Into the Breach



By Philippe Tanguay-Gaudreau

Inspired by the mechanics found in chess, Subset Games released Into the Breach on the 27th of February this year. With gorgeous retro-style graphics that are simple, yet elegant, Into the Breach strives in its game design and mechanics. The goal of the game is simple, save earth from alien invaders, called the Vek, with a team of mechs, your goal is to destroy the main hive.

When starting a new campaign, you pick three of the twenty-seven unique mechs and are tasked with saving four different islands with various environments and enemies to interact with. The combat is turn-based and played on a randomly generated 8x8 grid, each turn you are given a set of actions and moves that impact the board differently. In a battle your objective is to survive and defend the surrounding cities that provide the power you need for the mechs, if your power grid goes down you lose the campaign. A campaign can range anywhere from half an hour to a full two hours of game-time.

I’ve recently got my hands on this game, and have logged over twenty-five hours on it. I’ve loved every second of it. The first thing that makes me come back and play it more is the game’s replayability. All the levels are procedurally generated, meaning, you never end up with the same gameplay twice. Then, there’s the whole strategic side of it. Unlike many other games based on reflex and precision, Into the Breach lets you wait as long as you desire before making your move. This allows you to evaluate your options and make the best of any situation. Since the enemies intention is always shown, you have all the tools you need to always win with enough patience. This, however, doesn't mean the game is easy, it’s quite simple to comprehend, but very hard to master, the slightest mistake can cost you your whole campaign.










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