Live, Kill Kaiju, Die, Repeat
As someone who’s eyes light up at the sight of a grid-based battlefield populated with adorable 2D combatants, I was predisposed to give Into the Breach a chance. If you’re not like me, and don’t instantly fall in love with anything that bears even a passing resemblance to Shining Force III or Final Fantasy Tactics, you might glance at the relatively small battlefields and limited number of units on show and decide to give this one a miss. I’m here to politely request that you reconsider that decision, as you’re missing out on a gem! A bastard-hard and thoroughly depressing gem, but a gem nonetheless.

This indie-developed, mech-on-kaiju strategy game has been around since 2018, but I recently picked up the physical copy on Switch, and have found myself thoroughly absorbed into its time-bending, apocalyptic world. Your job in Into the Breach is to command a small squad of mechs as they attempt to defend the world’s population and infrastructure from an onslaught of giant bugs known as the Vek. Already on its last legs due to various natural catastrophes, civilisation has been brought to the brink of destruction by the marauding kaiju, and humanity’s last hope comes in the form of a group of time-hopping mech pilots.
The main aim of the game is to protect buildings and facilities from monster attacks, as these locations provide power to your power grid, and if your power grid fails, the timeline you’re in is fucked and it’s time to bail out. If this happens, your pilots will use their timey-wimey powers to zap themselves to a different timeline and try again. Each pilot is scattered across different timelines, too, so you can only keep one of them, and if you mess up and one of your mechs gets destroyed, the pilot is (usually) gone for good. Just don’t get too attached to these guys, okay?
While Into the Breach has a lot of the gameplay and strategy you’d expect from comparable modern retro tactical games like Triangle Strategy and Wargroove, there are a few mechanics that handily set it apart. One is the previously-mentioned timeline shenanigans, which lends itself to roguelike-style progression where repeated failures result in you being slightly better-equipped to take on the next timeline. Another mechanic that sets Into the Breach apart is the fact that it will clearly tell you exactly what the monstrous Vek are planning to do in the next turn, and will allow you to plan and manipulate them appropriately.

It may sound like being able to accurately predict the AI’s every move would make a game like this pretty easy, but this is not the case. In fact, it’s this mechanic that takes Into the Breach further into board game or puzzle game territory. This removal of random chance or behind-the-scenes calculations makes Into the Breach pure strategy, akin to Chess, and will lead to difficult decisions aplenty. Expect to find yourself staring at the screen for minutes on end, sighing and rubbing your chin as you attempt to run through sequences of moves in your head to get out of a seemingly impossible situation you’ve found yourself in. You’ll often find yourself played into a corner where you’re forced to sacrifice something, and making the difficult choice between the mission objective or one of your experienced pilots is sure to produce lots of curse words and require a cup of tea or two. You’ll need a strong stomach, thick skin, and a really, really big brain to master this one.
The final goal of the game is to defeat the Vek at their hive, which is an area that opens up after liberating two of the four available islands. The difficulty scales as you progress through the islands, so taking the Vek hive out after island number two is your easiest option, but successfully completing a four-island run is a much more difficult goal. It’s a tough ask, and only letting you take one pilot with you to the next timeline feels harsh to the point of being insurmountable. Perseverance, experimentation, and the ability to stay calm and look for options under pressure are your best weapons to get there.

Once you’re up and running, understanding and upgrading your mech’s abilities, manipulating the Vek into harming each other, and successfully shielding civilians from kaiju attack becomes extremely satisfying. You’ll feel like a legendary commander when you pull it off, and you’ll become more confident as you start to understand the game’s way of thinking. However, Into the Breach is always capable of surprising you, and a power grid failure that results in hordes of titanic bugs burrowing out of the Earth’s crust to overwhelm the planet’s last defenders is always only a mistake away.
As alluded to earlier, Into the Breach can initially seem limited. The maps are small, you’re usually in charge of only three units at a time, and there are only five different environment types to do battle in. However, its difficulty, ingenious mechanics, variety of environmental effects and open-ended nature make for an incredibly deep experience that will keep throwing up new problems for as long as you’re willing to solve them.

Tough, tense, and hugely atmospheric, Into the Breach is a strategy game for big time players. Great pixel art and some fantastically appropriate musical pieces all add to a high quality strategy experience, with unlockable mech squads and pilots, and additional, advanced options allowing experienced players to tweak gameplay to their heart’s content.
Climb into your mech, steel yourself for the horrors you’re about to witness, and give this strategy gem the chance it deserves. After all, you can always abandon this timeline and jump to the next if things don’t work out.
Played on Switch





Historically, the Zelda franchise has gone for a prominent logo on a plain or minimal background for its box art, and I’ve seen folks online identifying these as both the best and worst things ever. I like them, but I like this one more. The logo is right there, looking lovely as ever, but it’s backed up by an image that embodies impending adventure. Link, wearing a brand new, blue tunic, stands on a rocky outcrop like someone’s expertly-painted Warhammer miniature, and a world of opportunity awaits before him. This cover represents an exciting new era for one of the world’s premier video game franchises, and invites you along for the ride. 
My pick of the bunch when it comes to cutesy platformer box art is the adorable and mysterious The NewZealand Story. Let’s have a look at some of the characters arrayed on this cover, shall we? You’ve got Tiki the kiwi himself, looking adorably heroic in his trainers, then there’s a whole host of critters standing in opposition. There’s a thing in a floating UFO tank, there’s a kind of sinister-looking, fire-breathing tortoise, there’s a cat-like creature with bat wings, and there’s an absolutely beautiful little bat-mouse thing in the bottom corner, standing there looking like some kind of proto-Gengar. It’s a cuddly yet action-packed composition, and thankfully, that creepy, pink whale boss is nowhere to be seen.
I love a side-scrolling beat-’em-up, and the genre has provided some epic cover art over the years, from the various ports of 1986’s Renegade, right up to the recent Teenage Mutant Ninja Turtles: Shredder’s Revenge. The original Streets of Rage has to be the pinnacle, though. A perfect example of ’90s action movie-style, illustrated box art, this expertly-composed picture has it all. It’s not entirely representational of the game, though. I don’t know why Blaze and Axel have changed their outfits, and no bad guys carry Uzis, wear hockey masks, snipe from windows or emerge from beneath sewer covers (not until the second game, anyway), but who cares when the image is so awesome? I own a cushion with this artwork on it. No word of a lie. I’m leaning on it now, in fact. 
Now, this is more like it! I used to pick up Commodore 64 magazines when I was younger, and I always loved seeing the cover art and advertisements for Cisco Heat in said periodicals. It embodies my childhood idea of what America was like; sun and skyscrapers and cool police chases. When I look at this image, I think of summer, I think of rolling my Micro Machines around my bedroom floor, I think of watching Police Academy on video. Look at that subtitle – “All American Police Car Race”. That’s the stuff that my young, Beverly Hills Cop-inspired dreams were made of. And yes, I do also like the photo of the cop leaning on the cop car arcade machine. Who wouldn’t like that? Criminals, that’s who.
You could say, if you were so inclined, that the Halo 3 cover represents everything that’s wrong with big budget game covers from its era and beyond. It’s just the main character kind of standing there with a gun, it’s got that whole orange and teal, generic movie poster thing going on, but none of that matters, this is a masterpiece. Every subtle nuance combines to form a piece of box art that’s so inspiring it should be made into a 100 foot stained glass window and installed into a magnificent cathedral so that the morning sun can shine through it, reminding us of the trials and sacrifices of our saviour, Master Chief. The light, the shadows, the perfectly-poised, pre-action pose. This cover isn’t just epic, it’s transcendent. It depicts the precise moment that the ultimate hero of mankind steps into the light, ready to save us all.
Hiro Isono was an incredible artist. His illustrations of otherworldly groves and mystical glades capture the complexity and detail of nature as well as its mysterious, sweeping majesty. When the lads at SquareSoft hit him up for a bit of cover art back in the early ’90s, it was an inspired move. After all, the driving force behind the lore of


















