PHANTOM DOCTRINE
What a Carré on
Spy stories are a rarity in gaming. If you want to live out your James Bond fantasies, you’ll find plenty of opportunities to fire a virtual Walther PPK or drive an Aston Martin. Finding a simulation of proper spycraft, though, is much more difficult. Phantom Doctrine is a welcome exception to this rule, but also an unfortunate reminder of why interactive espionage is so hard to get right.
Applying the XCOM formula to a le Carréesque Cold War spy story is a genius idea. The tactical missions see your agents1 infiltrating enemy bases to snap blueprints, rescue allies, or assassinate enemies. Meanwhile, the strategic layer has you shifting those agents around a world map, investigating leads, and piecing it all together on one of those iconic string-and-pin boards.
When it works, Phantom Doctrine allows you to tell some unique stories. Agents have a wealth of actions at their disposal, and enough gadgets to make Q envious. You can call on a spotter, who’ll peer through their telescope into the windows of a nearby room, 2 then use that information to set up a careful ambush, positioning agents at each door before sweeping in and surgically eliminating all enemies.
Unfortunately, this leads to a game that is often fiddly. As well as action points, there are fire points – some actions require a mix of both – and an awareness bar, which can be spent on special abilities or held onto, because it acts as a secondary health bar. All of that’s a lot to keep track of, and with a squint-inducing UI, you often end up feeling less like James Bond and more like the poor MI6 bod who has to do his paperwork. Alex Spencer