At first glance, can look like an game transplanted to a pulp history setting, but this tactics title is more than just a fresh coat of paint. Developed by Harebrained Schemes and published by Paradox Interactive, the game tasks an eclectic group of agents with challenging infiltration missions in the name of saving the world. With a strong array of clever ideas that feed into each other well, wears its influences on its sleeve while managing to stand out on its own as an intriguing strategic experience.
The opening missions of lay out the basic premise and gameplay carefully, introducing its three starter agents to the mysterious benefactor Pelham Locke and tossing out a smattering of enemies for them to dodge or fight. Real-time stealth complements the turn-based tactics, transitioning when cover is blown or at the press of a button to gain the initiative. Strategy is unsurprisingly simple at the start, but mechanics are fleshed out steadily in a way that makes the latter levels of the game truly shine.
flirts with plenty of discrete gameplay elements, carefully balancing them so that no one aspect of strategy becomes overwhelming. The core of the game lies in the characters, with a possible roster of ten agents that can be recruited through various missions. Divided into three overall categories — Bruiser, Sneak, and Saboteur — each agent has their own abilities and skill tree to foster development. Skills are simple, and choosing upgrades is never particularly paralyzing, but the way agents work with each other can make combat exhilarating. The starting trio exemplifies this wonderfully once some upgrades are made, allowing for careful chains that can devastate hordes of enemies.
There's also a card-based upgrade
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