PHANTOM DOCTRINEs take on XCOM-style strategy manages to be exciting, original, dull, and underwhelming.
Phantom Doctrine is a stranger XCOM with rougher edges. The combat doesn’t compare well to Firaxis’ cinematic chess game, and it does little to explain core systems that differentiate it, like stealth and detection. As you approach the end of its campaign, each mission begins to feel like the last. It reminds me a lot of Jagged Alliance—occasionally brilliant moments emerge from unpredictable systems and opaque rules, but more often I just felt bored.
At the beginning, you decide if your main character is ex-CIA or ex-KGB, and this choice sets up a distinct intro to the bad guys, a conspiracy group called The Beholder Initiative. When you’re not playing the turn-based portion of Phantom Doctrine, you’re engaged in a pausable global board game against this shadowy opponent, moving your agents between cities like pawns, playing whack-a-mole as Beholder agents try to locate your base or deny access to NPC informants. The metagame portion becomes a slight mess of alerts and micromanaging, but it adds urgency along the way.
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Special Report- Stacked Deck - Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big.
Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big. Four years later, its successor Inkbound’s launch from Early Access was looking more like Sandwich Big.I’m not just saying that because of the mountain of lamb and eggplants I ate while meeting with developer Shiny Shoe over lunch, to feel out what the aftermath of releasing a game looks like in 2024. I mean, have I thought about that sandwich every day since? Yes. But also, the indie team talked frankly about the struggle of luring Monster Train’s audience on board for its next game.
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