xcom chimera
Well, I ended up playing it out of boredom. I was a bit biased at first, because five years ago I was already tired of the Firaxis combat system, and then the left-wing agenda also leaked out and smeared itself all over. And to show they weren't joking, the devs hit you with one agenda-driven punch after another in the first half hour - relentlessly and unstoppably, in every dialogue, design, and story beat. Over time, its concentration settles down a bit (or maybe the body just gets used to it?), and it transitions into a slightly more neutral plane. You know how games are made today - the first few hours are polished so you don't refund on Steam right away, and so the gaming press can launch it once and give a good review, and after that they can relax and, to some extent, let things slide.
But what never stops for a single second is the tasteless, toothless, degenerate little jokes in every single dialogue, every other line, regardless of the character. Half the squad are jokesters already, and even the "serious" characters don't lag behind. The jokes are maximally retarded, on the level of the most soy sections of Reddit, and what's characteristic is that they're all delivered in a particular tone - this drawn-out, uncertain, dumb-mocking thing that ends on a questioning note, as if the character hasn't decided whether to respond post-ironically or seriously; didn't quite understand what was being talked about, and blurted out something that's simultaneously obvious information and yet sounds like a student answering a teacher in class with something completely random, hoping to at least get close to the subject area and not get a failing grade. It's not very easy to describe this in vocabulary, but we've all heard this tone a hundred times in a lot of movies and TV series, especially new ones, and it probably has some name. At first, these dialogues are physically painful, then you start to get used to it, but then random dialogues from the "jokesters" pop up that break all the charts of cringe, and you're back to facepalming. After a while, I came to the conclusion that, in theory, you could turn a blind eye to all this, just repeating a mantra to yourself that they're all cops here, and it's sort of within the genre...
The gameplay, unfortunately(?), has degraded a lot. Speaking from an absolute point of view, they took and polished the best from the previous two xcoms and abolished the worst. But unfortunately, in my value system, the "best" of the new xcoms is cancer. By which I mean: cLaSsEs and AbIlItIeS, the general soulless feel of the game, the limited tactical and strategic map.
Classes and abilities are a tumor caused by bedsores from the wheelchair that the game mechanics essentially are. You have two actions, your turn ends after shooting, and half the abilities are just different ways to abuse this system. That is, instead of initially giving a person bionic legs to replace the missing ones, the devs strap a nitrous canister to your wheelchair so that once a day you can drive 50 meters a bit faster. This is super cringe. The other half of the abilities are abilities like in Dota. Boop, threw a grenade, swoosh, went for a skillshot, pew, stunned an enemy - and go on cooldown. This is just tasteless. Accordingly, if before there were several classes, now every little idiot has their own set of abilities, which can certainly delight zoomers, but clearly doesn't steer the tactical aspect in the right direction.
From this also stems the soulless feeling - all battles, both in those two xcoms and to a much greater extent here, boil down to pressing abilities, stuns, grenades, covering something with an overwatch, leaving a couple of heal packs for the enemy, this stun, mom look how I micromanaged. At the same time, you don't get the feeling, like in some RPGs with turn-based combat, that you've done something, won, cleared out, and so on, because like in the previous two xcoms - every turn they shit new enemies on your face, pouring out of every crack (because it's so realistic when extremist groups have hundreds and hundreds of terrorists they can throw at four cops for dozens of missions in a row like cockroaches, while they STEAL CONTRABAND/PLANT BOMBS and carry out other very interestingly "story-justified" "police operations"), and you have to run around with your ass on fire completing objectives and managing abilities. All of this turned the supposed tactical game before and turns it to an even greater degree now into mechanical grinding.
Similarly with the base between missions mode - no randomness, inconsistency, or anything extra anymore. A few resources, a few standard mission types to choose from each time, necessarily giving one resource or another so you can farm what you need, strictly on a schedule - today a mission, tomorrow a day off, the day after tomorrow a mission, then another day off. Nice routine, nice grind, mmm replayability. Research, by the way, has also been removed.
And remember in the previous two xcoms there was "activating enemy pods," or whatever the tryhards called it? When you fly into a mission and from the fog of war, pre-coded groups of 3-5 enemies aggro strictly one by one, while the other aliens stand frozen in the fog of war in other parts of the map, then you clear the aggroed ones and move on to the next, and so on you reveal and take out one pod after another from the fog of war (mmm tactics)? Whoever liked that might be happy - now the unnecessary fluff of moving your soldiers around the map has been completely cut out. Any mission starts immediately with your guys busting into a room and activating a pod, and after they take it out, the game reloads you and automatically throws you into the next room to the next pod, and so on. Now that's what I call next-gen, nothing extra, no unnecessary elements. A convenient elevator from the street straight to the apartment has now been attached to your nitrous wheelchair. And that's right, it was inconvenient to drive in otherwise. And the foot-people - they're not human.
The story and its presentation are crap. There's an introductory tutorial mission that supposedly gives you a hook, and that's it. All the rest of the time you're endlessly grinding standard missions with hundreds of extremists. Only three types of extremists, differing in unit skins and a couple of abilities like in Dota for those same units, and you have to do standard missions one after another against each of them. After the tutorial, there's no story. I finished two factions, didn't start the third, got bored and dropped it.
A score of 70% on Steam is quite fair, and it's not about the ideologically downvoting mommy's alt-righters, who are still a minority compared to the total number of reviewers. I'd personally rate it a bit lower - around 65. By the way, the animations of units, menus, and everything in general are pretty buggy.
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gear tactics
A very interesting and undoubtedly important fact is that Gear Tactics, also a tactical game, was released at the same time as Chimera Squad, which couldn't help but cause discourse in the United Nations about comparing these two pieces of work. I didn't want to touch Gears, because I thought it was garbage, and I never had any desire to touch the franchise, but after finishing the previous entry in the post, I decided I had nothing left to lose. And it turned out much better than expected.
Let's start with the bad - the combat is similar to the two-action xcom, except the soldiers have three actions instead of two)))
Immediately counter with the good - the turn doesn't end after a shot. That is, you can shoot three times; you can move, shoot, move; you can shoot-move-move; you can..., you can... IS THIS NEXT-GEN?????????? Or did the nineties return?
This might not seem like anything special in words until you play and feel it. Who would have thought that slightly more freedom of action, coupled with the absence of the most idiotic, arbitrary restrictions, would radically change the impression of the game and give it ten orders of magnitude more depth than the two-action xcom crap designed for tablets? And at that moment you realize that the form of Gears is dangerously close to the true, almost the first proper rethinking of old tactical systems since the nineties. Almost the same freedom, only the outdated action points have been transferred into a less precise, more rough, but modern and digestible format. You can move relatively freely across the field to where you need; combine your guys; deliver as many attacks as you want, at the moment you need, not when the master allows. And there are plenty of ways to get more full actions on that turn - which additionally expands possibilities quite nicely. On top of all this, the ability to better position yourself or shoot several times - it negates the typical xcom baguette when your dummy misses with a 60-90% chance to hit, and it ruins the entire turn, because now when you miss you can always shoot again, and you can factor additional action points into your plan just for this case. After the bland zoomer xcom, this was an incredible gulp of tactical freshness.
Overwatch also shoots as many times as you had action points, interrupts enemies, stopping their action, and you can set its coverage zone according to the weapon. This way you can actually hold certain positions against a large number of enemies (and there are actually more of them involved, and in such a tactical system this works perfectly).
The second discovery was the FREE MAP. The map of any mission is quite large (huge compared to xcom) and it's entirely accessible for movement. Enemies, of course, aren't free from that same xcom pod nature in the sense that they spawn in groups that can be scattered across different parts of the map, but again - they still have some understanding of its globality. That is, unless it's a mission where you have several objectives in different parts, each guarded by a pod that doesn't react until you're within screen distance of them, otherwise they generally chase you around the entire map. But this is more due to the specific nature of the enemies, which by nature are mostly spawning rather than placed in advance. But again, they don't spawn like in xcoms - an endless avalanche of extremists from all walls, windows, and doors of one communist block room where you're sitting like an idiot whom the devs won't give a single second of peace from pressing abilities so he doesn't get bored and lose interest, but more in a strategic manner, at a significant distance from your soldiers, on various terrains, so that you still feel it as a city battle where you can redeploy and take a position, prepare the ground, or even just avoid a skirmish with specific enemies, in short - react on a higher level than managing the cooldown of a stun and grenade at a distance of five meters.
Speaking of stuns and grenades - it wasn't possible to completely get rid of AbIlItIeS, BUT, again. Given that we have a next-gen renaissance of the nineties here, and you can run and shoot as much as you want, the first half of xcom abilities, the kind that under the guise of content only gave you perversions and abuses of the retarded two-action system (the nitrous canister on the wheelchair) - is not represented at all. This goes without saying in the local system, and it made me very happy. How easy it turned out to be to please a person - just don't cringe up your product.
And the abilities here are 80% passive, which in the context of 2020 means - increasing the potential of the soldier in a non-obvious way. That is, you can't just throw a skillshot like in Dota (or xcom), stun someone, do something else, and on the management of these zoomer mechanic cooldowns beat the entire game, but you still primarily need to position, move, shoot, make decisions. That is, do what soldiers IN A TACTICAL GAME are supposed to do.
Speaking of active abilities, I won't say they particularly strongly affect the gameplay. Some are better, some are less, but overall I never got the feeling like in xcoms that everything is built on them. Missions can be completed without them at all, and it wouldn't be some kind of perversion or artificial difficulty, but they are simply designed exactly to play the role of a support and flavor tool, and not so that you try to abuse them every minute like in xcom, where the entire game is tailored for that. Actually, the same goes for passives - most of them give you some percentages or situational opportunities, but the whole gameplay isn't built on them. And this is an excellent approach. Xcom should take an example, but it was blown off into the opposite steppe. Abilities, by the way, are numerous, and they are divided into four different branches for each class, which differ greatly in their focuses and allow for quite different builds.
In short, here the wheelchair was given to the poor, while the person himself was actually given bionic legs, which may not have the same sensitivity as real ones, but work tirelessly and in different modes.
Yes, the soldiers themselves, just like in xcoms, are divided into classes, and due to this, in addition to abilities, they have some specific type of weapon hard-coded, which in xcoms always seemed like a pretty soulless thing to me. And yet, even here they managed to diversify this point. For each gun, there are 3-4 types of attachments with various bonuses or additional small passives, and you can customize quite nicely for a specific build or some tasks.
There is almost no non-combat management - only equipment and hiring/firing soldiers. Compared to tactical games of the nineties, or even the two new xcoms, this is sparse, but compared to the soulless-grind implementation of the base in Chimera Squad - it's fine.
The story and presentation are sort of a typical bro-movie, like in an AAA shooter, only without special action scenes, and with what usually goes between them - little conversations advancing the plot. And again, after Chimera, where there is no story or presentation at all, only cringe events and joke tossing - this was fine.
If we talk about problems, I'd call the main one a partial focus on secondary missions. That is, there's no base management, but not every mission is a story mission, and from time to time you have to go through some side junk, and there are only a few types of these side missions, and they differ from each other quite a lot, but not enough from themselves. As a result, in contrast, you feel that you've already done this exact same thing, and you don't understand why it needs to be repeated, given that you have no base development, and all you get from them is new attachments, which can be randomized for you and turn out not particularly good or even unnecessary. But sometimes these side missions have modifiers that can diversify them a bit.
The attachments and gear themselves could also use some work. There aren't that many types, not every one is useful, and the system for using them is far from ideal.
Well, and everyone has GrEnAdEs by default, albeit with a long CoOlDoWn, and although they have secondary uses, they seemed a bit stronger to me than they should be. For example, they help get out of some more difficult situations, and it looks impressive and balanced, but in other parts they can reduce some interesting tactical situation to zero, simply by smearing it. But I won't say that, say, reducing grenade damage or limiting their number could solve this problem. In general, it would be good to balance this, but how - I don't know.
In the end - surprisingly liked it, especially in contrast to Chimera. A very correct direction for a tactical game for the first time in a decade, I'll be extremely happy if they continue this format, working on the flaws, smoothing the rough edges, fixing the inconsistencies, and if possible, adding an interesting non-combat layer.
For those who find the extract of the tactical gameplay itself insufficient and need an extensive mise-en-scene with richer decorations - it's better to pass by the current version for now.
ps separately keked at the character banter in battle - pure unintentional gachiHYPER