PC GAMER (US)

Phantom Doctrine

Phantom Doctrine’s take on XCOM- style strategy manages to be exciting, original, dull, and underwhelm­ing.

- By Evan Lahti

Phantom Doctrine is a stranger XCOM with rougher edges. The combat doesn’t compare well to Firaxis’ cinematic chess game, and it does little to explain core systems that differenti­ate it, like stealth and detection. As you approach the end of its campaign, each mission begins to feel like the last. It reminds me a lot of Jagged Alliance— occasional­ly brilliant moments emerge from unpredicta­ble systems and opaque rules, but more often I just felt bored. At the beginning, you decide if your main character is ex-CIA or ex-KGB, and this choice sets up a distinct intro to the bad guys, a conspiracy group called The Beholder Initiative. When you’re not playing the turn-based portion of Phantom Doctrine, you’re engaged in a pausable global board game against this shadowy opponent, moving your agents between cities like pawns, playing whack-a-mole as Beholder agents try to locate your base or deny access to NPC informants. The metagame portion becomes a slight mess of alerts and micromanag­ing, but it adds urgency along the way.

A more pleasant noncombat task is the conspiracy board. Your cabal uncovers documents during missions, and this intel takes the form of a corkboard where you have to drag yarn between documents. It’s a word-matching minigame, but a captivatin­g one. It made me feel like a crazed Charlie Day as codenames swirled around in my head.

When Phantom Doctrine leans into its theme like this, it reminds you of how much interestin­g unexplored territory there is in the spy genre. It’s unfortunat­e that such a core component—the spies themselves— are underdevel­oped. Because agents pick from the same perks and can carry any weapon, I struggled to build fun specialist­s. It also hurts that the agent hiring menu continuall­y serves up high-level, powerful spies, offering instant upgrades over the agents I’ve invested hours into. A couple of odd design decisions make it even harder to create unique agents. Melee takedowns are powerful in Phantom Doctrine: Any agent can execute a one-hit kill as long as they have more HP than their target. Perks that increase an agent’s HP or damage resistance become no-brainers. Pair this with the Actor perk and a disguised agent is effectivel­y invisible to all enemies. It feels like having a cheat code.

If an alarm is triggered, a squad of reinforcem­ents drop into the map. Things can go belly-up when four or five extra enemies appear, especially if one of your agents is incapacita­ted. But around half the time, I was able to throw a single grenade that annihilate­d them all.

Spies like us

Although it’s a bit sparse, the story wrapped around these combat encounters kept my interest. CreativeFo­rge elegantly weaves a fictional conspiracy into Cold War history, and the plot avoids getting bogged down in convoluted geopolitic­s. However, my favorite moments are the choices Phantom Doctrine sprinkles throughout its campaign. When I got a notificati­on that Agent Wraith might not have been completely honest about his ties to the NSA, I had to choose whether to spend money verifying the truth, confront him or execute him.

These are delightful twists. If Phantom Doctrine had doubled-down on these moments of flavor, my agents might have felt like genuine characters with histories. The same is true of the twists that activate during combat, which desperatel­y need an exciting layer of presentati­on around them. One of the biggest payoffs in the game should be ‘activating’ an enemy who you’ve brainwashe­d. But there’s no fanfare, dialogue, or musical sting to accompany their turn. You simply gain instant control of the enemy, the game’s code coldly transferri­ng ownership to the player.

It sucks that so many of Phantom Doctrine’s good ideas are underdevel­oped. Completing missions undetected made me feel clever, but melee takedowns are a skeleton key for combat. The random events that target your agents present fun choices but are fleeting. Mindcontro­lling enemies seems dark and interestin­g, but mostly amounts to buttons and icons on menus.

Intel takes the form of a corkboard where you have to drag yarn

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