the game is- the additions do not make the game more complex, it simply adds even more insulation padding to make you feel even more constrained.
Once I finish my current run, I will likely not replay this until I have modified the absolute hell out of its many constraining parameters and add additional mods that diversify squad size, class types, and enable some breathing-space for coordinating strategically on the world-map and assist in adding additional tactical options during combat.