I was never a fan of VC's gameplay.
It was an interesting attempt and the change in perspective was novel. But once you got past the novelty, the fact that the gameplay is rather shoddy starts to rear its ugly head.
At its core, it is a tactical game. The fact you controlled the characters more directly and manually had to aim shots didn't really mean much of a thing. The only point at which reflexes come into play was just rushing your turn so the enemy could take less shots at you - which is a sort of janky thing in and of itself.
The actioney mechanics in my opinion, distracted from the gameplay. It was an imprecise platform from which to control your characters. You could translate a lot of things back to just a percentage based interface. The accuracy of your weapons were dependent on RNG/Spread for example, and functionally isn't too different than ordering a character to attack with 80% accuracy or a 40% accuracy headshot. Your own aim didn't exactly matter a whole lot. If I recall correctly, the game paused when you aimed so you were clicking on a stationary target - not really different from selecting from a menu. Once you fired, your character went ahead and fired a preset amount of shots anyway so there's no element of controlling recoil or anything.
Ultimately you just get a system where it's unclear how much you can move, odds of success are somewhat obscured which I feel overweighs any sort of novelty the perspective may bring. Also moving the tank is more aggravating than it needs to be, having it clip into the corners of things and having to use up its movement trying to get its shit together. And I vaguely recall grenades totally not doing what I wanted them to do.
I find fun in tactical games based on my choice of orders and the results of my orders. Having to wrangle with the execution of said orders is a bad thing. My characters in other tactical rpgs don't exactly trip on rocks. Controlling your characters directly maybe adds immersion? But not quite since you get janked back and forth between the tactical map anyway and you have the UI plopping up back and forth.
There's also all sorts of other issues - only sandbags functioning as cover. What's wrong with all those chest high walls? Also no flanking mechanics of any sort coupled by the fact that you are immune to headshots while in cover. I could accept such a mechanic with a bit of a stretch, fine he is in cover therefore no headshots cause game mechanics. But not even from behind?
Enemies having infinite shots at you while you take your turn, so you can't even pause to think about things. The enemy on the other hand takes and ends their turn with precise timing as to avoid most retaliatory fire. They can literally just walk into the firing sights of half your squad and immediately attack and escape any retaliation, whereas you'd be dead while pulling the menu up.
My opinion on improving VC would be to make it a proper Tactical game where moving your characters around is less of a crap shoot. Make it more like X-Com.
Or you can flip around and make a third person shooter. Except what I'm seeing is the jankiest action game I've seen. It sort of looks like its semi real time nonsense like a MMORPG, but at the same time not really? There's a ranged combat part which looks sort of like a third person shooter, then there's some melee nonsense where you're stuck within a circle and enemies float around like one of those crappy musou games. If you're going to make an action game, at least make a proper action game. Not whatever the hell this is shaping up to be.
I would've accepted anime-Call-Of-Duty with a dash of melee combat. This just looks terrible.
I suppose the saving grace is that this is some sort of spin off rather than a main title?