Tactic games have been around for about as long as video games have existed. They are a great way to visualize battles between two groups of characters while making it easy for the player to understand. They are also a genre of game that I always want to play more of, but am hesitant to because I am so awful at them. Even as a child playing chess, the concept of trying to predict an opponent’s next move was completely foreign to me. It’s no wonder then that my favorite tactics game is Subset Game’s Into the Breach, who’s major mechanic is showing the player the enemies’ intents during battle. At first, this feature seems to be just a unique selling point for the game, but is actually the most ingenious aspect of the game and the most important crux the game revolves around.
Into the Breach is a teeny tiny tactics game where battles take place on an 8×8 isometric grid littered with buildings, enemies, differing landscapes, and your mechs. Everything is laid out in easy to read squares and the bright pixel art, along with the bold outlines, gives the game an almost cute diorama look. Battles only last for five turns, after which all surviving enemies, giant insects called Veks, retreat back into the Earth where they spawned. This means that unlike Fire Emblem or Advance War style games, victory isn’t based on defeating the enemies. Grid defense is the life blood of a campaign. If it drops to zero, it’s game over. You can have up to eight grid defense points and will lose one each time a building is destroyed. This makes protecting buildings and the citizens inside them the number one priority to consider in a battle.
While the game is turned base, it changes things by having the enemies take two turns and the player acting in between them. During their first turn, the giant insects will swarm to position to attack a building or unit, indicating their plans with an attack trail and red box with what will be hit. It is only during their second turn, however, when the enemies will act out their intentions to attack. This means the player’s turn is dedicated to preventing damage, be it by moving units out of harm’s way, blocking attacks to building, moving enemies so their attacks miss, or just killing enemies. This gives the game its unique edge and reinforces the importance of protecting buildings.
Since missions have differing objectives, like blocking enemies from spawning or destroying mountains, to gain resources, it varies what is most important to do on a turn, but the grid defense meter is the only consistent element throughout a campaign. Mechs automatically heal in between missions, but pilots will die if they are in a mech that’s destroyed. This isn’t as big of a deal as it seems at first. If mech doesn’t have a pilot to control it, it simply gains an AI pilot, with the only drawback being that they do not gain experience and level up to acquire passive benefits. This makes a mech’s health and pilot’s life a resource that needs to be considered in battle. Every move has to be judged on a case by case basis, but it’s almost always best to take some damage to a mech to save a building.
So without showing the enemies’s intentions, it would be impossible for the players to make the decisions the game is built around. Battles can often feel like a resource management game, taking into account grid defense, mech health, actions available, and the enemy turn order to help decide the best move. Sometimes it’s best to lose a building if there is more grid power available on the island and you can focus on killing some enemies to ensure you don’t get overwhelmed on the next turn. For players like me, who often have difficulty anticipating opponents’ moves in games like XCOM, Fire Emblem, and even chess, Into the Breach is a great tactics game to cut your teeth on. Having a clear indicator from the enemies of where they are attacking and what you have to lose if you don’t act correctly is a great way to give every decision weight.
Most of the attacks a mech can do in game have a secondary effect of moving an enemy to the next tile. This will disrupt their plan of attack because the Fireflies can’t shoot a building if another enemy is blocking them and a Scorpion can’t hit a unit with its melee attack if they’ve been pushed away. This encourages the player to experiment with attacks and how they can affect both enemies and allies alike. You’ll feel like a genius the first time you move an enemy onto a spawn tile for them to block the next turn and die in the process or use an attack to push an Vek away from a building and an ally just in range to attack. Moving enemies can also be touchy though. Sometimes attacking an enemy moves them into place to strike a building. This can lead to turns where it may be impossible to come out of without losing a mech pilot or a building. I’ve seen people say this is unfair but I disagree.
Into the Breach is a tactics game, not a puzzle game, which means there isn’t always a perfect solution to every turn. While a lot of pain can be taken care of through killing or blocking enemies from spawning, as a battle goes on, you will probably be overwhelmed with more enemies than can be comfortably dealt with. This is where reading the Vek’s intents is most important, to see which attacks are nonconcerns once you move a unit, which attacks can be cancelled by moving or killing enemies, and which ones can be blocked by a mech. Some turns, however, cannot be dealt with without losing a building or pilot’s life, turning them into plans to mitigate the most amount of damage. This gives the player’s choices meaning in the game because a planned loss of grid defense or pilot can be accounted for, while unexpected loss is much more difficult to come back from.
I have an incredible amount of respect for Into the Breach. It’s not a game I play too often, but it’s one of those games that, when I do pick it up, I get sucked in for hours and it’s all I want to play for a week. The game’s small battles and relative short campaign lengths give it the perfect “just one more round” quality. It’s an extremely clever and smartly designed game and stands out in a sea of tactics games by the simple addition of displaying enemy intentions. Everything in the game revolves around the mechanic and helps the player feel like the hero that has to weigh their own wellbeing for the good of the world.