The genre of superhero tactics games isn't as popular as one may expect given the dominance of Marvel and DC in pop culture, yet does its best to make a name for itself amongst the titans that are The Big Two. Set in a world where the supervillains band together to form an organization simply known as The Company and wipe out the premiere team of heroes, super-powered individuals are in hiding or on the run as they attempt to survive in a tortuous police state. It's certainly an intriguing premise, and one that's elevated by deep and engaging tactical gameplay.
Anyone who's played or the more recent will be instantly familiar with the mechanics on offer in as players progress through missions to unlock new characters and gain experience to upgrade their existing team. Combat takes place on a grid, restricting participants to a certain amount of movement and actions per turn, meaning planning is essential, especially when positioning plays such a key role in defeating the enemy. Like most tactics games, missions are methodical puzzles of outwitting the enemy team, which makes for a slow but nonetheless rewarding experience when executed correctly.
Perhaps what's most compelling about is the game's progression, a mechanic that ties neatly into the story.The bulk of the narrative focuses on a group of young, inexperienced heroes working under the veteran, cynical gaze of Doctrine, a Batman-esque figure. Completing missions and the optional challenges therein rewards experience and skill points that can be used to upgrade and improve certain abilities.
While it may initially feel underwhelming when many of the improvements are slight damage boosts or the ability to disarm foes more efficiently, these advantages begin to stack up quickly. wants players to engage with abilities that aren't just necessarily «do more damage,» given that aspects like whether enemies have weapons and the overall mission turn order are significant factors in winning or losing. It's more
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