
The Xcom comparisons are easy and valid, especially in the sense that they paint a fairly accurate picture of the basic structure on offer in Phoenix Point. If anyone knows the genre, it's him.īut enough talk of the past, even if it is relevant. Phoenix Point gets a pass from accusatory labels because its creator-in-chief, Julian Gollop, was one of the two main architects of UFO: Enemy Unknown (or X-COM: UFO Defense as it was called Stateside) back in 1994.

You mustn't call Phoenix Point an Xcom clone either, which is a claim you can level at a number of studios that have, over the years, released grid-based tactics games that borrow heavily from the sci-fi series. Building on the exact same foundations comes a game called Phoenix Point, and when it eventually lands next year we're going to find out just how wide the aforementioned sweet spot actually is. Xcom and Xcom 2, the Firaxis revivals of the turn-based tactics classics, found the sweet spot better than most, mixing a pausable real-time strategy campaign with pulsating turn-based battles against alien invaders. Strategy games can be overly complicated sometimes, and in a genre that is already based on depth and interlocking systems, this balancing act of deep strategy and accessibility can be the difference that makes or breaks the long-term success and sustainability of an otherwise interesting title or fledgeling series.
