God, I've really been sucked back into this game big time. I think it's pretty much my favourite game now, perhaps not of all time, but certainly of the past few years. It just has so much depth and content.
It's great because you can sort of bumble through on hard difficulty fairly easily as I did last time, i.e. it's friendly enough to a newbie playthrough in that sense. First time I went through the game, I was focused more on builds and learning the mastery system, combining masteries into sets, etc., but because I was used to other games, I didn't really have much of a sense of the importance of AT gain/reduction, AT queue manipulation, etc.
But this time round I'm playing on all maxed out difficulty with all the extra difficulty options (some of which didn't exist when I first played the game), and with all that nonsense you really
have to learn the game in more detail, you can't just bumble through any more, certainly for the first 20 levels or so. The game won't let you go cruel or high risk high return till lvl 15 or so, but all the other difficulty tweaks on hard and challenging make the first ten levels or so really quite challenging, and you learn a lot from having to slow down and eke out your measly flash/ice/wind grenades and whatever. You also have to get into Inspecting (your chars and the mobs) to see what's what, and using the combat preview (which lets you see, for example, where you can go that you won't be spotted, while in combat, or what the reach of the ability you have selected would be if you moved to x position). You also learn more detail about how the masteries are affecting things by looking at the information displayed bottom center when you target a mob - there, it actually breaks down all the things affecting your hit chance, crit chance, mobs' dodge chance, etc., in a really detailed way (more detailed than most games), so you start to really learn the effect the masteries you've slotted are having, and the effects of the mobs' masteries too.
But most importantly, you really start paying attention to the action queue. It's another level of tactical gameplay. On my previous run-through I just thought it was whatever, and that was fine - you can more or less ignore it most of the time on less than maximum difficulty, and just power on through - but thinking the action queue through while building a mastery board and while in combat really adds another level of depth to the game. I'm now much more aware of getting AT back in builds, keeping myself up in the queue, being aware of which mobs are up next, which are up before teammates, what their positions are, etc. (A simple example, actually offered in the loading screen tips, and quite important in the really early game: the second attack that the VHPD suppressors have pushes mobs back in action time, so you can actually bump a teammate to go to the top of the queue by suppressing the mob just before him with the - well, suppressor
Previous me just though it was "the slightly chunkier, more expensive attack." But no, it's meant to be used
tactically.)
The extra layer of combat depth and build intrigue that the action queue brings (plus the relative weakness of cover - full cover is less of a no-hit guarantee - and the relatively tougher mobs, who can actually survive the
occasional hit standing in the open) are what distinguishes this from XCOM and prevents it from being an XCOM knock-off. It really is something more, something actually better in some ways (though of course the simplicity of XCOM has its charms too).
I'm even really into the story, God help me. It's actually very moving in places (particularly re. the damage war does to people, the clash between duty and preference, etc.), and I want to see more of it unfold.
I've even been contributing to the translation (the in-game tool for which is quite well thought-out and easy to use).