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What each of your five heroes is wearing can affect different stats, with the dichotomy often being skill regeneration against health, and a separate skill tree benefits from judicious gear-crossover. With that said the system keeps your interest through the blindingly simple tactic of making the items and upgrades an interesting range of choices. The lump sum awarded at the start of every new season becomes overkill, and the next level of gear or facilities is taken for granted rather than worked towards. It's not so much that you can buy everything at once, but rather you never really have to save up for anything. In the first season money and materials are relatively tight, but once you start bringing in the cash and investing it you'll never look back. This upgrade system is one of Chroma Squad's best qualities, with one fairly big caveat: on normal mode the game in general doesn't put up much of a fight, and your wallet overfloweth. By taking this route, Chroma Squad can have a bit of a laugh about Engrish and crappy costumes without doing that awful thing of 'hey this is bad but we know it's bad!' In fact it becomes part of the charm: you craft new costumes from bits of tape and glass, often have a quick chat with the actor playing the villain before episodes begin, and build up your audience to buy better studio equipment along the way. This is a great idea because, as we all know, the Power Rangers looked kind of awesome but the shows themselves were a badly-dubbed laughing stock held together with duct tape and nylon. Rather than a game of the TV show, it's a game about making a TV show – following the eponymous Chroma Squad from their first days trying to set up their own independent production, through subsequent seasons and eventually, of course, a 'real' threat. The Power Rangers inspiration is obvious even before you read the title screen's tribute, but Chroma Squad is a much smarter take than what you might expect from a straight-up Power Rangers game.
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Everything old is new again, reborn or rebooted to try and bring our inner child back – and so we come to Chroma Squad, the greatest Power Rangers game there never was. Now that the children of the 80s and 90s are adults, something funny but predictable has happened.
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I stubbornly refused to accept this reasoning, my painstakingly-accumulated He-Man collection was on the scrapheap, and the poor parents had to start buying TMNT toys instead. One of my earliest memories is of mum trying to convince me that He-Man was much cooler than the Teenage Mutant Ninja Turtles and, despite there only being one of him, that he could easily take them in a fight. Children are fickle creatures, and today's craze is tomorrow's landfill.
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