XCOM: Chimera Squad impressions – Really good so far

This entry is part 1 of 2 in the series XCOM: Chimera Squad
A Chimera Squad agent arrives on the scene.

Seven hours in, I really like Chimera Squad, both from a mechanical and a narrative perspective.

The game is what I hoped it would be: a brisker, more elegant interpretation of XCOM’s tactical combat. The new turn system means that the old XCOM playstyle, “mow every enemy down in one round”, no longer applies. Instead there are new abilities, and new interesting decisions. With a few upgrades, Axiom, the Muton, can charge across the room and pummel multiple enemies; but is it worth leaving him exposed? Shelter, the psionic, can teleport and swap locations with an enemy. That enemy will become out of position and likely easy prey for the rest of the squad, but Shelter will be surrounded by his remaining foes. Is that worth it? Should I roll the dice on a 70% shot; or go for a guaranteed, low-damage melee attack that will ensure my next character can land a KO? Calculations such as these keep each battle interesting.

The strategic layer is simple but effective: there are too many things I’d like to do, and not enough agents to do them with. I would love to accelerate my research into new equipment; my agents are becoming out-gunned. I would also love to put my agents through advanced training; send them off to gather more resources; or rehabilitate them after injuries. But I only have so many agents, and each of them can only be in one place at one time.

In an inspired touch, Chimera Squad’s tutorial battle takes place in a museum chronicling the events of the previous games. Here the squad shelters behind a model of the Skyranger, XCOM’s transport plane.

The unexpected delight has been the worldbuilding — hands down my favourite in a Firaxis XCOM game. Humans and aliens living in uneasy peace makes for a great setting, and Chimera Squad brings it to life with details that range from the serious (the agents’ biographies hint at the horrors of the alien occupation) to the absurd (an in-universe ad for breakfast food is both hilarious and underscores the extent to which aliens have integrated into human society). I don’t even mind the wise-cracking dialogue, a clear homage to the “buddy cop” genre.

What could be next for the XCOM franchise? If Chimera Squad sells well, I wouldn’t be surprised to see it become its own spin-off series: so XCOM 3, Chimera Squad 2, etc, with each having its own distinct mechanics. I also wonder if, like Chimera Squad, XCOM 3 will borrow a leaf from Julian Gollop’s XCOM: Apocalypse. We now have a multi-species squad in an urban setting; what else could be in store?

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