At first, I thought the game might be too difficult, with spikes that seemed to require grinding for resources to overcome, but I’m becoming convinced that I was thinking about my approach all wrong. If an objective calls for the destruction of a specific object or facility on the map, it’s sometimes necessary to use two squad members as a decoy, drawing aliens away from the target, while others get the job done. Those decoys are expendable.
Dying for the cause is often the only way to advance the cause and, hideously, I find myself totting up the resource costs to replace sacrificed soldiers against the benefits of a successful mission that requires their sacrifice. The future of humanity is at stake, after all.
I’ve found myself ordering soldiers to flee across city blocks in an attempt to get back to the evac zone while a sniper stays in place on a rooftop trying to take down pursuing enemies, knowing that she’s cut off from escape. The existence of objectives that encourage extreme risk-taking and that require the maintenance of a safe route back to the evac zone creates unfamiliar situations and outcomes.
With my new ruthless tactics, I’m enjoying more success but even my victories often look like failures as I throw more rookies into the meatgrinder. I’ve navigated the difficulty spikes by ditching familiar tactics and standard measurements of success, and learning to think like a desperate resistance leader rather than the commander of an organised military unit.