Phantom Doctrine Crack With Serial Number Latest 2021

Phantom Doctrine Set in 1983 during the Cold War, Phantom Doctrine is an alternate history thriller in which players lead The Cabal, a secret organization dedicated to fighting a global conspiracy committed to controlling the world by pitting world leaders and nations against one another.
Download Phantom Doctrine Crack/Patch

Released date
Platform PC Windows
Rating 74 / 100
User rating
Downloads 95
Genre Strategy, Turn-Based, General
Players Online Multiplayer
Company / Developer
Good Shepherd Entertainment / CreativeForge Games
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Phantom Doctrine reviews ( 4 )

GeneralGonzo, Aug 14, 2018

If you are a fan of the XCOM series or like games like Jagged Alliance, just add some 80s flair to it and you will ove Phantom Doctrine! While the gameplay is divided in roughly three sections, you undertake tactical missions compared to XCOM (in which stealth plays a great role and RNG plays no role!), build up your headquarter and manage your agents plus gather intelligence informations, which you have to put together in a mini game. Alot of variety is guaranteed since you hire agents all over the world from all possible nations which you can customize, equip and train, build up your HQ, solve riddles and go on at first two different campaigns, while a third will be revealed after completing your first playthru! XCOM in the cold war - a feast!

vvanguard, Aug 14, 2018

Phantom Doctrine (PD) is the newest installment from polish developer CreativeForge Games. They are known from Hard West (also a turn-based tactical game set in the wild west with a satanic twist). Their newest game is set in the cold era period where the player controls undercover agents who are trying to stop an evil plot of a super secretive organization who's aim is to cause world war 3. I personally grew up on games like UFO, Jagged Alliance or X-com. I liked the latest installment from Firaxis, but i despised the dumbed down feel of the latest xcom games. Dont get me started on the RNG, with having an experienced marine not being able to shoot with a shotgun from point blank range. Or the lifeless base management. Well, CFG up'ed their game with PD. The game is not linear, and the player decides on how he will time manage his team and their agenda. The absolute cherry on top I would say is the revealing and gathering of intelligence and misc data. The player needs to connect the dots in order to reveal a valuable piece of information, leading him to either a secret base of the opponent, or allowing him to recruit a double agent OR revealing that the player himself, has a mole among his team. Another original idea and how CFG did not plan to dumb down the genre, is mission prep. In each mission the player has to decide on what kind of support he will take with him in order to complete the mission with the utmost success. You can decide to go guns blazing and take a team of snipers and spotters to make your life a bit easier, or go completely silent and rely on comm's and unveiling portions of the map to make passage of your agents easier. Dont get me wrong - this game is NOT easy. Its demanding on both fronts from the player - on how he manages his time, his resources, how to deploys his team and his tactical sense. The customization is also something PD heavily improved from xcom and allows you to fully customize the agents and their appearance. TLDR; its a breeze of fresh air in turn-based tactical genre, anyone who ever enjoyed xcom, Jagged alliance and UFO will have tons of fun!

Aifrait, Sep1, 2019

Es obvio que el juego hay que pulirlo un poco. No obstante si te justan los juegos por turnos en donde podr??s gestionar una base de espionaje al estilo guerra fria y controlar a tus agentes este juego es el mejor. Est?? muy bien ambientado pero destacar que la traducci??n al espa?´┐Żol es algo pobre y las misiones se pueden volver algo repetitivas con el tiempo.

XTRMNTR2K, Aug 21, 2018

First off: I applaud the developers for taking player feedback seriously and releasing a series of patches in quick succession. So far they've been very communicative about their plans. The question is: Do I recommend Phantom Doctrine? The answer is no. Let me start with the good things, those are the things you'll see at first. Chances are you're going to see these mostly for the first 2 or 3 hours of the game; most of the bad stuff only pops up once you can't easily refund the game on steam anymore. 1. The cold war espionage setting is fresh and the aesthetics of the game fit perfectly. 2. Having to connect pieces of information on a corkboard is a nice touch. Feels natural rather than a tacked-on minigame. 3. Stealth gameplay is good, having to evade line of sight of guards, cameras and civilians. 4. The strategic layer is fun. You have to pay attention when and where points of interest pop up and react quickly. Additionally, you have to find a balance between spreading out your agents and keeping them together in order to avoid ambushes. These are the most enjoyable parts of the game. Unfortunately, the fun is marred by a series of very strange design decisions made by the developers. Some may have seemed good on paper, but in practice are revealed as bad game design: 1. The camera during tactical missions is far too close to the action. The only way to zoom out is holding down the 'v' key to get a better view of the scene - temporarily. The devs need to add an option to reverse the functionally (i.e. having a zoomed out view and pressing 'v' to zoom in). The screenshots and trailers make it seem like situational awareness is a thing in this game, but it's often not. This is because of the camera and... 2. ...the level design. I've had a mission where I needed to kill an enemy agent that was located in the second floor of a small building located on the other side of a trainyard. One of the issues with this map were the fact that you often couldn't tell where you could and couldn't go. Agents can jump out first floor windows but not climb over a waist-high rail waggon? Strange. Add to that the fact that the walkways present on the map will obstruct your view when you're on ground level. Just as bad is the fact that combined with the terrible camera it is often impossible to see where the enemies are - both in and outside of combat. To make matters worse, the target was in a room, with a civilian, that could only be reached through a ladder. It was impossible in this scenario to reach and incapacitate the target without alerting everyone and starting combat, because the enemy agent would *always* spot my agent entering the room even though he was staring at a wall. This is bad game design, there's no other way to put it. 3. Maps seem like they are generated from a set of components rather than being handmade. Either that, or they are badly designed for stealth AND combat. Making informed decisions about the tactical positioning of your agents is also impossible because you don't get enough information to do that! 4. Hiring new agents automatically increases your HEAT level (heat being an indicator of when your base of operations is exposed and you have to move). It's nonsensical and adds nothing interesting to gameplay. It's just a nuisance. 5. Reloading large (non-pistol) weapons uses all of your movement and action points. Considering that some weapons (like LMGs) expend all of their magazine in as little as two(!) attacks AND take up almost all your movement and action points to fire, it begs the question if the developers ever tested their balance? It would seem that was not the case. 6. Dealing and receiving damage is more unpredictable than it would have been with random hit chances. This is because damage can be dealt in full, as graze or none at all. If no damage is dealt, the targets awareness is reduced (which is the main resource apart from hitpoints). However, since enemies have wildly varying amounts of hitpoints (could be 30, 50 or 80 - all in the same mission) and it is often unclear which amount of hitpoint or awareness damage is dealt, this makes calculating the combined firepower needed to kill a single enemy impossible. What's worse, enemy awareness is only displayed as a bar, so you have no idea how much they actually have, nor can you see how much awareness you are going to drain with an attack. Like I said before, I respect the developers for the way they have been dealing with the bug-ridden release so far, and I applaud their decision to tweak the problematic LOS/LOF system. Yet I can not recommend this game with a clear conscience in its current state, because I believe the issues to be too deep and far-reaching to be fixed in a patch or two. A complete overhaul of several gameplay mechanics would be in order to do that. If the developers manage to achieve that, however, I will definitely change my review accordingly.