I've played through the game in normal and can in my view of things indicate that the difficulty
steadily increases. Especially the last enemy types are not without (Ätherer or Sectopod). Because it is worth saving
between every now and again, especially since you do not want to give up so easily the Heart grown soldiers.
The soldiers rise with accumulated experience in the rank and get added to selectable abilities. During the course
the game come so-called psychic powers which will also be - if it exists at a soldier - off
be built (eventually to crowd control for a period of 3 rounds). While at the beginning of the game even with
regular weapon kills the still slightly vulnerable aliens, it later uses the researched and self-built weapons
with far greater damage. Towards the end of the game you have a good to very good equipment usually together when
paying attention to the nuances in the construction of facilities in the base and the exploration of alien (technology). I
can not claim vast amounts of money while playing to have had, but certainly I have some errors
made the first playthrough. Going through struggles for a second time, you know what things and yes first bought
need to be developed and which do not have time ...
From my a good game, what drew me into the spell, unfortunately, there are smaller "uncut corners" on my
turn-based games diamonds:
- The destinations with the rocket launcher and grenades is a bit hackelig.
- The enemy types are relatively manageable and change later just a little concerning the appearance and vitality.
- A Tastaturkomnination (I think Tab + Alt) is provided in the game, the one - via Steam play - always in Steam
can change.
- The game is relatively short (have required 35 hours for the first playthrough). Exploring new technologies goes
a little too fast, here you could help by a patch certainly.
- Rarely has there been in spite of "full coverage" shots by walls which unfortunately still met my soldiers.
The charm have identified for me:
- New weapons, skills or equipment to try.
- "My" boys and girls, which meant something to me.
- The balanced playing with action on the one hand and business on the other side.
- The field post and my cautious pioneering (only a few missions with time pressure).
Tactical ambushes were possible; where I presented the Aliens one of my guys
and these ran back into the cover again. Came behind an alien, it was
promptly in the guns of my serviceable residual force.
- Beautiful sequences in between, the new devices or special circumstances
presented.
- "Fog of War" and not, as in Jagged Alliance Back in Action immediate view of everything.
- The handling of the "Movement Points" has made me personally a lot of fun. Class as then ...
- The opportunities in the barracks. Eg Faster healing or recruits equal achieved the first level promotion
hold / to buy. Also you can now change the characteristics later or change the name.
I can play this game just recommend ...