Please note that at the time of publication of this article, you only have a few minutes to obtain Chimera Squad at an unbeatable price, since the last Firaxis will double in price on Friday May 1 at 6:00 p.m. Where other more modest creators still politely pass through the marked circuit of early access, 2K Games has indeed preferred to release its game as soon as possible in 1.0 (despite bugs, interface issues and possible crashes recurring) while practicing a broken price, a sort of titanium umbrella that protects the game from criticism. Voluntarily or not, suddenly the method totally parasitized Microsoft's communication around Gears, which is now a big badass everywhere it goes when the two games have neither the same budget nor the same ambition. So that would be dirty war?
Chime my face
So what XCOM: Chimera Squad and why is it not just called XCOM 3? Well, quite simply because we are here in the presence of a derivative, like the television adaptation of a great film saga. The budget, for example, is significantly different since the game massively recycles the models, sets, skills and principles of the game from the last episode and its extension. The spirit, too, is quite different. Chimera Squad No longer invites you to write the story of your supersoldier band yourself, but to follow the story of eleven heroes written for the occasion. A group of humans, aliens and hybrids, members of an anti-terrorist cell created to protect living together after the events of War of the Chosen. Like the SWAT – or the Teenage Mutant Ninja Turtles if you have a festive spirit – this shock squad takes the pulse of the city of City 31 from its forward base and jumps into its armored truck at the slightest sign of agitation. From there, XCOM connoisseurs will discover very classic rules of the game, repackaged in the form of police interventions in otherwise more confined spaces. Terrorist hideouts to vitrify, offices filled with hostages to be released, explosives to be defused in an abandoned parking lot: XCOM: CS cut all exploration phases and other time-outs to keep exits only for tactical action. To tie it all together, Firaxis had an idea: named crossing phases Breach, way SWAT or Doorkickers.
Most missions are divided into several meetings, like so many rooms for which you will have to prepare your entry. Let’s say that open-space offers three end points. It is up to you to distribute the orders to your troops, here in Verge, the psychiatric warrior, so that it takes the air vent, there in your borer Axiom who will explode the main door with a kick while Cherub and Terminal will blow up a partition to take the occupants backwards. Certain passages, such as the wall to be knocked down, will ask to assign an agent with an explosive charge in its inventory, in exchange for a surprise effect applied to nearby enemies. Others will reward your bonus flocks (better shooting accuracy during the phase of breach
"That’s XCOM, baby"
Once in the walls, we find all the classicism still effective of an XCOM sauce Firaxis, but always with this small twist often specific to derivatives. The two camps no longer play freely each in turn as in the previous installments of the franchise, but one character at a time, following a frieze of initiative closer to that, for example, of a Original Sin. It is therefore necessary to prioritize targets differently, in an otherwise very traditional mixture where movements, actions, long forced marches and passages in surveillance jostle to punish enemy movements. The shots are always defined by this famous cascade of random draws which decide whether to hit, if so for what level of damage, what possible share of critical damage, and so on.
As the other would say: " it's the game, my poor Lucette ", The one where we sometimes end up blushing, plagiarizing (that's when we plague while sputtering) all over his screen because of yet another shot that misses at the worst moment. On that, no problem, XCOM must remain XCOM so that others (Gears Tactics, Mario + Rabbids, Into The Breach) can mark their difference. On the other hand, we must be able to begin to wonder when Firaxis will decide to review its relationship between probability, decor and situations presented by the game: like its ancestors, Chimera Squad is sometimes still a great lover of open lines of fire but evaluated at 70 poor percentages while your target is standing five meters from you, uncovered, and has practically not moved for three laps. Note however that, for questions of adaptation, the basic formula is planed elements which did not go in the direction of this spin off : less verticality in the program, four heroes maximum per mission and above all, no way to sculpt the decor with the grenade launcher to progress. Somehow it makes sense.
Fortunately, the little game has a secret boot, an extra toy that makes a splash-boom-hue and encourages to forgive it for this almost retro classicism: it leaves you finally play aliens. By welcoming lots of races from the XCOM universe into playable troops, this little spin off makes you taste the pleasures formerly reserved for the enemy. Blur the minds of your opponents with the psionic powers of a Sectoid agent, go into melee and trample your enemies with a Muton, catch the poor vipers' tongues and hug them to death. Here again, Chimera Squad recycle a lot: powers, types of heroes quite clearly derived from historic troops or hybrids introduced by XCOM 2: War of the Chosen. The bulk of the equipment was already there, and it was finally enough to add powers capable of shaking up this new initiative frieze (advancing an Allied turn or reversing that of an enemy) to shake up the existing combat dynamics. On the whole, the contract is also quite fulfilled: these new tactical options replace the fans of gadgets from a canonical episode at a moment's notice and make it possible to build up very interesting group synergies.
The base of the base
These eleven individuals with strong characters are found after each mission in a base that concentrates most of the management part of an XCOM while degreasing the rest. We always manage a map (this city-wide view), with its gauges of chaos rising and its daily interventions to be prioritized to maintain balance. The flow of money, materials and information must be balanced to finance better weapons and armor here, there gray operations (reduce the global chaos of the city, get discounts from merchants) or the training of your troops (to unlock passive bonuses and a few little surprises). This whole management / strategy dimension is ultimately quite simple: we allocate the soldiers who have stayed behind at work stations, we monitor a few gauges before each decision is made, we take a hook by the barracks to celebrate the passage of grade d 'a protagonist, but that's about it. No real convalescence system to manage with turnover of troops in the key for example: a character put on the ground then stabilized (if he dies, it's back to the loading screen) can go back to battle the next day dressed up a penalty (to the Darkest Dungeon) that the game does not require you to seek treatment. Nor is there any engaging visual customization beyond simple changes in the color of the undershirts (given the liabilities of the series, it's a bit of a shame).
The only real difficulties imposed by this strategic component will in fact come from the cursed interface, which is at the same time loaded, invasive and counter-intuitive as possible. It is also just as true in combat, where it is practice and testing that will fill all the gaping holes and the logic attacks committed by the game. Chimera Squad is the kind of beast that introduces a system of icons in a menu pane, but does not use it to designate the same elements in another, where he prefers to use text. He will ask you if you wish to sacrifice a group care module during a Breach
Fed up tax
As soon as we have survived all the little betrayals committed by the game's UI and we know, almost every time, what a click will give: what does this famous give spin off Who has been squatting Steam and Twitch inserts for a week? You will have left for twenty to thirty hours of a campaign divided into three mini-stories, which can be carried out in the order of your choice (their difficulty varies depending on). Three investigations with their enemy faction, their bestiary and their final mission with a big boss to kill, which however remain mounted on a single structure: a little bit of management, secondary missions with repeated quick objectives, an urgency of time in time, and central interventions which obey more or less the same rules as the others. Few surprises in the end, except for the arrival of a new member of the team. A real little event, insofar as the skill trees are actually more like shrubs, and we have often already toured the available heroes when the new kid decides to come back. The repetition is inevitably felt along the way, especially since the most observers will soon find the combination that will completely flatten the stakes posed by the management part of the game. From there, it’s fighting, fighting and still fighting, in environments that end up repeating themselves, in their layout, in their decor, and sometimes both at the same time.
In addition to the repetition which is installed halfway, you will also have to reckon with a not very elegant difficulty curve, which will let you roll over the game for hours and then will throw you on a mission thought like a deadly trap where only jets particularly mild dice will save you. These brutal jumps in difficulty (there are two here) are added to a more general observation of a title rushed to the exit to hold a date. The interface, for example, would certainly have benefited from being turned over by some angry beta testers. A real quality control phase could also have detected the bugs new (from inventory manipulation that breaks everything to the invisible mission objective) like the older ones (some, like broken camera angles, inherited from games to games since Enemy Within). Not to mention the many returns to the office – almost twenty in our thirty hours of play, even if as usual with Firaxis games, some buyers are struggling while others do not regret the slightest pitfall. So let's hope that the studio is already on the turbine on a patch that would put everyone on a healthy level playing field. As long as it hits the market in the form of disguised early access, you might as well get out of it all from above.
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