

But at least I know that when I fail, it’s usually because I ran in without looking first – that’s how spies get captured. Even after you’ve been detected, evading a single guard’s vision cone is laughably easy unless you’ve been caught out in the open and have to move through multiple watched squares. That’s led to some implausible escapes from danger when I figured out how to exploit the guards’ predictable AI, even without resorting to using a personal cloaking device or smoke grenade. Because this is a turn-based game with easy-to-understand rules, there aren’t too many surprises – for example, you can spend an action point to see where a guard will move next turn. That variety also forces you to think on your feet and adapt to the gear that randomly becomes available to buy or steal. With 10 different characters eventually available, each with an alternate version with a different set of starting abilities, that makes plenty of room for several different play styles – including specializing in lethal or nonlethal takedowns (killing usually uses finite ammo, and costs you in “cleanup” fees). Alternatively, you could take Alex "Sharp" McTeague, who comes with six cybernetic augmentation slots that can be equipped with power-generating enhancements. You can also increase your power by hacking terminals, which is easier if you bring Agent Maria "Internationale" Valdés – she can not only detect terminals through walls, but hack them remotely. For example, on one run you might take Power Drip, which grants you a single power point each turn on the next you could use Fusion, which requires you to spend five points up front to generate 12 points over the next four turns.

How you gather it and spend it can work very differently based on what combination of agents, augments, and equipment you have on this run.

At the same time, you have to carefully manage your power resource, which is used to hack surveillance cameras, locks, and drones. So you’ve got to get to your objective fast, but you have no idea where it is – or where the exit is – due to the randomly generated map, so you have to balance quick exploration against the need to remain undetected. You never actually run out of time, but the longer you go, the more enemies will arrive and security systems will activate – and you’ll never be able to take them all out. The moment your starting pair of agents arrives in a level, the enemy’s alert status starts rising every turn, creating a tense race against the clock.
