Phantom Doctrine
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Phantom Doctrine is a strategic turn-based espionage thriller set at the peak of the Cold War. Drawing on a wide variety of influences and capturing the subtle intrigue of classic spy films, the game thrust the player into a mysterious world of covert operations, counterintelligence, conspiracy and paranoia. As leader of a secret organization known only as The Cabal, you are charged with preventing a global conspiracy that seeks to pit leader against leader, and nation against nation. By carrying out secret missions, investigating classified files, and interrogating enemy agents, a sinister plot is uncovered. With the clock ticking, it must be thwarted in order to save the world from an unthinkable fate.
Steam User 35
A good game, but the balance is... off.
It has a lot of interesting twists on xcom. Combat is completely deterministic; attacks always hit, but units have a pool of Awareness points that are spent to mitigate or avoid damage. Henchmen die en masse while enemy agents take coordination to bring down. Weapon classes have distinct advantages and weaknesses; machineguns excel at covering fire and whittling down agent awareness, while SMGs excel at breaching rooms, etc.
The issue is that, if you're playing to win, none of that ever matters.
99% of missions can be entered with at least one agent in disguise. While disguised you can only carry small arms and no armor, but it doesn't matter. Enemies completely ignore you unless they see you attack someone or interact with an objective. Enemy agents can eventually detect you unless your agent has the Actor perk, but that's not hard to come by and it's always objectively the correct choice when available. On the recommended difficulty you can knock anyone out silently with a single punch and magically disappear their body, so a determined spy can clear an entire map without ever raising an alarm.
The's only two exceptions to this. One, a tiny handful story missions force you into combat at a certain point, usually right before you have to evac. And two, very very rarely during regular missions you'll be exposed via 'force majeure', aka the game rolled a die and broke your cover based on nothing. It came up exactly once in my playthrough and I had to google what I did to trigger it. Nothing triggered it, there's just a one in a thousand chance to screw you.
As a result, basically every mission reduces to agents leisurely walking around the map, bonking guards and clicking objectives, then leaving. You never have to do anything that will risk exposure, and the only thing that could expose you is completely out of your control and too rare to worry about.
On harder difficulties, enemy agents are harder—if not impossible—to knock out, and on the hardest you can't hide bodies. While that addresses the biggest issue, it also ramps the difficulty straight from 'kinda boring because I can't possibly lose' to 'frustrating because this randomly generated mission is nearly impossible' with nothing in between.
In a sequel I'd like to see a middle ground, with more interesting ways for missions to go wrong. Keep it so enemy agents can't normally be knocked out, but add mechanics for distracting them. Maybe make you have to stow bodies somewhere so you have to plan out your KOs, rather than a toggle between 'instant and free' or 'completely impossible'. Maybe just more missions where you have to go in hot to break up the monotony. And remove the force majeure thing; it's dumb to make everything else deterministic, but to then add extremely rare RNG to force things to go wrong anyway.
Steam User 17
as of this writing I have 2,290 hours played in Phantom Doctrine. It is infinitely replayable. This is perhaps my favorite turn-based game of all time, and that's saying something, as I'm 54 and been playing since Castle Wolfenstein. The depth of the game's character development, the myriad ways to buff characters, get cool weapons and gear, just wow. Then the whole investigative angle where you physically connect clues to advance the story is epic and has been copied in other games I've played since.
Steam User 11
This game should be marked as playable on the Steam Deck, as it runs without issues, and controls work without any problems. Text is a little small but readable.
Steam User 8
phantom doctrine is a isometric espionage tactical RPG that is a tad too long. it's a really cool game and concept but it does wear out its welcome because of the fact that you don't really get anything new introduced after like ten or fifteen hours, which is NOT good when the main story is at least three times that length, if not more. a lot of the stuff you do in the gameplay loop feels extremely tedious and repetitive as a result of the game not introducing anything new. it really captures the idea of a spy thriller decently but there are a decent amount of flaws that make what should've been a 20-30 hour banger of a TRPG into a game that is much longer than that, especially if you're trying to go for 100% completion.
Steam User 10
For those who have experienced crash on boot up:
Note, this is a Reddit post from two years ago.
Two years ago.
I'm pleased they are making another sequel, but damn, ideally you should make sure there isn't a game breaking bug that kicks in when you try and load it while also being connected to the internet.
10/10 - no other game has ever forced me to learn about inbound and outbound exception rule making in Windows Firewall
Steam User 6
XCOM 2 but with more stealth aspects, game is definetly janky at times but if you enjoy xcom you'll enjoy this
Steam User 8
I absolutely love Phantom Doctrine, but it is not an overall fast-paced game. It rewards you for taking your time to investigate things, collect data, and solve its information board puzzles before going to fights.
The combat is probably 60% of the game, with a lot of it being exploring and investigating. Be ready for that when you pick it up. BUT there's nothing better than doing a covert mission, with intel you're gathered on your target's exact location, pre-planed a look out and a sniper, or have an undercover agent who speaks the language of the place you're in, so they can blend in and carry out the mission undetected. Because of all these elements, winning/ completing a mission feels very rewarding, because you're so invested in every part of the outcome.
It's not Invisible Inc. It's less James Bond and more Tinker Tailor Soldier Spy. BUT it is so good.