
Yikes I didn't realise this was getting a release so early in 2022!
Basically XCOM with space marines that have psyker powers; no chance to hit and looks like a tight squad of 4 with destructible environments and unique abilities to chain together.
Early reception seems pretty good. Anyone else interested?
Also on a TRPG level, seems like Firaxis is predicted to release the new Marvel XCOM game later in 2022.
Count me in. Reviews are positive, as you wrote, and I like a good XCOM game with powers.
Downloaded!
If it is really close to XCom then I am probably going to play it on easy. I might just play it on easy anyways since it will probably take a playthrough to figure out all the good builds and equipment.
I pre-ordered and knew the release date but forgot what the date is today so I am happily downloading...
Ooh let me know how it is guys! I’ve been itching to play something like this since my Mechanicus run earlier this year.
Can't play. I think my rx580 is going going... (not yet gone thankfully)
First Tiny Tina's and then some sporadic crashes in MW5, Pathfinder and now Chaos Gate.
It could be that it just doesn't like playing games in a window anymore
I thought it was coming out on PC Gamepass, but it looks like that was a bunch of misreporting by sketchy news sites.
If it is really close to XCom then I am probably going to play it on easy. I might just play it on easy anyways since it will probably take a playthrough to figure out all the good builds and equipment.
From what I've seen so far, it is not very close. Yes, it's an isometric tactical game with pods of enemies. But ... it's MUCH more heavily focused on melee. Most of the ranged weapons have a very short range (10 tiles). At one point early on, you cannot progress the game without getting a melee crit, and until you get a specific piece of equipment, melee crits are the only way to progress. Melee also appears to be the only way to get an execute, which is insanely powerful (everyone gets another AP, among other things, which can lead to chain executes). Overwatch is low value due to the short range (7), low damage, and the fact that your guys step out of cover to do it.
One thing they did get the same, though, are the annoying unskippable cutscenes that are just a waste of time.
That was probably my biggest gripe about XCOM - slow and steady was generally the preferred approach due to enemy pod activation mechanics; and unless you had a reason to press forward such as saving civilians or the doom timer then the game didn't incentivise you to play differently - put another way, rather than being rewarded for taking risks you were punished for playing overly aggressively.
There is the warpsurge mechanic here as well, which dissaudes you from taking too much time - The longer you wait, the larger the chance for some bad random things happening.
Given performance on a 3080, Bfgp, the sluggishness should vanish with the new card.
The thing that strikes me about this is the over-the-top presentation that fits with the game world. Especially the character's eyes. I really love all the scenery chewing and almost 1930's pulp novel crazy dialog.
The tactical system is just fine and I like that it moves you along smartly.
Hoo boy.
Space Hulk! Unfortunately, you need four unwounded soldiers to go in, and I didn't have them, so I don't know what it's like.
One thing they did get the same, though, are the annoying unskippable cutscenes that are just a waste of time.
Hold "space" on PC... ?
I had to turn down the graphics to medium and turn off steam overlay to get it to stop crashing. The good news is, the game still looks great on medium
Anyone also try King Arthur: Knight’s Tale? Trying to decide between Arthur and 40k as they both have some XCOM DNA.
Chad
So far so good. (very early)
I was worried when I got to the ship that the upgrades were going to be all over the map and unnecessarily complex but thankfully they are straightforward.
The eyes, though. The eyes! These "people" are all crazy.
Even with a higher end card, the framerate is pretty variable.
Also, there appear to be a bunch of interface bugs. I had to restart the game at one point in order to select the next ship upgrade.
This game is hard, and I have restarted on Merciful!
I'm a very short ways in on Standard, and yes, it is ramping up the challenge rapidly! Really digging it overall.
The game seems to reward speed and aggression more than most Xcom style games. I've been relying a lot on teleporting troops buffed with extra AP points from Heroic Deed.
I'm not really a fan of Xcom style games, so I'm appreciating the fact that the enemy AI often doesn't make good choices.
So far, to me, it's emphasizing a fast close-and-kill style gameplay that feels pretty different from Xcom or Gears Tactics.
As I play more (and this one's gotten its hooks in me bad!) I've actually been thinking the gameplay of this one is closer in feel to Gears Tactics than X-Com 2, although there's a lot of DNA from both games (and even some Chimera Squad!) in this one. It's a blend that feels distinct enough to warrant playing this game while still pulling together elements I liked from the others.
I've only hit 2 or 3 grandmaster checkpoints, but story-wise I've completed the third "main sequence" research task and have what appears to be a fairly significant story mission available now. With no optional missions available, I figure that means I ought to go for this one, but I'm a bit fearful of how bad it's gonna get! I've already had a couple missions that took me 1-2 restarts each to complete (and yes, I've been engaging almost every optional task because those requisitions are invaluable!) and only a couple of my marines have reached experience level 4 (I have a roster of 8 so far, two are level 4, one is still level 2, the rest are 3; I essentially have two squads I rotate between due to the need to recover from injuries).
The Warp mechanic has gotten more aggressive, which has pushed me to be even more aggressive than I initially was in approaching missions (which was initially about as aggressive in play as I was in Chimera Squad, since that one also encouraged and often rewarded aggressive tactics). Very much a change from my traditional turn-based tactics approach of playing cautiously and defensively. Definitely don't sleep on using environmental destruction options to aid pushing forward! I underestimated the value of such tactics initially, but between environment destruction options and frag grenades for the "send 'em flying" physics, sometimes it's even worth running a couple of your tougher troops out there so long as you're prepared to patch them up after they incur the enemy's wrath.
I'm really digging this game. One big tip: when you start off, absolutely prioritize building the ship upgrade that starts producing servitors! I didn't, and ended up going through a nearly month-long dry spell as I wasn't picking up enough of them to build anything. It feels like it was enough of a setback that I'm slightly tempted to restart, but I don't want to if I don't have to since I'm otherwise doing pretty well and very much enjoying it.
Willpower is recharged by killing enemies. So, in order to keep up your apothecaries' healing potential, you've got to keep them in the thick of combat (and also useful for collecting corrupted seeds).
I think the game explicitly tells you about Willpower and how it is recharged, but it didn't really sink in until I had been playing for a while.
The stun/execute mechanic requires a lot more luck and strategy than in Gears Tactics.
I wish there were a little more clarity about the class types. Obviously, Apothecaries are medics, but what are the big differences between Justicars, Purgators, and Interceptors?
J, P and I?
Oh wow, I completely missed that killing enemies recharges Willpower. I genuinely thought Willpower was only recharged between missions. I've been going about it all wrong with my Apothecaries!
The classes are primarily distinguished by the skill trees, although it does appear that class limits their initial gear selections too.
Justicars are a sort of support/tank class with a slight emphasis on melee capability over ranged, as far as I can tell so far. With ability point investment, they can load up heavily on armor and defense options (including a Provoke skill for some crowd control) but also have a few nice support skills (I really like the one that gives AP to an ally plus some bonuses that can be added).
Purgators are the folks that are almost entirely dedicated to SHOOTY SHOOTY BANG BOOM. Just a question of how they go about accomplishing that. Give 'em one of the 2-handed guns and go wild!
Interceptors are very interesting and seem to have the widest range of roles they can be specialized to occupy. I have two of each class so far but I think I'm going to recruit another couple interceptors for this reason. They make top-notch scouts with their teleportation abilities, including teleport strike for some real hit-and-run options. They can go heavily into 2-handed melee if desired, but are also very capable wielding a melee & ranged weapon pair. Both of my interceptors have gone that route, and while the teleport strike specialist tends to use melee attacks more often, that gun of theirs has been a clutch play many times already too. The other interceptor is taking a role as more of a flanking attacker, working effectively at either hand-to-hand or range as the situation demands.
I quite like the distinct feel of all four classes, especially with how customizable they are via ability point investment. I enjoyed the customization in the X-Com and Gears Tactics games, but definitely feels like there's a bit more to this one than even Gears' impressive specialization options.
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