Phantom doctrine. It's like Xcom, but 1980's spies instead of aliens.
I'm really, really confused by it though. The combat system is actually interesting - there's no RNG, you characters have a 100% hitrate but everyone has an "awareness" bar that lets them duck or dodge out of the way and avoid shots (you only take minor graze damage). So you might use "full auto" which uses your whole turn and a boatload of ammo, but drains enemy awareness really fast, or if the enemy is already low on awareness you can use a pistol or sniper weapon to do a headshot and get big damage. There's also a cover system, overwatch, the ability to revive down teammates and carry them off the map, multiple types of grenades etc. There's even an "assault" system where you can have multiple agents rush a room at the same time and simultaneously shoot everyone in it. In addition, almost all the perks and many of the items and modifications for weapons are all based around combat.
So it's heavily combat focused, right? Nope. It's almost 100% stealth focused. If you fire an unsilenced gun, or an enemy spots you (even if you instant-KO them) the whole map goes on alert, the enemies all psychically know exactly where you are and rush your position, and there's infinite reinforcement waves every 4(?) turns. In other words, despite the interesting combat system, breaking stealth is basically instant mission fail unless you're already done with all your objectives and ready to extract anyway. And even then, you only have a few turns to extract once the map is alerted or your extract is compromised and Bad Things can happen.
But... stealth is honestly not that much fun. It's the same generic video game stealth where enemies patrol set routes forever, you can club a guy on the head and his buddy 3 feet in front of him won't notice, there's absolutely no sound system at all, guards don't think it's suspicious if your guy disguised as an electrician sprints and jumps out a second story window, the last guard patrolling around does not notice the other 30 guards are mysteriously missing, nobody ever turns to look to the side they always stare straight ahead forever, etc.
So I can't figure out how the game is supposed to flow. Combat is penalized so heavily it feels like it was designed for savescumming munchkins but if that's the case, why did they bother adding the combat system?
I don't know. I'll give it some more time and see if it becomes interesting but for now it's kind of a letdown.
Edit: I just had a situation where a guard was staring at a door I needed to get into, so I "snuck" into the room by jumping through the window like 5 feet to his left, sprinting behind him, and clubbing him on the head. Such sneak, much realisms.