![]() ![]() The key is to figure out how to even out the numbers. You can win fights against small numbers, but once the enemies outnumber you, it can get real dirty real fast. More often than not, enemies are just as powerful, if not more so, than you are. Diving into combat is a pretty fantastic way to lose the game. This is where the developer's stealth roots come into play. You can choose to avoid fights - the game discourages this - but you also can choose when and where to get into fights. Since the game doesn't feature a traditional mission structure, players have a lot more flexibility in how to approach engagements. This might sound dismissive of the combat, but the coolest part of MYZ is how it approaches and changes this style of combat. For example, Bormin is a big, beefy guy who can run and gun, and Dux is a sniper with the ability to fly (rather than grapple) up to high areas. ![]() You have pre-set characters instead of an endless horde of recruits, but the characters are also similar to ones in XCOM. As such, there's not much to say about it. Pretty much every mechanic you saw in XCOM's combat is present here: cover, elevation, overwatch, and the two-action-point movement system. MYZ is reminiscent of the XCOM reboot, and there's a good reason for that. ![]()
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