Phantom Doctrine reviews

Translated by
Microsoft from Deutsch
It's just not what it looks like. Looks like XCOM, as mentioned often enough, it definitely isn't. The Tutorial Still plays very fluently and interestingly, but unfortunately it stops. The setting can be emphasized positively, which at first Glance seems new and makes You want more, unfortunately this one, like so many, has not been consistently penetaled. Like many other Aspects, it's a Mix of many that makes you lose track at the End. You could start to complain about the Graphics, which would not be justified with an (indie) title, although it certainly doesn't look good, the Animations contribute to the rest of it. You could still look beyond That, but I personally felt left alone in the first Few minutes. A Trial-and-Error Menthality Emerges that makes all Pleasure pass in serious Decisions. There is no Overview of what needs to be done at all, Agents can be moved on the Tactical Map, but what one, at which point, where exactly should make, remains unclear. So you are only smarter when you have really let go for the first time. When should you choose which mission, what Research To do, everything seems willful and confusing. The Consequences are not shown at first. Within a Mission, the whole thing gets worse, whereas the Tutorial was, of course, simple, the sharp Passage seems a complete Mess. What Character should be used as, how important is Cover at all, what Armament, Equipment and Capabilities are involved in the first place. This sounds like Mimimi at a high Level, but it's just not Fun to play a Game where you have to powder your Butt to the Developers for every Explanation. It is simply Neither Intuitive nor Self-explanatory, user-friendliness Misrepresentation. This can probably be expected today at least in the best of Ways. On the Contrary, you select any Types before the Mission, about how important it is to have different Skills, which exist at All and how important Bonuses are on trained Weapons remains a complete Mystery. However, This is just the Beginning. In my second Mission, I was allowed to start with three Agents, about 60 LP each. The Opponents, loosely twice as many, with 90 Points each. Seems half as wild if Cover would somehow matter and the Game would not consist of it in his Turn to use the first Point of movement to run around an Opponent and then shoot, otherwise it can't be any other way, otherwise you can do about seven, instead of six damage Makes. The whole Build-up just doesn't make Sense. You are thrown into the middle Of a Mess of Mechanics such as Vigilance and Focus, questions why opening a Door costs a Point of movement, why Agents can sometimes only move five Fields, why you can only finish a Train after each Farmer also Finally in place is why the Overview through Levels is so Modest, why the Cover Fire only triggers when an Opponent runs directly through the one marked field and not directly next to it to wipe out the entire own Troop with a Grenade and why curses There is no Melee to carry through the stealth Theme, there are only marginal. From the Point of a Mission you just have to start bowing around, or running through a Camera, the Consequences seem marginal, but from The catch the big dying on and it can't be the Point of the Matter, crawling on the Gums, without arms and Legs, as the only Surviving the Unit shredded by a Grenade to be hurled into the Rescue Zone, only to wave the fallen comrades with the Stump from the Loading Area. Why is a loose (perfect) downplay like XCOM (it falls again) not possible? A lot of (small) points in total, but these break the whole Game. You probably have to have cobbled the whole thing together to understand the strange Decisions and Mechanics. If you have at least tried to play it, you will be left with the Certainty that there will certainly be a hundred great Ideas in this Game, but you will forget to explain them. Each of them has become a Diligence beaway when it comes to me but does not earn any Money. One is simply accustomed to other things, so the Mechanics here make no Sense, seem to be half-thought and brought to an end.