I finally got a chance to play XCOM Apocalypse, and the interface isn't bad at all now that I saw a few minutes of a LP. I love the setting and the depth of the simulation in the Geoscape.
Unfortunately I have a reliable crash at the end of a long mission, and overwrote my save. Frustrating. Ah well, My 12 person squad was down to 3 traumatized badasses anyway. I wasn't very far in anyway.
I plan to use all the robots I can... I like the fluff, I love the brainsucker immunity, and once PSI starts happening they'll be immune to that too. Their stats are significantly better than other recruits too, particularly strength. Strength actually matters in this game - every recruit is over their light load limit in basic Megapol armor, so more strength means more TU. Not like original XCOM where weight only really mattered for rocketeers.
The downside is they can't be trained, use PSI, or I think gain stats at all. MEH! They're *immune* to PSI, so they'll be even more useful late-game. Maybe I'll bring some mutants along to use PSI and train into superhuman killing machines, but I want most of my squad to be robots.
I've been sticking with turn-based because I'm bad at real-time strategy clicking. If I pause a lot then I guess it'd be like the UFO Afterlight trilogy, which wasn't bad at all.
Fricken brainsuckers and poppers, though. I raided the Cult of Sirius a few times and thought I was invincible, until I met these first-tier aliens. Sectoids with plasma pistols they ain't. I wonder if they're even more dangerous in turn-based, since they can charge crazy-far on their turn, and reaction fire is hit-and-miss as ever.
About the gangs... I assume most people stay friends with Psyche in order to sell looted drugs, and raid Osiron for their IEDs and such. That about right?