A terrible disease has overtaken mankind. The Pandoravirus, an alien threat that’s mutating and twisting our world into one controlled by swarms of hybrid creatures emerging from the seas. Society has collapsed and new social movements have risen. A few rogue military operatives seek to revive an old initiative dedicated to securing the future. It will not be easy, as Phoenix Point chooses strategic complexity over tactical simplicity.
In this Phoenix Point is very much a successor to the original X-COM – unsurprisingly, as it’s designed by series creator Julian Gollop. In terms of core design, turn-based tactics games don’t get much better than Phoenix Point. To my chagrin, they also don’t get much better than in terms of copious bugs and poor AI.
It’s still heavily influenced by recent turn-based games. The design language of the interface will be very familiar to anyone who played a game released since Firaxis’ XCOM or XCOM 2. Otherwise, Phoenix Point strikes off on its own path. It’s a world of weird fiction monsters, heroic sci-fi soldiers, and the body horror they share. It has some wonderful visual design and well-established, consistent aesthetics throughout for a creepy and atmospheric ride. It’s never quite clear where the worldbuilding is taking you next – and it goes to some wonderfully weird places.
The sound design and music, on the other hand, are bad. They actively undercut everything the graphics accomplish. Some of the voice lines sound like they were recorded inside a tin can. The biggest, meanest alien beastie sounds like a 12-year-old imitating a tyrannosaurus rex. The music behind it all alternates between annoyingly shrill and simply forgettable.
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios