Into the Breach - Challenging and Satisfying
After having a great time with FTL a couple years ago, I finally got around to trying Into the Breach, which is made by the same developers.
Into the Breach is a roguelike puzzle/strategy game built around tactical, turn-based combat - you control three mechs and must protect civilian structures by killing or otherwise incapacitating the enemy (the Vek).
The "macro" gameplay consists of choosing one of four islands, each with a randomized set of enemies that can appear there. On each island you have to complete four missions + a boss mission before progressing. Once you've completed at least two islands, you can move onto the final island and beat the game.
What I Liked
- The core gameplay loop is extremely satisfying and fun - there is a massive amount of strategy behind every action. You have basically perfect information every turn - you can see what the enemy is going to do, in what order, and where new units will spawn (although you don't know which ones, which can actually make a significant difference). So you have tons of options - from killing Vek, moving them around, forcing them to attack each other, using environmental effects, and the list goes on.
- The game has a lot of variety. There are 12 squads you can unlock, each of which plays vastly differently from the others. Some focus more on killing, others on movement, while some try to stall out the game, etc... Combined with the Advanced Edition Content, which also adds new enemies, missions, and gear, each run feels fairly unique.
- Into the Breach is incredibly challenging - early on I spent quite a while thinking through every turn, and constantly finding new ways to get the most out of each move. I loved the learning process, especially discovering new tricks for each squad.
What Was Average
- Each Mech has a Pilot, who gains EXP and unlocks certain skills. You're allowed to carry over a Pilot from one run ("timeline") to the next. It's a great feature to have...but it also encourages you to use the same Pilot repeatedly instead of trying out others. IMO the Pilot abilities are fairly imbalanced too - there are a couple that are just so much better than the rest that, once you get them, you basically never want to swap Pilots.
- Into the Breach allows you to choose whether to complete 2, 3, or all 4 of the main islands before tackling the final island. While the flexibility is great at first glance and lets you control the length of your run, enemy difficulty will scale appropriately. The main issue was that, at least on Hard difficulty, it rarely felt worthwhile to attempt the 3rd or 4th island because it was difficult to get strong enough to outpace the natural enemy scaling.
- I thought the final island suffered from a similar flaw to FTL: a huge difficulty spike compared to the rest of the content. While I still enjoyed the challenge, I would have liked for the difficulty to be slightly more balanced.
What I Didn't Like
- My biggest gripe with Into the Breach was how much it emphasized achievements over simply winning. Every new squad unlock requires "coins", which are 1:1 mapped to the in-game and Steam achievements. However, there's no actual reward for winning. Obviously, as a roguelike, you could argue that winning a run *is* the reward, but winning a run and only getting one of the three squad achievements sometimes felt worse than unlocking all three and losing.
Final Thoughts
I played most of Into the Breach on Hard with Advanced Edition turned on (minus the first few runs to get acclimated) and beat the game with all of the squads. I did one Unfair run with my favorite squad (Mist Eaters) and beat it. At that point, I felt like I'd experienced most of what the game had to offer, so I called it quits. I had no real motivation/desire to play most squads again or grind achievements.
I played ~55 hours total and had a blast overall, and would definitely recommend Into the Breach to anyone who enjoyed FTL and/or likes tactical puzzle/strategy games.
Overall Rating: 8 / 10 (Great)