I liked the demo, it had a classical military vibe to it. Is it like that or a bait and switch and we get a bunch of stronk women to put the men right?
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Apparently hot take, not every game needs to involve setting up tents.
There's room for slower more methodical games, and ones that force you into moving.
As much as I love setting perfect ambushes, etc, xcom2 (with mods, admittedly) made for much more interesting and challenging missions when I had to move and might have to adjust on the fly. Xcom 1 was fun in a different way.
There has to be a balance. It shouldn't be so harshly punished in such an arbitrary manner if you want to take things slower all the time. Emphasis on all the time.
Having missions where turtling and moving too slow gets you slammed extra hard? Thats fine, just don't make it so that they are everything.
Personally I think Xcom2 was OK at this, though they could've been a wee bit better.
A personal favorite of mine, Steamworld Heist 2, manages this pretty well.
Some maps come with alarms, alarms can range from level 0-3 depending on the circumstances, and they level up over time. Each level of alarm means more enemies spawn every turn indefinitely (0 is obviously nothing, 1 is 1-2 low rank guys every other turn, 3 is 3 synergized guys every turn).
So playing slower will create more enemies, but because it often gives you more dynamic and safe cover, it still ends up safer. As long as you don't drag too much. A real nice balance most of the time until the end game where you become so overpowered every mission just starts at level 3 to try and fight you.
Xcom 2 sucked awful at it until they added the ability to double the turn timer at some point (was it WotC?). With double it finally felt like you had time to breathe but not enough to turtle forever, which is where it should have been.
The first mod you download for xcom2 is the one that removes turn limits.
Honestly I'm a pretty "enjoy what you will" but I don't know i can even accept this as a valid perspective.
Like unleveled RPG. It's bonkers to me thay they even began to exist.
So why are turn limits bad? Because they force you to do something? How is that not a valid game design?
Quite litteraly yes. Turn clocks are the escorts for exposition Mission of tactics games.
Its lazy, arbitrary, and a pain in the ass.