BeagleRush' review was based on the comparison from Backer's Build 5 (BB5).
And the time in between was PP Devs (Julian Gollop) went to Epic Game Store exclusive for dev money/resources.
Some of the critique is based on the "free aim" in PP which not the same as free aim from Original Game (OG) X-COM circa 198?.
Free aim in PP is giving a First Person Shooter aiming mechanic on a target.
Free aim in OG is pointing your weapon on the isometric view, and watching your weapon "balistic" representation move from your soldier to beyond visual range.
They aren't the same.
The Free aim in PP is gimmicky that "break" the flow of the tactical game.
Example, alien target has a shield. You Free aim and see majority 90% "shield".
However, free aim also is based on how the target animates.
When the target animates and exposes a limb / hand / arm as a valid target, then you basically ignore the "shield" and wait/waste time waiting and looking for the exploitable animation.
Other items, the tutorial was more detrimental add-on than polish.
Another item, the game was glaringly unpolished. There is the paper doll page with nice graphics of damage, health, stats. But when you need to see actual game numbers, you are presented with a uninspired table with a row label: .. ARM LEG ARM LEG. Which arm or leg, left or right?
Another. Cursor movement to a tile, shows these graphic lines for Line of Sight (LOS). Move to a spot on the roof looking down at an alien for a flank. Cursor shows LOS, but move there and you have no valid shots, including no free aim opportunity.
General imbalance from the start at inflated cost for recruits, research, and building upgrades. So it quickly becomes a resource grind. You are shown the story line, and tells you of 3 factions, spreading your options early on.
You get on to those faction, learn new tech research but you are missing out on obtaining resource to do them or obtain them.
So you grind resources, but the resources is guarded by aliens already? By the 2nd mission of the same resource gathering, it's the same shit, just different unforgettable maps.
Oh, one of the "hooks" early on is that the AI is supposed to adapt to the player's strat. On example was if player favor grenades often, the aliens in future encounter will start having better aoe armor / protection / shields. But how you tell this is happening when the numbers are hidden in tactical area.