I was rather put off this game by Beaglerush's disdain as he was giving it a tryout. Has it settled down to be a good game after all or is it irredeemable shit? Was it some sort of cash-grab using Gollop's name, or is it a serious game?
After enjoying the hell out of Troubleshooter: Abandoned Children, I've got the XCOM-ish combat itch and wouldn't mind playing another game in roughly the same vein.
Beaglerush is a retard that didn't even play old UFO games and jerks off to Firaxis Xcom shit.
His rant vs PP at release was so retarded I don't know how the guy manages to put clothes on himself in the morning.
He's not totally a sucker for nu-XCOM, he didn't like XCOM 2 very much. His jam was the first XCOM+expansion, and XCOM+Long War, and he was very, very good at it.
But while I respect his opinion to a degree, I felt even at the time of watching his takedown of PP that he doesn't have much of a feel for simulation (at least not in his XCOM), which it seems like PP is trying for, more so than the XCOM games. What he liked about XCOM (I think) is the hard binary (chess-like) nature of the first XCOM game - a mechanic that was preserved through the Long War mod, even though it was ostensibly more simulationist. If PP is in fact more simulationist (as is
Troubleshooter) then I'd be happy to give it a go.
It is very simulation focused, more than OG Xcom in some cases:
1. All weapons are ballistics based, not % based. Each bullet/projectile is its own entity and acts that way (for example one projectile can break cover, next one hits guy behind it or one kills the target, next one hits whatever is behind it). As a result that means you got friendly fire, you got misses that hit and you got 100% hit chance from point blank like in old Xcom (which is probably less realistic but people liked that).
2. Everyone has body parts and those body parts have different health and armor values. Old Xcom also had body parts but one armor value. Like in old Xcom each body part can bleed separately. In addition each disabled body part has additional effects that range from disabled special abilities to inability to use two handed weapon (or any weapons and items if you lose both hands).
3. First person aiming is very good simulation wise, especially since FP camera starts at weapons height, not at eyes level of soldier. So if you got a heavy cannon that is held low you aim from that height. Old Ufo still had to use % to show you your hit chance, PP shows you all that like a soldier would and you can make better simulationist decisions if you want to try the shot or not.
4. AP system is just like old UFO only with modern UI. You got 4 AP where each represents 25% of your max AP/TU. Movement makes up parts of each AP and attack actions cost from 0 AP to 4 AP. In old UFO you had snap shot, auto shot and aimed shot, each spent certain % of max TU. PP just used AP to make it into uniform 25% of max TU instead of random % of max TU old Xcom used. Otherwise it works the same, you can spend your max TU as you like, game pauses your movement when you discover new enemies (or allies) and so on.
5. Game has full in combat inventory system that can be used like in old Xcom. You can pick up stuff, put it down, exchange between soldiers, exchange items/weapons between backpack and ready slots and so on. No stupid limitations like in new Xcom. As a result you can do things like carry extra rockets with other soldiers for your heavy soldiers.
6. Cover system is like old Ufo, it gives no % to defense but only as a physical barrier vs enemy weapons. And some weapons go through it or blow it up. If you hiding just at a corner enemy just need to move sideways a few tiles and he can hit you much more easily, something new Xcoms didn't have except in some mods.
In some parts it is not as simulationist.
1. You cannot manually crouch or go prone. Your soldiers automatically crouch when next to low cover but always stay standing in other cases.
2. In combat there are less stats to worry about than in old Xcom, for example Stamina is not used inside combat but only outside. It is a way to limit how often you can do missions before needing to rest your soldiers.
3. Willpoints are a mix of stress management and resistance to PSI attacks (like if you combined morale and PSI resistance into one in old Xcom). They did make it a bit gamey here by letting your use your willpoints to do special attacks but that can be explained as stress management. These special abilities are stressful and as result reduce your willpoints making you more susceptible to panic or psi abilities.
This is fast comparison on combat differences and I am sure I missed some stuff. Geoscape stuff also has differences but I cba to do that now.