One of the best things about XCOM is how it makes you feel related to soldiers. Randomly generated grunts will join your class, rename them, color their armor, and then dispatch them to the game ’s tactical turn-based missions, just as you would send your children to school on the first day. If they survive, their strength will increase. Keep them moving forward, they may become the backbone of your team. At least until the terrible day inevitably came, a mushy alien slapped them into the wall.
XCOM: Chimera Squad Try to double this. Instead of randomly generated soldiers, here, you recruit a group of actual characters, including aliens and humans, each character has its own unique abilities and upgrade paths. They have their own voice lines and personalities, joking between tasks, and you will soon start specifying your favorites. My boys are axioms, muzi with big head and grumpy. He is a tank wielding a shotgun, can rush into the ground, absorb damage, and smash people with devastating scales. If he goes crazy, he will occasionally be hit hard, such as a boxer throwing a hook to the right after the bell-he is great.
Just like I often use XCOM games, I use Ironman mode for games. Here, the game automatically overwrites a save slot, so you must endure your mistakes. This means that the deaths of those soldiers are permanent. But Chimera Squad made a huge mistake and missed one of the reasons that made XCOM so special-no cost. In fact, there was no death. If one of your squadrons is knocked down, you must stabilize them by contacting them or sending a doctor's drone. If they bleed, they will not expire-you just need to restart the task. It felt that the developers of Firaxis loved their characters so much that they died. It eliminates intense fighting.
Regarding XCOM 2, one of my favorite things is how to show the squad after the evacuation mission, they are all sitting behind the armored personnel carrier. When your surviving teammate sits quietly, the dead soldier will be highlighted in the empty seat of the vehicle. It can save your operating costs. There are no fees here. You just breeze through.
Now, with the new system, your soldiers can get rid of scars without causing death. These combat traumas occur when they are knocked down, or occasionally drop to less than half their health, and scars reduce their attributes. However, you can heal scars in the strategic layer between tasks by training soldiers to make them ineffective in a few tasks. This is basically useless, but there is obviously a fact that forces you to stop using Axiom all the time, even if he is definitely a boy.
The result of this change is that Chimera Squad is too easy. If you fail to complete the task, just try again until you win. And because the characters cannot die, they will only become stronger and stronger. By half, you may have your favorite team of four, and all will be equipped with unique weapons, all upgraded products and the best equipment. You have become too powerful. The structure of the game only exacerbates this power imbalance.
Five years after the emergence of XCOM 2 and human conflict, you led a strange SWAT team Chimera Squad to clear the streets of city 31. The game kicks off in the mayor ’s murder, and your task is to find the culprit. To do this, you must target the actions of three different criminal organizations: offspring, a group of humans controlled by the spirit; gray phoenix, alien scavengers, who harvest dangerous machinery; and sacred coils, an underground religious organization.
You must investigate each group at once and perform increasingly difficult tasks to knock them down. From the last two games to replace your business foundation, here is a city map with a color map. Your goal is to mitigate civil strife by performing tasks in the areas most in need and taking into account other capabilities at the strategic level, thereby reducing civil strife. Compared with the basic management of mainstream XCOM games, it is simpler and more streamlined. Either way, the ultimate goal is to continuously reduce gang operations until enough information is found to attack the main target and permanently paralyze the organization. After completion, it will continue to the next operation. This is the main problem.
Since the task will increase the difficulty when you conduct a survey, when you remove the leader, the progress of the difficulty will stop. You are back to the starting point and perform tasks easily until you reach the same point with the next gang. But your soldiers will keep all progress, because they will not die, so you only need to flush out early encounters.
But this is not to say bad. This is still XCOM, and its strategic, turn-based combat is still as pleasant as ever. If you need more features, then here takes 19 hours, and this is only a small part of the cost of the full game. It may replace the cutscenes with comics, and may be more simplified, but there is enough new content here to play. The fact is that your characters all have different abilities, which makes each encounter feel fresh-at least until you adapt to your favorite. Whether you want to rush in, dodge or manipulate the battlefield and suppress people, each game style has different soldiers, and you can often choose one of the three new team members to join your ranks.
Most importantly, you have a breakthrough mode. Since you are controlling a SWAT team, each mission will begin at this stage: stacking on doors, vents, walls, and grab points, and then rushing in to surprise the opponent ’s enemies. If you manage to do this effectively, you can delete four enemies before the first round. Some breakthroughs require the use of specific items-explosives on the walls, key cards on the side doors, etc.-each has its own advantages and disadvantages. Some gates are more protective, but they may provide you with better gains, while side gates may mark your team when you enter, but are initially a safer option. Then, you must determine the priority of the target when breaking into the target, first of all to eliminate the aggressive enemies, so that they cannot fire at you immediately after taking the breakthrough action.
I must also scream out to improve physical performance-every enemy dies in a satisfactory way, slides down the window, falls over or over the railing. A little touch, but it makes it a lot better to execute the perfect plan.
Elsewhere, the only other change is "Overwatch" (an ability that allows you to lock areas and shoot at any enemy within range) now has different functions. Now you don't have to lock the fixed area around the character, but you must assign an area with a cone, so that your killing field is more limited. I really like this change, because it means that you have to think more carefully about when and where you will use Overwatch, and it feels a bit excessive in previous games. Here, I find myself rarely using it.
Chimera Squad is an XCOM game with its own identity. But when engraving the identity, when adding characters, it will lose some of its own characters. It wants to create a more attractive story, but the story it creates is far less memorable than the story we create for ourselves when everything becomes bad. However, XCOM: Chimera Squad is perhaps the most valuable proposition I have seen in video games for a long time. The moderate price is well worth it, it will spend a long weekend for you and still provide some of the best turn-based strategies. I just hope it is brave enough to make us tolerate mistakes.
test version: PC, the code is provided by the publisher.