NuXcom is already
barely a "proper" tactical game in regards to gameplay freedoom and variety.
- 1994 UFO Defense gives you complete freedom to hang yourself as you want. You can do essentially
what you want, be it suboptimal or optimal or whatever. Buildings can be destroyed, the enemies work on your exact same rules, if you want you can do an entire mission with rookies throwing flares and it's
by design.
- Nu-Xcom is a tactical game.... well, a borderline one. Very limited in variety (the only variety comes from builds) and.... it's a console tac game, it's built on what you can't do and the designers expect you to approach fights in a certain manner, with somewhat limited freedom.
- GFL1 is a
puzzle game. The designers expect you to do the exact same moves and you can copy 1:1 a walk-through and obtain the
same identical results. The only variety is how to pass the DPS checks and breaking the game through unexpected combos. You aren't supposed to think for yourself, you're supposed to divine what specific set of moves and triggers will solve the level. It's similar to the most degenerate Panzer General clones, that reward very puzzle-like scenarios, and thus a very poor tactical game. I do not doubt GFL2 will follow suit because design is
hard.
The problem is, this isn't Nikke. If you are a big gacha man, you already have Nikke.
I repeat, the Azns have Blue Archive for the cute-girls-with-guns needs. The fucking thing is a juggernaut barely kept in check by the Vtuber tumor.