If you click with the left mouse button, you can actually move the reticle around. That’s because in Phoenix Point, every single shot you make is a called shot. If the red circle is full of alien, you’re close enough and at the right angle for a 100 percent successful shot.īut the ballistics simulation gets even more granular from there. Rather than a percentage of success, you can see visually on screen how likely you are to strike the target. Snapshot Games via PolygonĪll the shots that your soldier takes are randomly distributed inside the red circle only half of them will land inside the orange circle. But our sniper is in the perfect position to shoot around this crabman’s armor and hit it right in the head. Sure, it looks like a low probability shot at a glance. Overlayed on the target are two concentric circles, one red and the other orange. You can get an idea of what the foreground and the backstop of your target look like by aiming over the shoulder of one of your soldiers. Therefore, knowing what’s in front of and behind your target is crucial in staying safe on the battlefield. Each one will travel straight on through until it meets an obstruction. In Phoenix Point, every single round you fire is tracked using a realistic ballistics system. Either they hit the target, destroyed some of the cover your target was standing next to, or didn’t hit anything at all. Sure, you could toss a bad grenade or a missile could go wide of its target, but most of the shots fired in the game were abstracted. In 2012’s XCOM, that level of simulation simply didn’t happen. If you were really unlucky, you’d hit the pump outside of a gas station, leading to a catastrophic explosion that wiped out half the map. Sometimes, you killed a civilian sitting in their kitchen at home. Sometimes you’d see a plasma bolt flying straight across the map, into the dark area covered by the fog of war. That’s because each and every shot that was fired in that game was tracked to see what it hit. In the 1994 version of X-COM, it was possible, at times likely, that you could shoot one of your allies instead of the alien standing next to them. Phoenix Point's Fig campaign promises new take on classic X-COM formula ![]() īut while Gollop’s X-COM and Firaxis’ XCOM have a lot in common, there’s one fundamental difference - ballistics. Those are a lot of the same bullet points to be found on the reboot of the franchise made by Firaxis Games, a series that began in 2012 with XCOM: Enemy Unknown and peaked, in my opinion, with last year’s XCOM 2: War of the Chosen. It’s a remarkably complex game, one that blends squad-based tactical engagements with a base-building mechanic and a tech tree. You can find it right now on both Steam and GoG. The original X-COM: UFO Defense, which was released in 1994, is still playable on modern hardware. This isn’t a copycat attempt to cash in on the resurgence of the turn-based tactical genre, but an attempt to reassert Gollop’s own vision for what it could be. After spending a long afternoon with the beta, it’s clear that Phoenix Point has all of the ambition of Gollop’s 1994 classic, and then some. Today, Gollop’s team at Snapshot Games released its backer beta, a tiny slice of the final product and one of the rewards promised to those who participated in the successful crowdfunding campaign on Fig. The next title from Julian Gollop, the creator of the X-COM franchise, is called Phoenix Point.
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