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Notes -
If anyone plays turn-based strategy games, MENACE went into early access last Thursday. If that is your genre, I do recommend, but with caveats.
While social media types have characterized it as a new XCOM-like, since it is sci-fi with aliens, it's really more like a tabletop wargame. Specifically, it uses a points-buy list-building format, where your company-scale force is built with every model and equipment costing points to field, as opposed to capping you to a maximum of X characters of most squad-scale tactics game. It also has an alternating-activation system more akin to chess as opposed to you-go-I-go turn order of moving all your pieces at once ala XCOM. Add in some of its own systems, and it's proving to be more of a (de)buff meta, as opposed to the XCOM alpha-strike meta that most XCOM-likes fall into. Plus, no overwatch, so no glacial-but-optimal defensive turtle crawl across the map.
Instead, MENACE uses a suppression system of heavy debuffs to suppressed unit actions and accuracy that promote a find-fix-flank-finish combat loop. This combines with the point-buy system because every weapon, manpower body, and even promotions increases the cost to field a unit. Every point you spend on fielding or upgrading one asset is a point that can't buy another capability or upgrade. Specialization is the cost-efficient name of the game, but over-specialization can make you brittle. It's a combination of systems that can be rough to learn or pick up, but a very high skill ceiling means that when you do, battles can transition from brutal grinds to practically dancing.
There are rogue-like progression elements to the system, meaning no two campaigns will be quite the same in terms of character recruitment, gear progression, or mission format. The game breaks missions into operations of 3-5 missions each, with more rogue-like progression for selecting between different rewards or modifiers for the mission. There is no tech/R&D/manufacturing system, but instead a barter-economy market where you trade in (RNG) salvaged enemy gear towards a (RNG) selection of items, with a rotating selection of offers that means you can't just save for good things that may not come. Since the gear system under point-buy means sidegrades are often preferrable to upgrades, you get get different sorts of tensions as its rarely 'what's best' but 'what is best for what,' which in turn depends on character builds and promotions.
All the same, the game is very clearly in early access, and not complete. This is normal for the developer, who did the cult-hit Battle Brothers which was in early access for a year. Here it means the story and character writing is only at the introductory level, there are clearly unfinished assets, and various balance aspects will doubtless be revisited. There is also the inevitable jank that comes from RNG maps and, meaning sometimes RNJesus will bless you and sometimes you will feel abandoned. It is still an excellent tactical combat system, but you can be forgiven for holding off.
Price-wise, MENACE will probably maintain a $40 base price. However, Steam has a 25% discount for the next week and a half, so $30 thru 19 Feb.
I do recommend, and if it seems like I'll be posting less for a while, well, yeah.
Does it have the same "fuck you" RNG that XCOM and Battle Brothers have? I'm generally fond of tactics combat gameplay, but didn't especially like either of those games because they felt too punishing and capricious. It feels really bad to make a mistake and have some veteran that I've spent however long levelling and upgrading get one shot and be permadead. It feels even worse when I'm reasonably safe and not noticeably making mistakes and just get permakilled from a 5% chance hit anyway.
I'd say no. It's less about fuck-you RNG, and more about being very unforgiving if you make mistakes like 'I think I'll try running a glass cannon mass infantry build against a faction with literal artillery and laser designators' or 'they couldn't hit an elephant at that distance' without actually investing in the appropriate enablers. However, there is always a counter or three to any given threat, it will just come with tradeoffs (opportunity costs annd otherwise).
(I will note that for now you should only play on the lower two difficulties- the highest difficulty is pretty unbalanced, basically giving you something like 60% supply and giving the AI 140% supply and breaking a lot of the ammo economy logic. This isn't RNG though, just list economy.)
The game's RNG is low in tactical shenanigans, typically following a law of averages approach, but high in mission framings like map setup. Tactically, the game follows a per-bullet-accuracy salvo, in which each bullet in a 10 shot salvo has its own accuracy and armor penetration roles, as opposed to XCOM's all-or-nothing salvos. This does mean your high-power/single-shot anti-armor weapons are swingy, but there are ways to get literal guaranteed hits with certain weapons.
The game's start-of-mission map settup is procedural generation, however, so it's quite possible to have particularly hard/brutal maps, like enemies with artillery who have spotters hidden in high-concealment forests or who can start killing units before most of your units can reach. There are absolutely tools to mitigate this, but until you learn what and how...
The game is actually pretty low-lethality for your irreplaceable investments. MENACE is a platoon-level tactics game, and your named/controlled characters are squad leaders. Squaddies are the members of your squads, and they act as both an increase to your primary squad-weapon damage output (1 more guy holds 1 more gun to shoot with) and as HP gates. The squad leaders- who are what you invest promotions and gear investments into- will never go down until all the other squaddies do, and when you do you have 4 turns to stabilize them to save them, and there are medevac assets you can invest / find in operations. Squaddies in turn are a relatively fragile-but-replaceable strategic resource. It doesn't take much to kill a squaddie, but you can invest in a base upgrade to recruit 2 a mission, and start with a medical center that will save 1 from death and has a 15% chance to save each subsequent casualty.
The game can be quite punishing if you ignore various threats and make bad investments at a list-building level. Every faction has its unique strengths, and good lessons learned against some factions become very bad against others. This also applies to specific mission formats, where sometimes a concentration of forces is all you need, and other times it's bad. I enjoy this in the sense that you need to not be complacent or try to build an all-rounder build, but constantly re-adjust your list. Other people hate it, and do things like call defense missions impossible (because they invest all their points in a few super squads who can't maintain enough map control).
The key system that helps mitigate/tie all of this together is the intel system. Intel is a campaign stat that indicates how much insight into the enemy you'll have. At the starting level 0, you'll only have a blip that there is something in a general area, at levels 2 you might generally know if it's infantry or vehicles with some units specifically identified, but at levels 5-6 you'll know exactly what type of unit is where. This system comes at the opportunity cost of other investments, but lets you align the right units and the right gear the right way. This basically removes most of the 'surprise!' elements that are technically RNG from you not knowing the full enemy list in advance.
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