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Subset Games really knows how to design a solid game. FTL: Faster Than Light demonstrated that the team possesses the chops to create a game capable of sucking people in for dozens of hours with engaging strategy that often asks players to make tough decisions. Those tough decisions, the kind upon which hang life or death, form the central thesis of Into the Breach.


Into the Breach takes place in a far flung future where Earth has flooded, reducing its landmass down to a handful of islands and unleashing the Vek, a collection of horrific kaiju from deep underground. Humanity created fleets of giant robots capable of fighting the Vek to defend the last cities on the planet, but it doesn't seem to be enough. Overwhelmed and on the brink of total annihilation, one last, desperate plan was conceived: Send one experienced mech pilot back through time armed with the knowledge to prevent humanity's doom and win the war against the Vek. 


The scenario, penned by Chris Avellone, the creative mind behind Baldur's Gate and Fallout: New Vegas, sets the stage for the roguelike elements of Into the Breach. When players manage to defeat the Vek, they are able to send a pilot of their choice to another timeline to continue the fight. Death, on the other hand, results in the last pilot to die engaging an emergency jump to a different timeline. That pilot brings all of the skills and experience they have acquired to the new timeline, giving future playthroughs an edge over the previous ones. It's a helpful feature, as players will need every tactical advantage they can get to make it through Into the Breach. 




While the decision making in FTL largely centered around preparing for battle, Into the Breach puts almost every decision into the turn-based tactics battles themselves. Each conflict with the kaiju takes five rounds. After those five rounds, the towering monstrosities retreat back into the dark depths from which they came. Players have two basic things to do during those precious few turns: Keep their mechs alive and prevent the kaiju from damaging cities. If a mech's health drops to zero, the pilot dies permanently. If a building takes damage, the power grid takes damage, too. Players lose the entire timeline if the power grid drops to zero hit points. These simple goals quickly become complicated by bonus objectives and map conditions. Each mission can grant reputation, which can be spent on various upgrades after completing an island, or power to replenish and reinforce the power grid's health and defenses.  


This leads to the player approaching each mission as potentially game-ending. Sure, perhaps using a rocket punch to kill that kaiju might accomplish an objective for reputation or save a friendly mech, but it will likely also damage the power grid bringing the timeline that much closer to failure. However, maybe that loss is worth it if you can get enough reputation to later purchase more power for the grid or maybe complete a bonus objective that provides more power. 


Each mech in the three machine team possesses different abilities that often do more than just straight damage. These abilities can push enemies, pull them, create a defensive shield, launch barriers, distribute damage in unique patterns, and much, much more. This leads to a delicate balancing act in battle, where every tool at the player's disposal must be employed to move enemies into positions where their attacks miss or hit one another in an effort to minimize damage to the power grid. 




One aspect unique to Into the Breach is that enemies move and prepare attacks before the player's turn. The game presents all information to players upfront. All attacks hit and do full damage. This allows players to sit back and plan their moves carefully while knowing what the outcome of their actions will be. Of course, that can lead players to make mistakes; something that can lead to absolute disaster in the space of a single turn. Subset included the option to reset a turn once per battle to give players some degree of leniency.


While the tactical elements of Into the Breach outshine the competition, it stumbles when it comes to narrative. FTL: Faster Than Light allowed players to name their crews and contained numerous side stories and scenarios that tickled the imagination. Those decisions invested  like a much larger game. Subset Games' sophomore outing ditches much of that. This leads Into the Breach to feel more sterile and empty with a world where the stakes aren't terribly dramatic.


The cast of characters is composed of a handful of pilots and the four administrators of the remaining pockets of humanity. The pilots mostly speak in reaction to what's happening in battle with one-liners, remarking about how the battle went, or to give a final word to the player as they die. The administrators give comments at the close of every mission. None of that feels intimate; by the time the credits roll, the player does not know any of the characters beyond what stats they can give a mech.




That's a shame, because one could imagine a version of Into the Breach where pilots have downtime together between battles to interact with one another and the administrators to show character development outside of their statistics. Chris Avellone is a great writer, one that I think excels at that kind of interaction, so the dearth of narrative outside of the overall scenario baffles me. Perhaps miscellaneous content wound up being cut to reduce development time or it created too much of a barrier between the player and the pitch-perfect strategy of the battles. Whatever the reason, the loss of that storytelling aspect hurts.


Returning composer Ben Prunty hits a high note with his work in Into the Breach. The music manages to convey mood and tone quite effectively, adding an ever escalating sense of urgency without becoming too overbearing. Prunty strikes a balance that allows players to focus and plan while also encouraging decision-making with an encouraging forward momentum. It's great stuff to listen to if you want to make progress on a task and avoid distractions.  





Into the Breach combines the colossal conflicts of Godzilla and Pacific Rim with the turn-based tactics of Fire Emblem and Advance Wars. However, the unique spin on the formula that sets it apart from its gaming brethren put it in a class all its own. Instead of killing, the systems in the game have players employing tactics that create Rube Goldberg-like chain reactions to save the civilians of a doomed world. The satisfaction at achieving a flawless victory or pulling through to the end and successfully defeating the Vek cannot really be overstated. Into the Breach stands as a high point in strategy gaming that should be pulled out in game design classrooms for years to come.


That being said, it's hard not to see the possibility for it to have been more. The lack of a compelling narrative beyond the minute-to-minute gameplay experience feels like a missed opportunity. Perhaps a future update or sequel could add something along those lines to bolster the perfect mechanics.


If you have any regard for turn-based tactical games, Into the Breach is absolutely a must play game for you. 


Into the Breach is available now on PC.



Play Event[0] if you want something different. It might be short. It might have some narrative problems. It might sometimes have gameplay issues. However, you cannot get a similar experience from anything else released in the last few years. For all of Event[0]'s flaws, trying to communicate with Kaizen-85 and unravel its lies and secrets was a refreshing adventure that I feel grateful exists. 

The Breakdown


Art Design:                   



Replay Value:               

Is It Fun?:                      

Recommended For:   

Talk your way through a derelict spacecraft to solve a mystery

Very simple and sleek - the retro aesthetic sets this apart

Relatively sparse music, but excellent when it hits

Navigating the correct way to phrase things can be difficult


I enjoyed it, but it's definitely a slow burn

People who prioritize drama and enjoy non-violent games

Event[0] is now available for PC and Mac

Review originally appeared on 11/17/16

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