Edited on: October 15, 2025
Posted on: January 4, 2021

Burrito
Verified ownerGames: 1497 Reviews: 52
A return to strategic-mode relevancy
Phantom Doctrine carries cosmetic elements from the XCOM reboot, but plays more like a squad based evolution of Covert Action. I favor games with Push Your Luck mechanics, and this has them in spades. Risk/Reward requires constant balancing in the tactical missions, which involve infiltration and often escalating to rolling gunfights. Rewards scattered across every map assist in the Strategic element later, if retrieved, but require exposing agents to more time on target. Constant re-enforcements and airstrikes once combat kicks off require speed to avoid getting overrun, but speed means taking chances, and taking chances means inevitably making mistakes and getting broadsided. Almost anything you do before the enemy becomes aware of your presence involves taking on the risk of being discovered. Getting offsite involves not just clustering agents at a pre-determined point, but calling in evac, which takes several turns to arrive. If the Evac vehicle is on site more than a few turns, you advance a doom clock (enemy intel on your actions) that hurts your Strategic level play. Strategic play offers limited assets that must be balanced, usually with "payment in advance" for advantages or to avoid difficulties. If you want a sufficiently large team to stay on top of everything, you'll run a larger risk of bringing in an enemy mole. Cashflow is largely enhanced by way of very expensive initial investments. Body modifications can enhance your agents, but conflicts between drugs means taking advantageous meds now may prevent the use of better meds later. My big problems with X-Com (the reboot) are largely solved here. Strategic play is vastly improved and doesn't feel irrelevant with eventually victory assumed. Cameras rotate freely, not to fixed angles. Choices have weight, failure has cost, but messing up a few times doesn't require a full restart. It's good, is what I'm saying.
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