This is what he said:
“What a joy, then, to have another team come along and upend your thinking, showing you that there is always room to improve on old concepts. For example, in XCOM, moving a soldier is typically a simple case of running them from cover A to cover B. That’s how it’s always been, and it’s not something I ever thought of changing. Until I played Mario + Rabbids, that is, where movement is a chain of interesting decisions like springboarding off of your squadmates, sliding through your enemies, rolling through warp tunnels — all before you fire a single shot. Movement in Kingdom Battleadds a whole new layer of tactical interest to every turn. It jolted me into reconsidering one of XCOM’s design principles.”
Mario + Rabbids inspired the creative director of XCOM to reevaluate the genre
And he’s right. The “momentum” mechanic that fuels Mario + Rabbids movement is an entirely new system. The way you can kill entire enemies without shooting and still continue warping and jumping around is def unique to their game.