Do you think you played a single tactical game based on turn-and-play them all? After that comes Broken Lines to remind us of all that, hey, there are many ways to put a bunch of units to fight so you can just switch to the switch.
Set another way, BPRD-meets-He is unclean–Do it take the Second World War, Broken Lines puts you in the control of a small band of British soldiers who are inclined behind enemy lines. Meet … another blow to your expectations, your job is to get as many of them alive as possible, through the volumes of connected strategy battles.
It is slightly as XCOM, because you are in control of the military, you have to hold a buyout that you can trade between units and that death, when it inevitably comes to at least one of your list, remains permanent.
The main difference, however, is how your battles play out. While taking turns Broken Lines, is how those resolved solutions set them apart. Instead of having everything done in a true, turn-based hobby, Broken Lines loan from Frozen Synapse, asking you to schedule a whole bunch of activities and a clip and watch them all play in real time.
At the start of each turn, you are given all the tools you need to make the most of it. You can move your units, cover them, equip your weapons, use items and, most importantly, set the speed and level of alert each unit performs, from the lowest alert to the most comprehensive springs.
Each move you provide stays on the map on the screen while you do everything, providing you with a challenging but necessary framework for the spirit of everything you've gained in the next eight seconds of work. It can get a slightly very often at times, especially when things get tough and your team is placed on the side of the enemy load, but for the most part it works well.
And if applicable, of course good. The combat used in standard turns can be very satisfying when the system comes together, but the payload is distributed slowly as a boost. Here it is, hurry, as a one-and-a-half-way operation can see your entire team desperately working to pull out of position, emit smoke, hit an enemy, shoot a bomb, run a rifle and take out rivals with a long-range rifle, all playing out in real time.
This way, without this or even a turn-based strategy game, there's good old-fashioned agreement Rainbow Six (or, for the latest example, Shadow tactics) in its bones as well, at least when the time comes to bring ammunition and bombs in large numbers (many of the former shipping methods are simply spent wandering, moving and telling stories).
I haven't finished the campaign yet, because I've got my ass kicked so hard that I'm so opposed to rebooting, but the game encourages more play because the end varies depending on which units are saved and what decisions you made during the course of your mission selection.
My only real cream thus far, is, without cutting myself off XCOM
There is nothing worse in this game than installing a good system, getting your submachine gun somewhere has a 95% chance of hitting the target and not only seeing him miss, but just seeing him thrown by an opponent who only had 10. % chance to hit the side of the door (every time you stop shooting, the game shows the accuracy of your unit, and the enemy you are targeting).
It certainly feels it's bad here, because at least in the XCOM you can hire soldiers instead, while you're here, because everyone is a complete character, once Sherman is gone he's gone.
But then … that's also part of dealing with these games, and without that feeling of tension and fear there would be no satisfaction in keeping the jobs done properly, either. Also Broken Lines is able to bring both of these feelings, most recently, to spades.