None of these aliens are real.
Except the ones that are real which you think are hallucinations but aren’t. It’s all very confusing. But then nothing about recreating memories to invoke the ire of an alien voice isn’t confusing, especially when you try to explain how hallucinations inflicted horrific flesh wounds against living agents. That’s the last time we’re going to believe that someone injected mysterious gas into a hangar for science. Hangar 6 R & D is the post-release DLC for The Bureau: XCOM Declassified, that serves as a prequel to the events of the main campaign and explains how the invasion began.
Ideally it should be experienced before the main campaign.
However, be forewarned that this approach can be slightly overwhelming, as the DLC expects you to know what you’re doing, and rapidly presents increasingly complex missions. I don’t think I’ve ever seen so many Mutons and Elite Mutons in one pod before. Nor do I want to see that many again.
You won’t start the campaign with freshly recruited agents, though. So they’ll have a few abilities that’ll help in the first few missions. You also seem to rapidly acquire new technology by exploring the laboratory prior to each mission, and extensive caches of alien technology are awarded for completing later missions. It feels ridiculously accelerated much in the same way that the Tactical Legacy Pack from XCOM 2: War of the Chosen does. But it also feels incredibly satisfying and never particularly unfair. Rarely do encounters feel insurmountable but they remain challenging throughout. I just wish that I had some idea of the opposition for each mission, as that would influence my squad composition, as some agents perform better in certain encounters, but it’s a minor issue that doesn’t drastically affect the experience.
I had similar feelings about XCOM: Chimera Squad. Both opted for a handful of individually talented agents instead of dozens of trained soldiers, which works fine but I felt that it would’ve worked better if you had any indication of which talents you’d want per mission. But not knowing means that you’ll need to be prepared for anything. So you’ll need to adapt to situations as they develop, and assess threats as they present themselves. Making the real time combat of The Bureau: XCOM Declassified fast-paced, which requires quick thinking not usually present in turn-based combat.
You’ll be able to catch your breath when issuing orders, though.
Which allows you to recognise the threats you’re facing instead of wildly flailing as everything happens all at once. You’re also able to issue multiple orders to an agent at a time (that seem to activate in sequence), which makes the order of your actions as important as the actions themselves.
I’ve been greatly enjoying the intensity of combat so far, and I’m looking forward to seeing how increasingly dangerous opposition affects the prioritisation of targets. When enemies are able to rapidly close the distance between you and them it certainly makes some a higher priority than others. Which is also true with turn-based combat, but they’re usually only able to move on their turn, so you might not consider them a threat because they’re so far away, but with real time combat you need to consider how (and where) they’ll move. It’s definitely an interesting approach to real time combat, and is (in my opinion) preferable to real time with pause combat. Which tends to make combat slow-paced and twitchy, whereas this proves to be fast-paced and fluid while presenting a consistent challenge.
Have a nice week, all!