XCOM: Chimera Squad Review
XCOM Chimera Squad is my definition of a pleasant surprise. Just soldiering through quarantine on a lazy April Tuesday afternoon, across my news feed comes the improbable: a new XCOM game getting shadow dropped. Just a short ten days away, Chimera Squad would be releasing. What’s more? If you preordered, or purchased before May first, the game was only ten dollars.
Now I fully recognize, it may be the trying times we’re enduring, but that lazy tuesday suddenly felt like Christmas.
I’ve been a huge fan of XCOM since the reboot, Enemy Unknown, was released in 2012. I remember doing my research and discovering XCOM had first launched in 1994, but I never had the chance to play those games. Regardless, ten minutes into Enemy Unknown I knew I was sold.
Where Chimera Squad differs from its predecessors is, well, in a lot of places. Where XCOM 1 and 2 finds you operating as the Commander of XCOM, at first an international force assembled to fight back alien invasion, then as a resistance seeking to overthrow alien overlords, Chimera Squad is the result of an XCOM initiative called the Reclamation Project. With the war against the occupying aliens won, XCOM tasks an interspecies team of operatives to support the police of City 31. The former hub of Advent control, City 31 has become the world’s model city for human and alien integration.
As Chimera Squad, as directed by the Reclamation Project, you are tasked with seeking out and pacifying rogue groups in the city hoping to hamper its lofty goals, and simultaneously track down and reclaim scattered wartime technologies. But, of course, things don’t go specifically to plan. In the first moments of the game you are tasked with saving the life of Mayor Nightingale. Taken hostage by dissidents, 31PD is at a standstill and calls in the cavalry. With Chimera Squad so newly formed, Verge, your Sectoid Psionic teammate has to take a cab and catch up with the team on site.
That is the other way that Chimera Squad breaks the mold. Where other XCOM games give you a force of editable, backstory-less characters, this title has twelve operatives with names, backstories, voice actors, and personality. I wasn’t sure how I would like this change at first. Part of my love of the series is the stories that I can attach to the characters as I grow familiar with each of their abilities. And losing those soldiers becomes so much more personal when they fall in battle.
In Chimera Squad there is no such thing as losing a character. In fact, character death results in a game over screen and a “Load Checkpoint” prompt. Gravely wounded soldiers have an increased chance at earning a scar, a semipermanent debuff that can only be cleared by sending them to rehabilitative training. At first I wasn’t sure how I felt about these changes. I have moments from previous games that have stuck with me for years, based on the deaths or retrieval of lost characters. Chimera Squad axes that in the interest of telling a story with its characters, and for such a radical change, it really pays off.
Dialogue in-mission feels largely the same. Conversations back at base however, really lend to the depth of the characters. I found myself constantly bemused by the tidbits of information I could glean from these operatives interacting with each other. It only takes a couple of lines to understand where Godmother gets her callsign. In one instance, Cherub - the affectionate mascot of the squad - asks Godmother to sign off on paperwork allowing the soldier and scientist who found him to adopt him. See Cherub is a clone soldier. Created by Advent for war, but woken after the Ethereal mind control had been lifted. He explains that the two people who found him, set him free, had gotten married a few years later and now they wanted to adopt him.
I truly had no expectation that I would be charmed this much by an XCOM title. But it didn’t end there.
Later in the game, given the opportunity to recruit another unit to Chimera’s ranks, I chose Zephyr, a Hybrid bruiser whose only wield-able weapons were her fists. I rarely choose melee characters, but because Chimera Squad is so unique, I figured I would try something new. In her first mission she was a blast to use. Her attack rooted enemies, meaning they can’t move on their next turn, and after her attack she is granted an additional action point so that she can distance herself from enemies that would take advantage of her close range to shoot her. I was convinced. Then we went back to base.
In her one and only base-dialogue I heard, she asked Cherub to be her training dummy. Except, she didn’t call him by his name, she called him Knock-Off. When confronted by Terminal (another agent) that he has a name Zephyr waved them away and called for Knock-Off to come along. Always the team morale agent, he complied, telling his defender that it was ok.
I never used Zephyr again. She literally developed workshop projects for the next 20 hours of my campaign.
Again, I never expected that an XCOM game would make me feel like this about my soldiers. And quite frankly, I absolutely fell in love with this game because of it.
Chimera Squad is clearly built on the XCOM 2 engine. As one would assume, with that fact comes the realization that a lot of the combat mechanics for this iteration of the game are immediately familiar. This lends to Chimera Squad feeling like an expansion in a way that few stand-alones achieve. After learning the non-complex intricacies of the Breach phase, a shock and awe stage that starts every encounter, combat falls into a rhythm that fans of the series will be comfortable with. With one major adjustment.
Rather than the “I go, you go” turn-based nature of games previous, this title takes an approach that feels far more like an initiative roll in a game of Dungeons & Dragons. The devs at Firaxis re-appropriate the term “Interleaved” here. Traditionally meaning to place blank pages between printed pages of a book, here it simply means that your enemy will take turns with you, within a timeline displayed on the right side of the screen.
This forces players, otherwise familiar with the privilege of running through all of their characters before the enemy gets a chance to act, to plan more carefully. You may only have one agent in line at the start of a fight before hostiles get to retaliate. This leads to an increase in the importance of finding the most synergistic combination of agent abilities. Who can manipulate that timeline? Who can debuff, incapacitate, or eliminate targets the fastest and with the most cascading effect?
I found myself, at the halfway point of my playthrough (about 15 hours), settling into my squad. Godmother, a mobile, agile, hard hitting, shotgun wielding enforcer. Verge, a Sectoid psionic, with the ability to disable, berserk, and mind control assailants. Patchwork, a techie drone pilot whose drone shock can arc between enemies with a chance of debuffing every target zapped. And Finally, Blueblood a gunslinger with two pistols, one that ignores cover, and the ability to fire multiple times per turn.
In any situation, I could finagle my way into disabling or dispatching two targets fully or up to eight targets partially within my first four actions. Add to this the few odds and ends you can nab from the Scavenger Market, a transient market that visits every week, or side mission rewards, and you can find yourself with a few epic weapons, specialized buff grenades like the Motile Inducer. Two free actions, immediately, to whomever you throw it at.
Finding these synergies and supplements, is at the core of Chimera Squad, and while the process isn’t entirely unique to this title, it certainly feels more important when the turns are interleaved, the quarters are close, and your innate advantage lasts a single, Rainbow Six-esque, breaching action.
Over the course of your game you will investigate three factions in City 31: The Progeny, Grey Phoenix, and Sacred Coil. Each faction has different units, abilities, and motivations, and as you take out each faction, the surviving factions will scale up in response. It is your job to root out their goals, foil their plans, and neutralize the threatening potential they hold. As illustrated by the comic book-styled cutscenes, Chimera Squad is against the wall and the clock, as unrest in the city rises you have to manage threats based on their cost to your levels of unrest in the nine districts of the city. You will forgo missions that have good rewards to manage the unrest in an unruly district. Spend your investigation points to deploy Security, Technology, or Financial teams in each district to access buffs that give you the ability to stave off increased unrest, decrease unrest in specific districts, or in the city overall.
At its core Chimera Squad is truly an XCOM game, forcing its players to train their soldiers, research projects in the workshop, manage unrest across a map, and manage resources, all while fielding an active combat team in harrowing and varied encounters. Is it XCOM 3? No, not at all, but one shouldn’t conflate the two. Chimera squad is a $20 exploration into the ways that XCOM can, and I believe will, evolve. Expect to see hero characters in the future, with backstories and voice acting. Expect to see multiple paths in the campaign, with escalative properties as the game progresses. But more than anything, expect to feel right at home with Chimera Squad, despite the ways it alters the formula. You’ve simply moved on from Sazerac to Vieux Carre. Your rye whiskey is still there, just this time you have some sweet vermouth. Enjoy.