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I especially like that you don’t consume an AP all in one go when moving (so you can move, shoot, move and usually have a full AP left over). I really love Phoenix’s 4AP system, it’s a neat compromise between the ultra-streamlined 2AP system and the numberwang soup of the OG games. 2AP with most actions ending the unit’s turn immediately, and some very weird looking line-of-sight issues when firing (specifically from overwatch). I’ve really enjoyed all of them, but I think X-COMs ruleset overall was simplified/abstracted too far in the direction of boardgame style play e.g. I’ll usually reload missions if I screw up badly enough, but won’t use saves to the extent that I’m just rerolling individual shots. I’ve never played any of these below the 2nd hardest difficulty. I played through X-COM/X-COM 2/Phoenix Point a few times each, including a couple of ironfox runs in all. That said, it sustained my interest longer than both XCOMs combined so, yeah. My only real issues are some repetitive environments (minor) and the end-game slog (major). The aiming and damage model (enemy and environment) coupled with time units allows you to do some serious big-brain tactics which I find endlessly entertaining. Phoenix Point is more granular which makes it more fiddly and time consuming, but I think the resulting experience is much richer. move-and-overwatch crawling) made the combat feel so unsatisfying (I think this is why I loved Mario + Rabbids so much). I enjoyed those games for a while but the wildly inconsistent percentages coupled with unfair pod spawns and turn interception hobbling movement (ie. I honestly don’t think I could go back to XCOM now. I rarely felt like I couldn’t escape tight spots in PP thanks to the more deterministic combat.
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I just think the decision space is so much more interesting, from creative hybrid classes to a much more eventful and simulated geoscape (including faction alliances that open up different types of tech) to the VATS-style limb damaging and projectile modelling. I agree with the late game slog (that’s where I petered out) but I’d take PP over the XCOM reboots any day. This is probably one of my best levels so far, in terms of having great tactics, luck, and a great ending. The whole team cornered her and took our time picking at her cherry (head) but before she died, she swiped my assault guy with both of her pincers! He almost died and his last returning shot killed the Siren, ending the game immediately. Oh, he could also remove mindfragger with 100% success!Īnyway, that last Siren actually panicked and tried to run away to a dead end. The Phoenix team suffered equally bad damage and the technician became another life saver as he could heal and mend broken limbs. That right corridor was long and by the time she came out to the other end, my team had killed most of the Pandorans. One Siren came charging face on, while the other, surprisingly, took a right turn, thinking that she could flank my team. The other coincidence was that one of my researches, which allows the fabrication plant to manufacture turrets, was also completed recently, so I had about 3 turrets to face the onslaught.
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My saving grace was that I recruited a Technician a few weeks ago and not knowing what to do with him, I left him in the base and he slowly leveled up to Level 4. A couple of mind fraggers in the mix too. This was my first base attack and who did you think came calling? Yep, two Sirens and many other Pandorans. How’s this? A few missions after my first Siren, the Phoenix Point base was attacked.
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