Developer False Prophet's new tactical RPG Beast joins a growing list of PC games that follow modern XCOM titles, while also charting its own path to offer players something unique. Though Beast borrows the behind-the-scenes RNG, gridless movement, and turn-based gameplay of the XCOM series, it also incorporates the titular Beast mechanic to significantly transform how players approach its tactical combat during missions. The choices players make, including whether to embrace the Beast within the main character Anton, can have a significant bearing on gameplay, including how the players' companions and other NPCs react to them.
The Beast transformations are built upon the foundational insanity mechanic that the game utilizes, giving players a visual reminder of how protagonist Anton becomes increasingly representative of the demonic presence within him each time he gives in to Beast's signature transformations. The Best War Games's conversation with Beast writer Michał Mochocki went into how the studio is attempting to carefully shape the balance between power fantasy and consequential choice in the game's turn-based combat. We also talked about how Beast is attempting to provide players with a fast-paced and flexible combat system that carves its own niche.
Beast Carefully Balances the Twin Halves of its Combat
One of the first things that players will notice about Beast's combat is its fluidity of movement, facilitated by the game's use of a "gridless" movement system that allows protagonist Anton and his companions to move anywhere within a specific range. Rather than restrict movement to the traditional grid, players have action points that they can spend to move to any location within shorter or longer ranges, not unlike the movement in XCOM 2. According to developer False Prophet, this was an intentional decision that has had the added bonus of seeing players use strategies the studio hadn't yet thought of during Beast's Early Access launch.
It just feels more modern to play games of this kind on maps where you can “go anywhere” so to say and explore more as you do. We’ve seen players try more things and strategies because of this.
At the core of Beast's combat, and the element that separates it from other turn-based tactics RPGs, is Anton's ability to embrace the Beast within him and transform during battle. As players engage enemies, they will eventually land them in a downed state. The same can also be said of Anton's companions, who will occasionally get downed in battle if players aren't too measured in their approach.
What players choose to do with downed enemies and downed companions will impact an "Insanity Meter," which will allow Anton to undergo a Beast transformation when full. This Beast mechanic has significant advantages in combat, but it comes at the cost of affecting how NPCs and companions react in the rest of the game. According to Mochocki, this was an intentional decision meant to make the player stop and think.
In our game, we wanted to make sure that every kill has some kind of consequence. You can play like an extremely evil leader and just work yourself up to insanity, but your allies and enemies will react to how you behave. Becoming a beast is not the end game here, it’s learning how to control it and what you’re prepared to sacrifice...From a development perspective, it’s quite challenging to keep overall game balance, but just like in real life, you can be calm and collected and slowly advance or be a hot head and try to rush things.
It's the balance between all-out aggression and metered tactics that makes Beast's combat both fun and engaging, and the ability for players to alternate between two different playstyles in combat provides a significant element of replayability.
Beast is available now in Early Access on PC.