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Right in the middle instead of ending
Five years have passed in the XCOM world since the end of the second part and in City 31 people live next to the aliens they fought with before. A police force, the Chimera Squad, guarantees law and order. As its strategist, you uncover sinister conspiracies by dispatching four people and extraterrestrial strong teams on short missions.
Basically, Chimera Squad is clearly recognizable as an XCOM game: you move your units at round intervals, place them behind medium or full coverage, and expect the next hit to hit the target despite a chance of success of only 67 per hundred. Characters also develop between missions, because experience gives them new abilities, and occasionally you have to choose between two abilities. They also research new equipment and put fighters in training, for example to expand their health bar.
Tactical single file
So, the concept is the same, but Firaxis has modified the characteristics of some elements. It begins where soldiers are not selected from a group of randomly created recruits and specialize in the course of their careers, but only bring ready-made characters to the team who have special abilities from the start. Of course this limits playful possibilities, but all agents are unique. At certain points in the campaign, you choose one more character and expand the squad. You don’t have to worry about losing important fighters, because if an XCOM soldier blesses time, this time the game is simply over. Then you can immediately restart the respective battle or load a game. There are no permanent losses.
Innovations continue where you don’t move the entire team in any order during a round, and then wait for the opposing team to do everything. Instead, all fellow fighters and opponents are ranked in an order of action, so players move alternately. At this point, too, tactical finesse gets in the way because agents rarely work together and simply use their individual abilities. The advantage is a faster process because detailed planning is not necessary; One downside is the fairly uniform process, because you always prioritize the same types of opponents with the same abilities.
“Break, break, break!”
Uniformity is enhanced by the fact that all fights take place in relatively small spaces and therefore end quickly. This is beneficial for rhythm, especially since the rapid process dramatically increases the effect of the notorious single-use lie. I also like the way officers enter each room because they break windows and doors with a lot of noise. To do this, they are first placed in front of the available access points, so they bring certain equipment, eg. Allows for optional blasting of a wall or cracking of more door locks.