Superheroes and XCOM collide in this brilliantly tense and tactical turn-based strategy game

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Superhero Facet protected by his crystal armour in Capes.

In the dystopian future of Capes, renegade superheroes are called “Capes”, but none of them wear capes. What are you supposed to make of that? I was planning to dedicate the following 1000 words to trying to figure out a possible explanation for this bizarre state of affairs, but then it turned out to have really excellent turn-based strategy combat, so unfortunately I’ve had to pivot.

It’s tempting to call this superhero XCOM, and certainly if you were disappointed by how Marvel’s Midnight Suns strayed from the studio’s roots this is likely to be more up your (crime-ridden) alley. Like that iconic series, the turn-based battles here are tense and methodical, and always a couple of wrong steps away from going horribly sideways. But really it’s more akin to the forgotten XCOM spin-off Chimera Squad, with a roster of named operatives with unique skill sets and a focus on short, sharp mission design instead of managing a whole base and world map between fights. 

Your team is a ragtag group of super-powered freedom fighters pushing back against the oppressive rule of “The Company” in their home of King City. Superheroes are outlawed, while supervillains secretly run the show from behind the scenes, keeping the populace in line with media propaganda. If you’ll permit me one last XCOM comparison, it’s oddly similar to the setting of XCOM 2, even down to its visuals, and indeed the sci-fi dystopia of it all does feel like it smothers attempts to make this feel like a comic book superhero story. Perhaps that’s why there are no capes: they wouldn’t be cool enough for this dark future.  

(Image credit: Spitfire Interactive)

It’s all a decent enough excuse, however, for the existence of an endless supply of goons, henchmen, and sinister agents out to get you, and when you’re in the streets cracking heads, oh boy does Capes feel super. 

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