If you’ve seen this before in XCOM 2’s stellar War of the Chosen expansion, no you didn’t. So, you juggle missions to try and keep them from gaining too much power, and then you take the fight to them with a mission that knocks them off the board entirely. This is represented by little gauges and as they fill up this trio will gain extra abilities and be more of a pain in your behind. XCOM: Chimera Squad feels like a close fit style-wise, with small-scale movement-focused warfare as you seek to stop three powerful enemies working for ultimate baddies - The Banished Court - from gaining too much power. The meta-game and size of conflicts bring to mind a different turn-based tactics game. As The Lamplighters League points out, it’s hard for anyone to raise the alarm when they’re all dead. The violent stealth kills available to all Bruiser characters has them charge into a crowd of enemies killing everyone they touch. The addition of stealth makes things a little more interesting, but stealth here isn’t a viable option for the entire game but instead a chance, Indy-style, to bop a few guards before a big scrap. Once your heroes - there’s usually three but some missions can give you more - have acted, then the enemy will take their turn. This is classic turn-based strategy, so there’s a grid and you’ll rattle around it burning AP (each character starts with two, but it’s a fluid resource, and many buffs or skills will give characters more) to move or perform actions. Eddie can put out a nearly unlimited amount of damage with his revolvers, and every character has their own “engine”, a unique mechanic that lets them be good at the thing they’re supposed to be good at. Ingrid is a close-range behemoth, with the ability to dance through a crowd of enemies, knocking one over as it hits the wall before pirouetting into the middle of a brawl to unleash her ultimate ability a sweeping leg and a high roundhouse kick, damaging everything around her. In play, most of these characters will feel distinct.
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