Into The Breach Game Review
Into the Breach Review – Titanic Tedium. I was pretty excited when I got my hands on Into the Breach, being a big fan of turn-based strategy games in general. The last title under Subset Games’.
Go Big Or Go Handheld
HIGH Mastering the Hazardous Mechs.
LOW Those damn stat-buffing jellyfish.
WTF The Hook Mech, whose usefulness eludes me.
When Dan Lipscomb reviewedInto the Breach earlier this year, his lone criticism was that there was no penalty for playing on a lower difficulty. While I came to appreciate the flexibility with which Subset Games allows players to get what they want out of this experience, I’ll admit that I had to waive my usual policy of considering a game finished and shelved once the credits have rolled. Anyone who doesn’t move the goalpost back a bit will be done with Into the Breach in a couple of hours, and will walk away with little appreciation for how deep and meticulously balanced it is.
Into the Breach is a roguelike with permadeath, procedurally-generated missions, and all the usual jazz. But as with FTL – Subset’s equally addicting previous release – it’s grounded in unique mechanics that make the repetition appealing. On the surface, it’s turn-based strategy with the simplistic, easily-readable visuals of something like Advance Wars. Players will have the basic commands down in minutes, and every battlefield is small enough to fit on a single screen. Early impressions are hardly overwhelming.
Into the Breach’s big gimmick, however, is that enemies will always broadcast their attacks one turn in advance. The fact that this doesn’t make the game too easy is a remarkable feat in balance. Players have three units in their squad and are heavily outnumbered in every mission, so victory is less about taking risks (since we always know what the opposing team will do) and more about economic use of limited moves.
What makes this premise even more interesting is that the ultimate goal of a campaign isn’t necessarily to defeat the enemy or even to survive, but to preserve the infrastructure. The giant bugs that comprise the opposition will often target buildings, and damage to “the grid” carries over from one battle to the next. Conversely, our mechs are restored to full health at the beginning of every mission, even if they’re destroyed. So in an odd twist, using our own mechs to absorb incoming damage is a real and important strategy.
Further complicating matters is the fact that physically shifting enemy units around the map can be just as valuable as attacking, if not more so. Many mechs in Into the Breach push or pull enemies rather than deal direct damage, so if it’s not possible to kill an insect before it strikes the grid, diverting the attack so that it misses the target may be another option. Players are also encouraged to force enemies to deal damage to one another whenever an opportunity presents itself — with one well-placed nudge, a bug about to destroy a building will instead strike one of its teammates.
With such a clear-cut set of rules, Into the Breach almost plays like a puzzle game. We have all of the information we need to know exactly how a turn will play out, so winning is a matter of using that predictability to maximize what we can accomplish with a squad of three. Incidentally, this eases the sting of a hard reset whenever a campaign is lost, since our failures feel like our own fault.
The campaign offers a total of four islands to clear, but players are allowed to end a campaign after only two, and the final mission scales accordingly. This low barrier to rolling credits is what I meant about Into the Breach feeling underwhelming if simply finishing it is one’s only goal. The starting squad consisting of a generic melee mech, a generic tank, and a generic artillery unit isn’t even that interesting, effective as it may be in easing players into the basics. In its default incarnation, Into the Breach undersells its value to those who don’t dig deeper.
However, the value is considerably boosted by the seven other unlockable mech squads and their corresponding sets of achievements. Each one has a theme and a valuable lesson to be carried over into subsequent attempts — the Flame Behemoths don’t deal much direct damage but set fire to things, forcing players to pay attention to status effects and environmental hazards. The Steel Judoka focus heavily on pointing enemy attacks at one another. The Frozen Titans ask whether temporarily disabling enemies with icy attacks can be more valuable than killing them outright.
With the possible exception of the Blitzkrieg (and I’m open to the idea that I never fully grasped the fundamentals of making that team work) there isn’t a weak squad among the group, and mastering each of them feels like an entirely unique game. With many roguelikes, we’re building toward one perfect run. With Into the Breach, that perfect run comes quickly, but we’re challenged to continuously raise the bar.
This was all true when the game launched on PC earlier this year, but Into the Breach feels even more at home on the Switch, since it’s not technically demanding and its campaign options cater to both long and short sessions alike. I’m glad I had an excuse to revisit it, because I nearly failed to recognize this gem as one of the year’s best and most addicting releases. Rating: 9 out of 10
Disclosures: This game is developed and published by Subset Games. It is currently available on PC and Switch. This copy of the game was obtained via paid download and reviewed on the Switch. Approximately 42 hours of play were devoted to the single-player mode, and the game was completed many times. There are no multiplayer modes.
Parents: This game has been rated E10+ by the ESRB and contains Fantasy Violence, Mild Blood, and Mild Language. The insects have vaguely gooey death animations, and that’s about as bad as it gets. Highly inoffensive.
Colorblind Modes: There is a colorblind mode Adelantado trilogy book one conclusion. available in the options.
Deaf & Hard of Hearing Gamers: All dialogue is text-based, and audio cues play no important roles in the game. It’s fully accessible.
Remappable Controls: No, this game’s controls are not remappable. There is no controller diagram. The game revolves entirely around selecting and ordering units with the left analog stick and A button, while the other buttons are used to open sub-menus and toggle secondary commands.
Mike Suskie
He was born and raised in Amish country and has yet to escape, despite a brief stint in Philadelphia, where he attended Temple University. He took a one-credit course there called 'Career Opportunities for English Majors,' which painted a bleak picture for prospective writers. Mike remains steadfast in his ongoing role as a video game critic, however, and has recently written for GamesRadar. Most of his work can be found on HonestGamers, where he has contributed over 200 reviews to date.
When not playing games or writing about them, Mike is a rabid indie music fan and ardent concertgoer. He doesn't read as much as he probably should, but his current favorite author is Alastair Reynolds.
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The follow-up to FTL is just as punishing - and just as elegant.
Considering that Subset's last game, FTL, handed you an entire galaxy to knock about in, Into the Breach might strike you as being a little cramped in its opening minutes. This turn-based tactical battler likes to drop you into snug maps of eight squares by eight. You never have more than a handful of turns to worry about on each mission, and you have just three units to control as standard. What's worth remembering, though, is that FTL may have been set in the vast reaches of space, but it found its most frantic entertainment in the compact and claustrophobic arrangement of rooms that was your spaceship. This is a studio that understands panic and understands the power of confinement. FTL is a classic - and Into the Breach may well be even better.
Into the Breach
- Developer: Subset Games
- Publisher: Subset Games
- Format: Reviewed on PC
- Availability: Released on PC on 27th February
The question with any turn-based tactical game is: what kind of game is this really? Once you take away the mechs and the super-soldiers, is this Chess again? Is it American Football? The easiest answer for Into the Breach - and it's not a complete answer because Into the Breach is not an easy game to get your head around - is that beneath a veneer that invokes the likes of Front Mission and even Advance Wars, this is billiards. By which I mean your shots matter, but victory lies in understanding where the remaining pieces are going to come to rest afterwards.
This is doubly true because so much of Into the Breach isn't merely concerned with blasting away at mutant hordes with your guns and missiles and lasers. It's concerned with doing all that while shoving them too. Shoving them into the sea where they drown. Shoving them onto a dangerous tile that is about to drop into the earth or be hit by falling magma or be engulfed with the burning fumes from a rocket launch. Missiles and lasers and guns are great, but you learn to look through the weapons you're given along the course of an adventure and cherish the ones that have drag or knockback powers. Again: it's not how much damage you do in a round, it's what the board looks like once the round is finished.
And here's something else. Into the Breach is also Whack-a-Mole. Your team of three units may drop from the sky into a deployment zone at the start of each mission - man, you can mess things up terribly badly by misjudging the deployment zone - but your enemies spawn from the ground, and the spots where they spawn are highlighted in the turn before you emerge. What this means is that you can park on them and stop them from coming up. You take a point of damage for that, of course. Better still - and remember, this is billiards, right? - you can knock an enemy back onto a spawn tile and they'll block the enemy and they'll take the point of damage.
Cripes, Into the Breach is filled with this stuff. It is filled with synergy, which is why it can get so much tragic storytelling into a mission that's five turns long. Everything in the game ties into something else: this is true at the level of knockback damage and spawn tiles and it's true at the other end of the scale as you find out that each in-game achievement you earn, for example, grants you a coin that you can spend on unlocking new loadouts of units.
All of this works because Into the Breach is a game of total information. You know how much damage an enemy is going to do and you can get a clear sense of what attack it's about to make. You know how far you can move at any time and what your own attack options are. On top of this, Into the Breach is one of those magical games where you're trying not to lose as much as you're trying to win. And there are so many ways to lose! Each mission you're dropped into will have its own subset of mini-objectives - protect a train, defeat a certain number of enemies, keep a particularly tricky enemy alive - that will give you a specific reward. But there's also the wider objective: survive until the turns you're given have run out.
And survival is complicated. You can lose your units - and any pilots controlling them will die and permanently take their perks with them - or you can allow too much damage to befall the little tower blocks that are scattered around each level. Tower blocks power the grid, which is basically the health meter of the specific island campaign you're fighting at present, each one having their own clusters of missions and their own quirks, from deserts that offer up dust storms to coasts with tidal waves that eat away at the land and a cybernetic island where you're not just fighting the mutant beasts but some rogue AIs too.
Out of this spirals a gloriously ordered campaign, absolutely filled with difficult choices. You will never be able to do all the things you want to. At the simplest level of things, you must complete a series of missions before a climactic battle at the island's HQ, and while you select your missions you're trading off the difficulty posed by it and the rewards it offers: reputation points that can be spent at the end-of-island shop to buy new weapons and gadgets, energy that can restore power bars to the island's grid, reactor cores that power up your units, bringing extra weapons online perhaps or raising their health and movement capabilities. You can win an island campaign but emerge so battered and so lacking in resources that your hopes for the next island are pretty much scuppered. And when you get to the next island, the whole thing repeats, and then, once you've liberated two of the four islands, you can decide to take on the multi-stage final mission - or you can risk everything on tackling another island or two in the hopes that it will leave you better prepared.
Throw in a handful of simple but satisfying enemy types: lobbers, earth-quakers, psionic brains that give everyone on their side a boost. Throw in weapons that allow you to flip enemy attack directions, that laser through multiple targets and leave flames or ice in their wakes. Throw in those pilots that come with their own perks and can be levelled up or lost in a single mistake. Throw in those different friendly units that play in entirely distinct ways, one group specialising in stirring up lighting storms, another that seems to receive as much damage as it deals out when it's fighting.
And pretty soon you're lost in the detailing and you realise that - yes! - alongside being billiards and Whack-a-Mole and chess and American Football and all the rest of it, Into the Breach is also FTL, in its delight in the glinting clockwork of failure, in its fascination with difficult choices, in surprising victories, in drastic variation that works its strange magic within tight restrictions. And all of these games come together to make Into the Breach, which is precise and brutal and complex and dizzying and utterly thrilling - and Into the Breach is, somehow, entirely its own thing too.