The tactical gameplay is enjoyable but I couldn’t help but feel a little exhausted with the combat by the end of a season. The battle is a simplistic timing-based exercise but its still pretty cool to fight in a giant robot. In certain cases, usually the season finale, the villain grows to the size of a building and the squad needs to defeat the enemy in their MechaZord. Team-based attacks provide greater damage and provide additional boosts to audience levels, and just like its inspiration, the best way to increase viewers is by finishing off the villain with finishing move that requires the entire group. The strategy to win each battle becomes pretty clear but the addition of an audience meter provides that incentive to not only win, but to do it in style. Some squad members can move at greater distances on the grid, while others provide greater damage when attacking. Combat is turn-based, with each individual member having their own unique moves and vital statistics. The combat during each episode takes place on a tactical grid, with the goal of defeating the monster by the end of the show and accomplishing a number of tasks meant to boost the size of the audience. Levels play out like television seasons, with a single season consisting of a number of shows leading up to the season finale.
![chroma squad chroma squad](https://www.touchtapplay.com/wp-content/uploads/2017/05/unnamed.png)
The five decide to start their own studio, and together they find an empty warehouse and begin filming their own Ranger show knock-off called the Chroma Squad. The director rudely barks orders at the cast of doubles dressed as Rangers performing the stunts to the point of the entire group quitting on the spot. The story begins on the set of a Power Rangers-like studio production.
![chroma squad chroma squad](https://www.destructoid.com/ul/291251-review-chroma-squad/2015-05-01_00008-noscale.jpg)
Much like their first title on Switch, Chroma Squad blurs the line between reality and fantasy.