I love, hate, and have some "meh" feeling about some minor stuff. I love it WAY MUCH more than I hate it, going by the positive review, playtime, so this is an easy recommendation for fans of X-COM, Shadowrun, Jagged Alliance, and other similar turn-based tactics games in general. =========== WHAT I LOVE: =========== The moment to moment of the tactical stealth/combat is superbly fun, engaging and rewarding. This is the high peak of this game. I really like the gridless design that dictates movement, shooting and skill usage. Most classes are fun and balanced (for the most part). Another highlight here is being able to move stealthily (with enemies reacting accordingly, breaking LoS, noise making, relaying information, etc) delivers on something that X-COM lacks, which is the feeling of actually infiltrating a map and realistically avoiding or being detected in intuitive and fun ways. Doing those heists, even when the maps begin to repeat, even after the mission types and dialogue begins to repeat was fun and carried the whole 90+ hours of gameplay for me, which speaks volumes to what these indie devs accomplished, because overall I think they nailed this most important part of the game. =========== WHAT I HATE: =========== The HQ/homebase/hideout management gameplay is straight up poorly thought out, and throws at you a ton of s numbers and stats, which while at first may seem like a ton of depth, density and interactivity, but in the end are actually all meaningless. It boils down to 4 problems (all strongly related to each other): weak goal structure, bad (and over-stretched) pacing, ludo-narrative dissonance, inconsequential micro progression. 1) Weak Goal Structure: This game severely lacks an overall story/narrative objective or end-game goal. It sets up a decent enough premise, but it never went anywhere during my playthrough, which in this aspect just boiled down to "keep doing heists to hoard money like a dragon". After upgrading all of my HQ, printing weapons, installing cybernetics, there was literally nothing else to spend money on. And despite being team level 8 or 9, the game never present me with the pay-off of its premise to retire off-world or something like that. Take X-COM for instance, the HQ management in that game is engaging because the hook is that literal aliens are invading earth, and you have to research, make weapons, move up the tech ladder, and this is a good feedback gameplay structure. But this game simply copied the base management without also creating any strong rook beyond "get more money". It ends up feeling like a weak sandbox. 2) Bad and Slow Pacing: This feels like someone saw the "Long War" mod for X-Com and decided to make it the main course, instead of being an optional mode of play. In short, everything takes an absurd amount of time in the HQ management, because the devs wanted to take a more "realistic" approach to that side of things, by simulating days/weeks/months passing, again highly inspired by X-Com. But aside from the occasional "unique" Heists/Mission, there is no time pressure at all, there is no narrative hook or any enjoyable progression happening, unlike in X-Com where you're on a race against the invasion, you're discovering new alien types and new technology, with cool descriptions and cutscenes etc. The devs even tried to spice things up with "Eras": more or less a period of 6 months or so where a certain major event is happening in the city, which supposedly affects the missions available to you. But this also ends up falling flat for reasons discussed bellow. 3) Severe Case of Ludo-Narrative Dissonance (that is, a discrepancy between what the game/story tells or wants you to believe is happening, versus what you're actually experiencing as a player): A core element of the homebase are the Contacts and the factions of the game. Contacts are proc-gen people representatives of gangs, corporations, etc. There are relationship stats such as how much they trust you, how exposed they are, if they own favors to you or you to them. Now reading this in theory, you'd think that this system is super complex and engaging, well I had the same excitement at first, thinking there would be some great intrigue, backstabbing, interaction between contacts, etc, but it's all just... a facade, smokes and mirrors with no actual depth or mechanical interaction. It's just numbers, and meaningless ones at that. People with 0% trust will offer you heists, people with 40% will sic a head-hunter on you because you did a few jobs against his faction, and then a few days later ask you to run a job for them or rescue them. You do get the rare mini story arc, but even those are too short and end up with no major long-term consequence. 4) Inconsequential Micro Progression: This permeates the whole management part. Squad member gets hyped up, permanently gain 1% more of whatever stat. That is if you didn't roll (RNG) for a TEMPORARY inconsequential boost. With the aforementioned contacts it's the same thing: gain 1% trust, gain a handful of hype, that ultimately leads to a roll of more inconsequential increase. Upgrade a room in your HQ? Yep, smallest increase of usability again. From the weapons, to the items, to the side collectibles like blue-prints and data-files, it is all just the minorest smallest value increment, that makes virtually no difference if you have 1% more or less, and yet this is what passes for "reward" or "progression" in the game. It's all meaningless junk, to craft a minor slightly better weapon, to craft a minor slightly better health-kit or armor, data-files that are just glorified money, etc. All of those systems never build up to anything satisfying, not narratively, not mechanically. The crafting was too expensive and cumbersome, specially because I was getting good gear from the maps anyways. The favors have no narrative pull, they are mostly discounts on situational items. The "power plays" lead to no major shift in the game world, that contact just get a small increase in whatever. It's kinda mind-boggling really, how all of those systems combined ultimately have no pay off, they amount to nothing or at best, only ridiculously small increments to the sandbox of the heists. The origins, mystery and plot-line of the Cyber-Knight implant itself never got built upon or went anywhere in 90+ hours of game, after the initial surgery. The background of the character didn't matter at all too. =================== THINGS THAT ARE MID: =================== *Sound effects are decent, but music is bad and I mostly played on mute or with my own soundtrack. *The static HQ screen is boring and ugly to look at, compared to the dynamic panning, interesting rooms and visually pleasing with dynamic cameras of X-COM. *Shooting animations are serviceable but stiff, and action cameras are wonky. *Sim-Trainer should give passive XP for all, opposed to benches (Detox is fine with benches). *Hacking is OK for what it is, not bad not great, but the longer/harder ones do feel like a chore more than anything. *Maps are fixed pre-built, not randomly generated. Most maps are fine, but they do get repetitive after a while. All in all, the in-map gameplay of Cyber Knights: Flashpoint is superbly fun and enjoyable, and for that reason I give it a positive recommendation and I'm happy to have supported the devs, as I got a ton of fun time there. This moment to moment gameplay is better than X-COM and even many other tactical games, due in large part thanks to its implementation of stealth related mechanics. But the HQ/management side of things is frankly uninspired at best, mostly mediocre and simply a time wasting pile of dung. At a glance it promises a lot of fun potential in a cyber-punk world of intrigue, but in truth it is just a ton of numerical values and counters, that ultimately amount to just a charade that tries (and fails) to hide its mechanical/gameplay/narrative shallowness.