Breaking through space is one of the weird things that make the game exceptionally good. This is pure strategy-with irritating gaps. A bunch of bad guys are waiting behind closed doors. You know some information about them, but you don't know all the information. How are you going to open the door?
XCOM: Chimera team review
- Developer: Firaxis games
- announcer: 2K games
- Platform: Review on PC
- Availability: Now on PC
It's really strange, it took a long time to try classic tactical series like XCOM. Of course, XCOM 2 encourages you to consider ambush, but with XCOM: Chimera Squad, this is the latest issue in the series, and it is an independent adventure with a certain focus, and finally has a breakthrough.
This is glorious. Chimera ’s mission is essentially to play the game room by room-or because most of the game ’s space is a multi-room environment and it is really a game of encounters-and there is no long-term beating to find what XCOM games have shown fighting. Every encounter starts with a violation. You choose your own door, choose who opens the door, and then enter who, you plan, go around, change the plan, and then shut everyone out again, and then have a gratifying Pop-Tart-only me One? -Then submit.
Pure tactics, with information about loopholes: every door tells you how likely you are to lose. Every door usually has its own twists and turns. If you use this door, it may shock your shooting. Maybe they will crit. Maybe the first one cannot be missed. Maybe the last one cannot pass. Maybe everyone can get "Overwatch" for free. Usually, you can choose doors and windows to disperse the team of four, and you can purchase items that can enter the new door while the game is going on-such as security doors and vents. I like this breakthrough moment-it is new, but it already feels like pure XCOM. You have considered odds, allowances. You are already lined up. Popular T. damage.
Once you have overcome the difficulty, it will become dense and rich. It reminds me of the stalemate in John Woo's Stranglehold, I hope it maintains glorious peace. Everyone has a chance to break through the fire-this means that you can get free shots when fighting outside the door. If you play the game at a location where you can easily get the dice, then four people coming in through a door can usually clear four bad guys. But even if you do n’t, once the fire breaks through, your team will scramble to cover up and then become the classic XCOM. Turn, cover, roll the dice, disaster.
In addition, because in the entire Chimera team, there are interesting adjustments and balances everywhere. Firaxis has always made me a molecular gourmet in the field of strategy and tactics. This is a broad and mottled genre. It is itself a molecular gourmet of video games. Anyway: Firaxis can't stop playing with things. However, these designers like bubbles and debris instead of being critical, but like to delve into the basics of the game and ask basic questions. Chimera Squad asked: Hey, what should I do if it violates? Then it asked: how to display the smaller maps, these maps will be played like stacked encounters, so there is no fat and no connective tissue to worry about.
But it did not stop the adjustment there. In classic XCOM, you move your own people first, then the aliens move their people. Chimera team chose to move alternately. Good words staggered. Accurate and lightweight-suitable for experts, scholars and addicts. The staggered actions mean that one of you has taken action, maybe one of them has taken the next step? It makes the battle more dynamic and more personal. You have more features, but using XCOM always means adding features. The classic XCOM means that something you did n’t anticipate may suddenly appear and be resolved—usually tragic—in the process of an alien turning, you are almost helpless and can only stand and accept it. Classic XCOM is a bit worried about the pain of tactical paralysis.
In contrast, Chimera Squad means that you can see the situation develop and then have the opportunity to do something because you may turn between two alien turns. But with this power, the fact is still XCOM: clear shots may be lost, aliens will be more sneaky, and things may go wrong with great creativity. The interlaced movements bring great invention and vitality to the game, and even bring wisdom. Of course, there is a gap in all of this information: the diverter is clearly visible on the side of the screen, and there is some unit power that allows you to sacrifice the shot. For example, you can change the steering sequence to your advantage. Wash one to save a day. Still try to save it. But what is the answer?
How deep is the basic knowledge repaired? Even talking about your turns and alien turns, the Chimera team is wrong. This latest game was broadcast after the XCOM 2 incident. The city is a city where humans and aliens try to live in harmony. How is it going? Well, in the opening animation, the mayor was killed by a truck. Therefore, they did not go well. I think Firaxis' goal is to spread something like "the third person's Berlin" among the uneasy "ally". This is an excellent setting for XCOM games. Previously, they have been concerned about invasion. This is more about riots-riots are being investigated in three acts and three factions.
All of this means that your team consists of humans and foreign team members. Compared to most XCOM games, the focus on Chimera Squad is more personal. Your team has cutscenes, names and personalities, dialogues and dramas, etc. It's XCOM: "Saturday Morning Cartoon", even before you arrive at a stylized storytelling sequence using a tempting four-color layout and halftones, this can't help but remind me-oh glory! -Beautiful and ugly extra parts code-named STEAM.