Right in the middle instead of over
Five years have been in the XCOM world since the end of the second part has passed and in City 31 people live side by side with the aliens they fought before. A police force, the Chimera Squad, ensures law and order. As his strategist, you uncover sinister conspiracies by sending four people and aliens strong teams on short missions.
Basically, Chimera Squad is clearly recognizable as an XCOM game: you move your units at intervals, place them behind half-full or full coverage and hope that the following shot will hit the mark despite a chance of success of only 67 percent. The characters are also developed between missions, because experience gives them new skills, and occasionally you have to choose between two skills. They also research new equipment and put fighters into training, e.g. to to enlarge their health bar.
Tactical single file
So the concept is the same, but Firaxis has modified the characteristics of some elements. It starts where the soldiers are not selected from a pool of randomly created recruits and specialize in the course of their careers, but only bring ready-made characters into the team who have special skills right from the start. Of course, this limits the 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 the time, this time it’s simply game over. You can then restart the respective battle immediately or load a game. There are no permanent losses.
The innovations continue where you do not move the entire team in any order during a round and then wait for the opposing team to do everything. Instead, all fellow combatants and opponents are sorted in an order of action, so that the players move alternately. At this point, too, tactical finesse falls by the wayside because agents rarely work together and simply use their individual skills instead. The advantage is a faster process because detailed planning is not necessary – a disadvantage is the fairly uniform process, because you always prioritize the same opponent types with the same skills.
“Breach, breach, breach!”
The uniformity is reinforced by the fact that all fights take place in relatively small spaces and are therefore quickly over. This is beneficial to the rhythm, especially since the brisk process noticeably increases the effect of the notorious only-one-use self-lie. I also like the way the agents enter every room because they break through windows and doors with a lot of noise. To do this, they are first placed in front of available access points, whereby bringing certain equipment, e.g. the optional blasting of a wall or the cracking of further door locks enables.