Top Critic Average
Phoenix Point's more complex take on the classic X-COM formula has some great ideas, but most of them feel experimental and in need of fine-tuning and balance.
In terms of core design, turn-based tactics games don't get much better than Phoenix Point.
Phoenix Point carries Gollop's legacy forward capably, if conservatively.
On paper it does everything XCOM does and more, but poor balancing and overcomplicated rules means it's just not as much fun.
The creator of XCOM returns with some interesting new ideas, but without the budget or time to refine them Phoenix Point struggles to offer a viable alternative to its more established rival.
Phoenix Point takes a good shot at revitalizing the XCOM formula.
Phoenix Point fits firmly on the foundation of modern XCOM, but rethinks combat with an action point system and the ability to free aim. While the latter seems like a gimmick, it's actually a wonderful tactical option that pushes the strategy forward. It's a shame then that a reliance on procedural generation leads to a lack of variety, weapon balance isn't great, and the technical execution is rough. Phoenix Point is a great starting point for something amazing, but it's not quite there yet.
Phoenix Point is a good try at capturing some of that XCOM magic, but it falls short of being great. I found myself enjoying the experience, but at the same time, couldn't help feel that something was missing. Hopefully it's something that can improve in a sequel, if it ever comes.
Phoenix Point expands upon the XCOM formula brilliantly, offering a fantastic campaign that leaves you twisting and turning.
Surely an interesting game, Phoenix Point nevertheless suffers from some opaque mechanics and too much micromanagement. Julian Gollop is proposing a valid spin on the X-COM formula, but Firaxis' War of the Chosen remains a bridge too far.
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