Alright, this game is.. it's okay. I just finished one playthrough on normal-difficulty ironman. It took me 21 hours, I now have 60% of the achievements, and I won a major campaign victory (but not quite the greatest possible victory, I wonder what that looks like?). Everyone talks about how it's XCOM in WWII but let's ignore all that and talk about how it's not XCOM. First, XCOM2 (like Rimworld) has good random generation figured out and leads you to fill in gaps with your own storytelling. Somewhere along the line I realized this game is very handcrafted in comparison, with focus on replayability. (I don't plan on replaying it myself, but I still appreciate that!) There are 12 named, written, voiced, and modeled/drawn soldiers, of which you can recruit 8 per campaign and deploy 4 per mission. The missions themselves must all be designed by people, not generated, and therefore finite - a few felt very deliberate and I found myself recognizing more and more of the locations shown in loading screens. Soldiers cannot die. If you let them hit 0 HP, you're punished with reduced max HP, and if you let the horror of combat turn them into a frozen huddled mass, they'll break down under pressure more quickly next time. This sort of has this unfortunate side effect where, if a soldier is innately weaker mentally or physically, that's the side of them most likely to give, deepening that same flaw/counter in future missions, snowballing into more injuries or mental breaks... I can't tell if that's intentional game design? These permanent character debuffs stack up and can be fixed by taking a slap on the wrist in the management side of the game (some resources spent and two missions out to heal). The fact I played on ironman at all is a testament to the stability of the game - that beats out XCOM for sure. This thing just came out! No crashes!! Very rarely did I feel cheated by the game: indicators worked nearly flawlessly, and a couple times I was warned and given a chance to abort before breaking stealth (like if I clicked on a space that looked clear, but spotted someone watching that area on the walk over). The only time I felt dumb and wanted to reload because of BS or unclear indicators was because it looks like you can hide behind adjacent bushes, like low cover, but you cannot, you must hide inside. They just look over the bush and start shooting. I like the system of movement and actions, it's unique, just be prepared to do a lot of quick 1-16 arithmetic. In D&D and Fire Emblem, you get to move some as part of your turn, it's free. In XCOM you have to spend one of your two actions to move at all, which always feels bad if you just need to shuffle a little to the side. In this game (F44? Is there an acronym?), everyone can move 12+/-a few spaces, an inch at a time if you want, in any order to swap places easily if you want. Doing other things like reloading, opening doors, or healing friends costs some of that movement. Be sure to save enough to shoot or overwatch, otherwise you feel stupid. There isn't an indicator of when you'll accidentally walk too far to shoot. D&D progression is very horizontal - tiny stat bumps are hard to get but new abilities flow freely. Fire Emblem and RuneScape progression is very vertical - you get the next level or tier of thing and some numbers go up but fundamentals don't change. XCOM has mostly horizontal progression with soldier abilities, but vertical progression with weapons and armor, just in distinctively big chunks - getting laser weapons early isn't an incremental upgrade, that's a pretty big deal! This game feels very incrementally vertical. There are lots of cool abilities in a large tree with 4 different capstones to pursue per class, but that tree is packed with more generic stat-boosting upgrades. 2 max health, 1 damage reduction, 1 more damage with this weapon. Meanwhile, enemies start stacking up armor too, much more than my own guys by the end. The end result was.. mostly, fighting each type of enemy felt about the same throughout the whole game. Was it expertly balanced? Was it tracking my strength and scaling up to match? In both cases, why is this better than just keeping numbers the same? An arms race to the top to reward good management, maybe, but the curve seemed both not harsh and yet impossible to get ahead of. Part of those incremental upgrades come with gear, which uses the lootbox/battle royale color-tier-scheme of rarity and goodness that's become a thing the past several years. It's weird to see here, but I think it helps with keeping so many little numbers digestible at a glance. You find and buy bits soldiers can equip based on nationality and gender, all with minor stat increases that all add up to so eloquently have no net effect after enemies get more buffs, unless some poor soul's still got an early-game gun that can hardly hit through armor now. The music is not enough. I had to mute it eventually and put my own on. It's fine, it fits, I don't think I could hum a single song from it right now, and there needed to be way more variety. The characters are interesting. There's, like, random Fire-Emblem-style support conversations? One happens between a seemingly-random pair of camp members in-between each mission. Keeps characters from becoming too one-note by hearing some banter and learning some random and irrelevant things about their likes, hopes, and fears. Finally, that led me to my last question, which I still have: are these real people? At some point I started googling, "Tom King WW2," seemingly nothing. Some Americans, a book published in 2017. I figured they're just historical fiction characters and pushed it out of mind until I beat the game and it gave me Fire-Emblem-style epilogue cards at the end, including each character's ultimate fate and year of death. They were all weirdly specific: some died in war in like the 50s, some lived til the late 2000s. Are these characterizations and voices an homage to specific people? Was Willard really involved in operation market garden? I would like to know, so, if you do, um, tell me. It's a weird way to be immortalized, to have words and sass put in your mouth, but so many died to have all forgotten besides their name... I think I would like it, at least. But they're probably just characters. Thanks for reading, this took like an hour to write, and for what? If you made it this far, I guess for you. Yeah, you. Have a nice one now.
Read more