I really like what I see. It seems I favor Julian Gollop’s school of design over Firaxis’.
The ‘first person aiming’ could seem gimmicky at first but it’s really a way to give some control of the RNG to the player and make it more intuitive. You don’t have an abstract 45% to hit, you have two circles, the small one with a 50% of the shot going there, and the bigger one with 100%.
It’s intuitive if you have played any FPS, it makes the relation to distance super easy : if a enemy is close, you can put the big circle on him and you always hit him, if the enemy is farther away, you can see how the small circle is 80% covered so it could miss because the shot could go to the other 20% of space, if he is farther away even the monster profile will occupy even less space in your vision. And you can imagine how the circle’s size will be affected by soldier’s skill or weapon type.
And this ties neatly to their body part system. Some parts can have different armor, you can disable weapons and parts, some parts are obviously different on size so there is a trade-off in what to aim, and cover and unit relative position will affect that parts are able to be shot or not.
The more flexible movement system is my jam, it always irked me in XCOM, while it still keeps most of the streamlined approach of Firaxis game.
The directional overwatch is also a great addition, giving more player agency and nerfing a bit how good it is at the same time.
There are special abilities like in XCOM, but they are a bit more in control as you need to use will points to activate the.