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The greatest willpower challenge in the universe is not savescumming X-COM after a bad mission.
In some ways, the modern iteration of X-COM feels even more punishing than the OG X-com UFO Defence game. Because of the RPG elements, losing a built-up soldier is painful, and can be hard to recover from.
On my first run in XCOM 2, I made the mistake of designing a character that I liked (Bobbie Draper from The Expanse). I lost her pretty early and thought “ehhh, it was a low percentage thing, maybe just this once?” The floodgates were open to Savescum City after that.
Really annoyed at myself for doing it, because Enemy Unknown was so damn fun specifically because of the permadeath. I had a plucky, reckless recruit come in as a replacement about a third of the way into the campaign and she’d always just barely squeak by. She made colonel and became the senior officer on the squad through attrition before going down in a blaze of glory at the very end. The games are surprisingly good story generators.
Yeah, screw that. As soon as one of my core soldiers goes down, it’s “god dammit” and time to load.
Yeah, nah. I’m not giving up my Ripley because of a weird mission start.