In equal measure, I’ve seen the game entirely break from simple actions. Though in some areas, I’ve seen Phoenix Point try to chug along at less than pleasing framerates, coughing like a particularly wheezy steam locomotive. It seems the luck I was having surrounding that mission was reserved to the foresight of bugs and saving right outside of it. Luckily someone had some sense and allowed you to have a near-infinite number of saves to use whenever and wherever you like. I’d have agreed if that was the issue, but I’m speaking more so of the load times of upwards of 30-seconds, a minute, or the worst of all, infinite load screens of death/a hard crash to “desktop.” The infinite load screen happened on a save-file of a mission that I was having the worst of luck on. The performance overall is a little patchy in my experience, a phrase that brings the cacophony of fans leaping to defend it saying it is turn-based and framerates don’t matter as much. Sometimes the game will freeze up for a second trying to work out what moves it can make with the enemies within and outside of the fog-of-war effect. I know, turn-based games aren’t often about speed, though I am an impatient man that gets bored far too easily. One option is animation speed, which is fine, but I’d have also liked an option to allow for skipping enemy animations just to speed up the situation. You can toggle things like backer names, hints appearing, volume, and camera speed. There practically aren’t any options at all. This brings me to the options because you can’t remap or invert controls for love nor money. In-game, however, up and down on your directional buttons zooms the camera in and out, while up and down on the right analog stick moves floor as right and left continue to be camera controls as normal. Moving between multiple floors of a multi-layered level within the game, my intuition says to use the direction buttons because logic would suggest that as simple. Depending on your experience with games that are typically PC-centric being ported, it can alter your perception of the game. Where the annoyances come in is the console port and the overall quality of it. None of that should suggest I dislike Phoenix Point for this reason alone, it is hardly the most annoying aspect of a collectively sound idea. Sometimes, as in-flight entertainment for your A-team, you’ll have to fight the Enemy Unknown horde’s UFO in an odd semi real-time/turn-based mini-game that is altogether a bit messy. However, sitting on top of that is the pending global threat of the space jellyfish decimating the world population to irrevocable points. Of course, you still have resource management and base building, alongside crafting, research, and an encyclopedia of world-building to fill out throughout the many hours of the Phoenix Point campaign and its DLCs. To say there have been a few ideas glued on, more so out of desire than necessity, would be an understatement. Am I possibly being a little hard on that aspect of the game? Yes, maybe. ![]() It would be a bit unfair to say it is only X-COM, as it adds in a couple of factions to complain at you, the Phoenix Point leader, about their bickering with each other while Spongebob Squarepants has a go at your Granny’s kneecaps. You control a collection of makeshift military types taking on the horde of green men from Mars, or in this case, the next Pokémon evolution of the Mirelurks from Fallout and other malformed creatures from the sea. Phoenix Point is X-COM, there is no skirting around it. ![]() ![]() Furthermore, this was his third attempt at getting a successor going following his early 2000s effort, followed by a multiplayer example that had quite a low budget. I wonder what comparison I am going to draw on here? The guy is the mind behind easily one of the best turn-based tactics franchises of all time, X-COM or XCOM, depending on which version of the title you want. Phoenix Point is a turn-based tactics game from Julian Gollop’s studio Snapshot Games, about grotesque alien lifeforms invading our little rock.
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