Julian Gollop handled the Phoenix Point presentation during EGX Rezzed 2018. He talked about the game's world, tactics, character and factions' intricacies. We have compiled a list of the most interesting facts from the video presentation.
Gollop started the presentation by describing Phoenix Point as "turn based tactics and world strategy". His presentation continued with a showcase of the game's hologlobe which looked fairly similar to the one in XCOM: Enemy Unknown and XCOM 2. The similarities stopped as soon as Gollop described the way Phoenix Point's world will behave.
Three different human factions will inhabit the world, alongside the "aliens" who are actually mutants who have Earth as their point of origin. Each human faction will have their havens which can be attacked by mutants or even other humans and players will have to defend the allied ones.
The other human factions will be controlled by AI and they will attempt to develop on their own. Gollop made a notion that players will likely have to ally with at least one human faction in order to win the game. Other factions' tech and resources can be gained in various ways, with an alliance being the most obvious one. Should such an accord not come to pass, players will have options to raid other factions' havens or steal their tech, vehicles and other resources.
One slide in Gollop's presentation showed the four soldier classes from the New Jericho faction which included a Technician who wasn't shown before. This class will apparently have a similar support role as the Specialist in XCOM 2, with abilities to hack, repair and heal using their robotic arms.
Human factions are, of course, not the only ones who will advance their technology, as the "aliens" will have evolutions based on both the progression through the game and the way players dispose of them. Should a certain enemy archetype prove to be ineffective against a player's tactics, the game can evolve the alien army in a different direction, so they can adapt to the players' tactics and provide more of a challenge.
Some aliens might mutate in such a way that they will attempt to immobilise players' soldiers and kidnap them which can result in the soldier being interrogated. This will lead to an attack on a player's haven. The kidnapped soldier can also be implanted with the virus, which will result in them being mutated and turned hostile. Keep your best soldiers safe.
On the other hand, players can also capture aliens and interrogate them in order to find alien lairs and attack them outright. These lairs will function as alien bases across the world and each of them will have a different set of mutations initially. Therefore, if a player simply fights in two different regions after one another, they might run into opponents that require completely different approaches. Gollop cited the Chrysallids from the original XCOM as the inspiration for the game altering enemy spawns.
It wasn't confirmed, but there is a hint that the Disciples of Anu faction will be able to control the mutants to some extent. Free aim and time units were demonstrated as well, but the by Unstable Voltage goes more in depth with these mechanics.
On the other hand, the EGX presentation offered more insight into the inventory system. Players will be able to swap soldiers' equipped gear without using any time units but if they want to use something from the soldiers' backpacks, it will cost them some time.
Mod support was also confirmed for the game but it will not be coming as soon as the game deploys, due to resource restrictions. Snapshot Games don't have the same wealth of resources Firaxis did with XCOM 2 so they will focus on delivering a bug-free launch and add mod support further down the road.
One of the most interesting takeaways for me was that the difficulty level will not be handled the same way as it was in XCOM: Enemy Unknown and XCOM 2. Higher difficulty levels will not add more hitpoints to enemy units and will not subtract any from the players' soldiers. Way to avoid the bullet sponges!