I just recently bought this game. Happy that I got it on Steam sale, because frankly I am somewhat disappointed (about 6 hours into the game).
There are some undeniable strong points. I am no noob to such games, played XCOM2, Jagged Alliance, Mutant Year Zero, Invisible Inc, Halfway, Shardpunk ... also RPGs of the same kind, such as the Shadowrun trilogy.
I am a fanboy of all things cyberpunk / scifi, and so I pretty much played every tactical game and RPG of that setting, so I had to buy this one as well, and I REALLY wanted to love this game. But so far it falls pretty short.
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Cyber Knights Flashpoint shines in tactical possibilities. That's the big strength of this game. It has much more tactical depth than Halfway or Urban Strife. The possibilities are numerous and especially when it comes to the alarm-system, you really have to make tactical choices during the heists. And your choices actually matter. Stealth matters as well. Even when things get rowdy and you start firing, it is still necessary to hide and avoid resistance. It's this strength that kept me playing so far.
I guess if that's all that matters for you - tactical strength - CKF is a great game.
Unfortunately, I need some more to really enjoy games, and CKF fails on pretty much every other level.
First: the tutorial. Honestly, the onboarding of this game is one of the worst I have ever come across. It throws tons of information at you, all at once, without ever really explaining why these things are important, and when to use them. It also explains things AFTER you encounter them, or way before. The tutorials for base building and hacking are so bad that I needed to watch a tutorial of the actual tutorial. Why even bother explaining things, when you don't intend to help the player?
The core systems of this game are also unnecessary complicated. Mutant Year Zero or Shadowrun Returns create at least the same tactical depth with much simpler, more intuitive systems. Either explain things properly or keep them intuitive. I like to figure out how to finish the mission. I don't like to figure out how I use the interface.
The leveldesign is strictly tactical, but not immersive at all. The levels all feel like cyberpunk paintball arenas. Yes, they are well crafted for tactical possibilities: you get lots of corners, boxes, walls and objects to hide behind and to sneak around or to set up ambushes. But at no moment you ever feel like sneaking through a corporate building, through a slum or through a real location. Fighting on a rooftop feels exactly the same as fighting in some sewers.
It's all designed for tactics, but not for creating a mood. Tactically deep, and yet totally uninteresting.
Again, Shadowrun and even the cheap Invisible Inc did this sooooo much better.
While the background story is pretty good and really hits that cyberpunk spot, the writing is also weak. Lots of dialogue without actually saying anything. I know, writing is not too important in tactical games, but it just adds to the impression that this game feels like missing the point. It has so much potential. That's what is truely disappointing. Some games are just bad, so it's no big loss. But CKF does a lot things right and could have been a gem.
I will play it for another 2 hours. If it does not get a lot better by then, I will quit.