The squad game whose second act starts an argument
Eleven forgiving hours followed by a campaign that scores you on reflexes. One of us called it the point of the whole design; the other called it a change of mind. We replayed two missions together and still could not agree.
Every one of my three consecutive failures pointed back at a specific decision I had made eleven hours earlier. Games of this shape usually punish you for something invisible. This one shows its working, and that is worth the discomfort.
The first act teaches patient planning; the second act starts grading reaction speed. That is not escalation, that is a different set of values bolted onto the same campaign, and I stopped trusting it around hour twenty-four.
Where we split
Whether the mid-campaign shift in what the game rewards is deliberate design or an unresolved seam between two teams’ ideas. Unresolved at the desk.