Views: 976
Cyber Cyber, turning fight
Image credit: Rock Paper Shotgun/Trese Brothers
Cyber Knights Colon Flashpoint does not lead with its best foot. This is easier to shrug off while it’s still in early access, but I will confess some relief when I read that the Trese Brothers (It’s pronounced “Trese”) nudged their estimated release date back to 2025. It needs a bit longer. But I’m about ready to start recommending it.
I’m a tad biased by my love for their previous Star Traders Colon Frontiers , an interest in mercenary management , and a wish for more turn-based tactics games that aren’t bloody XCOM again. That I have reservations about what CKF hasn’t yet nailed down is in part a symptom of high expectations. And because despite carrying over some design ethos from Frontiers, Cyber Knights is a very different kind of game.
You start out with too many decisions, too little context, and a brief tutorial mission in which your player character and crew break out of a lab where you’ve just learned to touch type, thus becoming a Cyber Knight according to my granddad when he again asks how to attach a youtube. It doesn’t really represent how most missions work, or dispel many assumptions. I sympathise to an extent, because CKF is rather unorthodox.
Image credit: Rock Paper Shotgun/Trese Brothers
It’s not an XCOM. Instead of strict grids, you move at the exact angle and distance you choose, split freely between running and the noble crouch-jog, and shoot/act/move in whatever order you please. Turns depend on individual initiative rolls, and movement and lines of sight/aim are consequently far more granular (and a little unpredictable, as it tradition). It hasn’t the ballistic simulation focus of Silent Storm or Jagged Alliance either. Missed shots effectively evaporate on leaving the barrel, and though it uses a similar overwatch system , there’s none of Phoenix Point ‘s limb-severing or headshotting. Character statistics are downplayed in favour of perk unlocks, but shootouts nonetheless feel like shootouts – raw firepower is your bedrock, giving open confrontations a more grounded atmosphere than the usual XCOMalong superpower metagaming.
This middle ground extends to stealth too. Cyber Knights is a heist game, but the paramilitary smash and grab kind. Your wee gang do mercenary …
Related
Discover more from 25finz, L.L.C
Subscribe to get the latest posts sent to your email.
No comments yet. Be the first to comment!
You must be logged in to post a comment. Log in