It's good enough that even the serious problems with the interface are manageable. I actually find Q and E better than rotating the mouse, which is often oversensitive - but for some reason they scroll in the reverse direction to that which is standard in other games that use the system. So does the mousewheel zoom. Rocket/grenade placement, and to a slightly lesser extent elevation, are my big bugbears with the camera controls. I don't know how console interfaces normally play, but I don't really see why multiple selections/menus etc. are a good thing even there, and I suspect the camera controls would still be poor. There are things that are just missing from the interface - such as the minimap and the ability to centre the camera on the selected unit, both of which were present in the original and have been standard features of strategy games ever since. And one thing I haven't mentioned is the Geoscape interface. The only way of progressing time quickly is to scan for activity - to do which, you have to get back to the main base screen, then go into mission control, then press 'Scan Now'. Considering that this is the primary way of moving the game forward in strategic view, it should be one-clickable from the main screen, not hidden in what amounts to a submenu. I still want to keep every country, though I must confess I have yet to work out what individual countries do - just provide an extra satellite spot for the continent bonuses, as near as I can tell. There's no breakdown in the income page by country, and I don't know if I lose any of my income if a country pulls out. Which brings to mind another interface issue - I don't think I've seen a game (again, including the original), where there was no 'Menu' button in the main interface, both in strategic and combat view. In XCOM ESC is the only way I seem able to access the standard options menu, as well as the 'XCOM Database' (which I haven't used but presume is the new UFOPaedia). Having more non-class weapons would be good to allow choice for your rookies at least, but as you say there's not a lot you can do to differentiate weapons because they all hit only one target and only really vary in the damage they deal (and ammo usage). I think they could probably have given the assault trooper a class SMG and so made the shotgun classless, but I really have yet to see much difference other than graphics in weapons themselves - I haven't yet found myself with a main weapon that's out of range, so that's hardly a concern. It looks light on diversity, but does as well as it can with the restrictions the two-action system imposes. I'm starting to reach a point where it's noticeable that my sniper and heavy do more damage than the other troopers, but I still mostly kill on one hit (when not forced to use a pistol for some reason - which is usually when out of ammo).