![]() ![]() Conversely, our mechs are restored to full health at the beginning of every mission, even if they’re destroyed. The giant bugs that comprise the opposition will often target buildings, and damage to “the grid” carries over from one battle to the next. ![]() 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. ![]() ![]() 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. The fact that this doesn’t make the game too easy is a remarkable feat in balance. Into the Breach’s big gimmick, however, is that enemies will always broadcast their attacks one turn in advance. Early impressions are hardly overwhelming. Players will have the basic commands down in minutes, and every battlefield is small enough to fit on a single screen. On the surface, it’s turn-based strategy with the simplistic, easily-readable visuals of something like Advance Wars. But as with FTL – Subset’s equally addicting previous release – it’s grounded in unique mechanics that make the repetition appealing. Into the Breach is a roguelike with permadeath, procedurally-generated missions, and all the usual jazz. 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. 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. When Dan Lipscomb reviewed Into the Breach earlier this year, his lone criticism was that there was no penalty for playing on a lower difficulty. WTF The Hook Mech, whose usefulness eludes me. ![]()
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