I finally played this game for the first time last week and I decided to log in for the first time to let out the steam. I played on normal and I gave up because the gameplay loop in the end was all about raiding the same location for resources that are too scarce, trading with the few allied havens that had anything left to trade, and defending the havens over and over again if I could fly there in time. And don’t tell me I have to know this and this before playing it “correctly”. I played the newer X-coms on normal difficulty and finished them pretty easily and enjoyed them. This game wasn’t too difficult, it was just too repetitive and boring. The game progression needs to be more tight because the designers clearly don’t know how to design or balance a game this free in nature.
The pandoran evolution is too fast and doesn’t reflect my choices in any way. I got multiple Scylla mutation reports before even fighting that thing once. I also got like three mutation reports in the time span where I only fought humans. Yes, this game focuses too much on battling humans which doesn’t make any sense.
And please remove or rework paralysis. Do you seriously expect me to wait for 20 turns to remove the paralysis and then slog to the evac point with 1 AP per turn? The person who designed this should be slapped in the face. The paralysis should last only one or two turns and you should use some kind of device to capture the enemy when it’s paralyzed. And if your soldier got paralyzed and captured, then there should always be a way to retrieve that character from either enemy bases (prisons) or pandoran nests. Capturing humans should give you some intel or other rewards.
Also, retrieving dead soldiers should be an option in these types of games. With some kind of penalty of course, time-out, resource-expensive surgery and/or a loss of abilities or levels for that character. I’m not just going to let that maxed out soldier die when I’ve build his experience for 15 hours so that just leads to save-spamming.
The enemies should be distinct from another so I don’t have to go to some info tab to see if this enemy is a priority threat or not. Make a few distinct enemies rather than 10 different versions of the same soldier and pretend it’s a new enemy type. Like in X-coms, you always had new, unique and interesting enemies and threats as an answer to your progression.
It’s not all bad: I did enjoy the combat system a lot and after PP I tried X-com Chimera Squad. The combat is just so basic and rng based in X-coms after experiencing PP. But the resource-management in X-coms is just a lot better and the game progression is tight. In PP, the resources should generate by themselves so that players could focus on exploring and advancing instead of raiding, trading and rebuilding havens. I’m probably going back to this game after all the DLC’s have been released but they really need some help balancing and testing this game…
