In 2012, Subset Games released FTL–a strategy roguelite whose best
moments were when everything worked like a well-oiled machine, but also
when you were frantically trying to adapt to dangerous, unexpected
situations in the spur of the moment. Into The Breach, Subset’s
sophomore effort, again has you enacting carefully planned strategies.
The difference is that when the going gets tough, Into The Breach’s
turn-based mechanics and tactical tools allow you to improvise
precisely, and respond purposefully, with perfectly choreographed
counters in an aggressive ballet that feels amazing to conduct again and
again.
In a world where giant monsters called Vek threaten the
earth, humanity has devised equally giant, human-operated mechs to
combat them. Humanity has also invented time-travel technology to give
pilots the opportunity to go back in time and start the whole conflict
over, should the worst happen. You command a squad of three mech pilots
whose purpose is to deter the advances of the Vek, one region at a time,
through four different island stages with the ultimate goal of
destroying their hive.
In each region, your primary objective is to stop Vek from
causing collateral damage–each civilian building destroyed depletes part
of the game’s overall power grid meter, and if it hits zero, your game
is over. However, Vek almost always outnumber your squad, with even more
continually spawning in, which makes wiping them out entirely a
difficult task. Into The Breach is a tactics game with an emphasis on
deterrence and creatively mitigating damage with the limited tools at
your disposal.
It’s a daunting task, but there is one central feature that
makes this process enjoyable and manageable: Every action the enemy
will make in their next attack phase is clearly telegraphed through the
UI during your turn. You can see which tile a particular Vek will hit
and how much damage it will do, meaning you can assess your priorities
and the response options you have available, then take direct steps to
address the fated outcome. In the critical moments, just before a Vek
flattens a hospital, you might dash in and tackle it out of range, and
into the firing line of another Vek. Or, if your mech lacks close-combat
abilities, you might move into harm’s way to prevent the building from
destruction. You might notice that more Vek will be spawning from the
ground, and decide to throw a boulder on the tile to stop them from
emerging, or shoot an off-the-mark missile, letting the explosion push
another Vek on top of it.
Knowing the exact outcome of each action means that Into
The Breach feels like a game of violent chess, in the best way possible.
Each turn will have you pondering over possible moves and outcomes,
threats you can feasibly attend to, and pieces you can afford to
sacrifice–common characteristics found in any good turn-based tactics
game. But because the possibility spaces of Into The Breach skirmishes
are so confined (every battle takes place on an 8×8 grid, just like a
chessboard, filled with impassable squares) decisions can be reached
quickly, and momentum rarely comes to a standstill for long.
What also makes these decisions so entertaining to consider
is not just the novelty of the way different components can interact in
delightful ways, it’s the certainty of how they will interact.
Into The Breach is a tactical game that features a relative lack of
probability, uncertainty, and risk. Attacks will always connect and do a
distinct amount of damage, the grid-based scenarios mean units move and
take actions in exact distances, and nothing ever occurs without at
least some warning. The transparency and amount of information
communicated provide great peace of mind, since every action you take
will go as planned.
The only exception is that when a Vek attacks a building,
there is a tiny chance that the building will withstand damage. The
probability of this happening is related to your overall grid power and
can be increased, but the percentage value is always so low that this
rare occurrence feels more like a miracle when it happens, rather than a
coin toss you can take a chance on.
The game’s time-travel conceit also has a part to play
here–you have the ability to undo unit movement, and each battle gives
you a single opportunity to completely rewind and re-perform a turn.
It’s possible to execute your most optimal plan for each scenario every
time, and the result is that turns in battle can feel like choreographed
moves in an action movie, a confidently flawless dance of wind-ups,
feints, counters, and turnabouts.
You can unlock up to eight different premade squads, each
comprised of three unique units, which focus on entirely different
styles of combat. The diversity here is significant enough that each
team calls for distinct strategic approaches. The default squad, Rift
Walkers, focuses on straightforward, head-first, push-pull techniques.
The Blitzkrieg crew works best when corralling Vek together in order to
execute a lightning attack that courses through multiple enemies. The
Flame Walkers focus on setting everything ablaze and knocking Vek into
fire for damage-over-time en masse. Each different combination of mechs
can completely change how you perceive a battlefield; things that are
obstacles for one squad could be advantageous strategic assets for
another.
But where the possibilities of Into The Breach really open
up is in its custom and random squad options, and the imaginative
experimentation that comes from putting together unique all-star teams
with individual mechs from different squads, along with your choice of
starting pilot–whom all possess an exclusive trait. You might have a
team composed of a mech who shields buildings and units, one that
freezes anything on the map into a massive block of ice, one whose sole
ability is to push everything surrounding it away, and a pilot that can
perform one additional action each turn if they don’t move. Can you
complete a run of the game with that custom squad of pacifists? The
game’s structure makes these unorthodox options enjoyable challenges
that are legitimately interesting to explore.
Into The Breach maintains a roguelike structure of
procedurally generated trials and permadeath, but when a campaign goes
south not all is lost. If a mech is destroyed during a battle, it will
return in the next, only without its pilot and their unique trait. Too
much collateral damage is game over but means you have the chance to
send one of your living pilots–experience points and bonus traits
intact–back in time to captain a new squad, in a new campaign. The game
is difficult, but starting over isn’t tiresome because your actions so
directly determine outcomes, and you always feel you can improve. And
individual battles are so swift and satisfying that they become a
craving that you’ll want to keep feeding over and over.
The clean and understated surface elements of Into The
Breach complement the precise nature of its mechanics. The simple
presentation, as well as the sharp UI layout, is attractively
utilitarian and serves as a crucial component of the game’s readability.
There is no explicit plot outside of the time-traveling conceit, but
the flavor text–small snippets of dialogue for each mech pilot and
island leader, whom you’ll encounter again and again throughout multiple
playthroughs–adds a modest but pleasant facet of character to
contextualize the world and round out the overall tone.
There is so much strategic joy in seeing the potential destruction a
swarm of giant monsters is about to unleash on a city, then quickly
staging and executing elaborate counter maneuvers to ruin the party.
Into The Breach’s focus on foresight makes its turn-based encounters an
action-packed, risk-free puzzle, and the remarkable diversity of
playstyles afforded by unique units keeps each new run interesting. It’s
a pleasure to see what kind of life-threatening predicaments await for
you to creatively resolve in every new turn, every new battle, and every
new campaign. Into The Breach is a pristine and pragmatic tactical gem
with dynamic conflicts that will inspire you to jump back in again, and
again, and again.
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