Phoenix Point is a masterpiece
As most of the feedback seems to be critical, I just wanted to go ahead and say it.
The game does need some polishing and bug squashing, but IMO it’s a remarkable achievement. And while bug squashing, balancing and polishing is all good and necessary, it’s uncalled for to assume that every way in which PP does not conform to one’s idea of what an updated Gollop Xcom should be must be a bug, or a missing feature.
I have put in 1000s of hours into the original Xcom-TFTD when it came out (yeah, I am old), and later Xcom Apocalypse, and 100s into the Firaxis Xcoms. I’m also a fan of Gollop’s less known but brilliant Laser Squad Nemesis, which had a unique (until Frozen Synapse at least) simultaneously resolved turns system. And I’ve played JA1 & 2 to death, and a lot of other stuff too.
From reading the criticisms on this board (and “professional” reviewers) it seems like many people are disappointed because they expected some sort of Gollop Xcom, only better.
So here are my two cents.
The genre of turn based tactics has, in broad terms, moved between attempts at simulation and attempts at recreating a board or miniature game.
The original Xcom was a simulation, that was, at times, extremely effective. And sometimes it wasn’t, but the good parts far outweighed the bad. All attempts to replicate it failed because this balance (the “magic”) got lost in the process. (See Xenonauts, for example). It reminds me of what happened with the original Operation Flashpoint and the ARMAs. Or, in the same genre, with JA1&2 and its hopelessly miserable iterations.
Firaxis took a different approach - they went full board game (or miniatures, if you prefer). It’s not only about the dierolls, though it’s perhaps the biggest one. Basically Firaxis Xcoms can be played without the processing aid of a computer - it’s just way nicer to have it. And, IMO, they are great games and have been very important in bringing TBT to the uncouth and ignorant masses.
So coming to Phoenix Point now, PP is not a return to the purity of the original XCom; it’s not an attempt at a simulation. Just consider the perk & classes system, and how fast the combat is (most encounters are over in less than 4 turns, in my experience): if anything, in that sense it’s like Firaxis XCom on steroids, because there is no cool down for the special abilities and the maps are smaller, and you are encouraged to drain WPs to get kills to get more WPs in a vicious spiral of carnage.
But then PP does this thing where the trajectory of each projectile is individually calculated and all you can say about where it will hit is “100% inside the big circle, with 50% chance of hitting the inside of the smaller circle”.
It’s genius.
I find it hilarious when people say, “yes, those circles are nice and all, but what are the chances my shot will hit where I am aiming at?”. People instinctively look for the odds of a roll of a die, when the physics of a projectile will always be more fun than a die roll, the latter being ersatz for the former.
Projectile physics is something you can’t do without the processing aid of a computer. The closest thing I can think of is playing toy soldiers, or miniatures, with a small sling, or an airgun, or something like that.
And embracing the physics of projectiles VS die rolls, changes everything, because then the maps in PP can be made very small: every tile and what’s in it matters, and verticality becomes crucial.
As in F-Xcoms, the right way to play is by making combinations of different abilities, but in PP there is more choice and freedom to combine, because soldiers can be of 2 different classes, there is no cool down on the abilities, each has 4 action points instead of 2, partial use of the movement action is allowed, etc. This makes for fast and exciting engagements, where you have many options and all of them matter. Also, it has little or nothing to do with Xcoms, neither the original, nor the Firaxis.
In fact, PP plays differently from every other game in the genre. Which is exactly what one should expect from a Gollop game. If you want 1/3 same, 1/3 improved and 1/3 new, you can always bet on Firaxis.
So kudos to the developers and best of luck in polishing, bug squashing and future endeavors.