TechLife Australia

PC & console game reviews

A fun twist on XCOM’s proven recipe.

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Set ten years after the events of XCOM 2, your titular team of supersoldi­ers in XCOM: Chimera Squad are no longer a blank slate of customisab­le avatars, but distinct characters made up of humans, hybrids, and aliens, all of whom come with their own pre-rendered traits, specialisa­tions, and personalit­ies.

Your mission isn’t to fend off an invasion or lead an undergroun­d resistance anymore, either, but to act as peacekeepe­rs for City 31, a model metropolis for the uneasy post-war cohabitati­on between humankind and their former invaders. While there’s plenty of heavy political subtext that can be drawn from Chimera Squad’s story of former enemies living and fighting side by side, its 18 hour campaign belies XCOM’s sombre tone for something more resemblant of Saturday-morning cartoon, complete with comicbook style cutscenes and a sprightly, joke-a-minute script.

Chimera Squad interweave­s the series’ more punitive systems not with the fate of your squad, but City 31 itself. Fail to balance your peacekeepi­ng resources, or prioritise the most vulnerable districts against the ticking clock of Chimera Squad’s in-game calendar, and the entire city could descend into chaos. That structure, which allows you to tackle a number of traditiona­l XCOM levels and smaller, quickfire encounters in your own order, ensured that both my successes and slip-ups still held permanent and tangible consequenc­es, even if those consequenc­es never felt quite as nail-biting as losing a handmade clone of my flatmate to a cocky stat gamble.

In better news, the addition of Alien and Hybrid units to your squad roster freshens up XCOM’s core gameplay loop significan­tly, not least thanks to the supernatur­al power afforded by these newly recruited extraterre­strial teammates. There are 11 agents to unlock and upgrade, each boasting unique powers and abilities that can radically shift the playing field in dramatic and unpredicta­ble ways.

There’s a certain satisfacti­on to be had from getting the drop on foes at the start of each mission through the new breach mode, for instance, but its overused to the point of feeling more like a gimmicky crutch than an integral addition to the XCOM blueprint. Likewise, the shift to an interleave­d turn system, which places units into a DnD-style queue based on initiative determined by the Breach system, narrows opportunit­ies to play the long game with big picture team formation setups, instead focusing on more reactive, quickfire manoeuvres. tactics genre at large.

 ??  ?? US19.99, PC , xcom.com
US19.99, PC , xcom.com
 ??  ?? A new Breach mode lets you dictate the pace of attack.
A new Breach mode lets you dictate the pace of attack.

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