These guys in robots

I’m still not entirely sure if I’m playingPhantom Brigaderight.

According to its internal clock, battles usually take less than a minute.

You finish your turn by hitting a button that makes everyone go at once for a few explosive moments.

Key art from Phantom Brigade showing a pilot walk up to two mechs

In practice, behind those few seconds are an eternity of theorising, testing, and tweaking.

There’s probably a metaphor in there somewhere about writing, video editing, or catering.

I am enjoying it a lot, despite some frustration.

Cover image for YouTube video

Half the point ofreal-time, turn-based hybridsis to test your ability to coordinate and counteract.

A light mech could be significantly tougher than a medium, a heavy could have multiple light limbs.

Enemies use partially randomised gear, all fully lootable.

A mech in Phantom Brigade plans a jumping attack on an enemy turret

The inventory and loadout screens similarly suffer from irritating, esoteric quirks that necessitate too much back and forth.

It feels like trying to get a round number on a petrol pump.

Low-level irritation in too many parts.

An overview of a battle map showing ally and enemy lines in Phantom Brigade

It’s entirely fine, though I’d personally prefer a heavier focus on raiding convoys.

It feels like pilot morale and health were merged at some point.

The workshop, too, is weirdly elaborate for something I almost never used.

A list of equipment and resources gathered from a successful battle in Phantom Brigade

you’re able to spend supplies and rare gubbins to manufacture stuff the enemy drops in heaps.

An overview map of enemy movements in Phantom Brigade

Three mechs have an explosive stand off in Phantom Brigade

A mech fires at an enemy mech in the distance in Phantom Brigade