Into the Breach

Live, Blast Kaiju, 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.

Despite this guy’s confidence, you won’t be able to save everyone.

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.

Chemical pools and conveyor belts are just a couple of the environmental hazards you’ll be dealing with. Oh, and see that knobbly squid thing in the bottom row? Take that out first.

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.

It’s often better to let your mech take a hit, rather than lose some of your power grid. Even if a pilot is killed, the mech’s AI will bring it back for the next mission. You’ll probably feel bad, though.

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.

The game does its best to make you remember that there are lives at stake. Try to focus on the mission, okay?

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.

Aero the Acro-Bat – Retro Review

Bother in the Big Top

This review was written for Issue 8 of the sadly now defunct Sega Mania Magazine, as such it is written from a ’90s perspective.

Does anyone actually like the circus? I mean, I’m sure they were great in the olden times, when the only other forms of entertainment were gathering around the wireless or playing with a hoop and a stick, but do we really need them here in the futuristic ’90s? We have television, spectator sports and video games, bars and nightclubs, Pogs and Slinkies. I for one think that it’s time for circuses to go. The animals don’t want to be there, I question the motives and mental capacity of anyone who chooses to be a clown, and acrobats can use their impressive suppleness and contortionist abilities elsewhere. Maybe they can perform elaborate robberies or something.

Aero the Acro-bat for the Mega Drive has an unavoidable big top vibe, with the titular Aero being the game’s protagonist and the star of the in-game show. A villainous industrialist named Edgar Ektor has sabotaged the World of Amusement Circus and Funpark, and has kidnapped all of its performers, replacing them with nefarious, evil clowns and other such appropriately-themed bad guys. It’s fallen upon Aero to use his high-flying skills and acrobatic feats to save the day, rescue his girlfriend Aeriel, and put a stop to Ektor’s machinations. This includes taking care of Ektor’s lead henchman, a certain Zero the Kamikaze Squirrel.

Aero is contemplating the tiny, one-hit-kill spikes that infest every stage. Can you see it?

If you’ve seen Aero the Acro-bat before, you’ll know that he represents yet another developer having a dip into the “critters with ‘tude” well. This time it’s Sunsoft who have their straws out, attempting to slurp up some of Sonic’s lucrative success water. Have they backed a winner with this Chiropteran tumbler? I’m not so sure. The designers doubled down on the mean and cool attitude and forgot to add any charm or charisma. Also, he’s a circus performer, which means I immediately question his moral and social ideals.

Initial impressions paint Aero the Acro-bat as a fairly standard platformer, and it feels a little dated compared to some of the platformers that have appeared in recent years. Aero himself is somewhat stiff to control, and he commits that platformer hero sin of not being able to stop quickly, which can result in some aggravating slides into certain doom. The stages, while colourful, seem fairly lifeless, with levels that don’t evolve as you progress and forgettable enemy designs. There is some stage variety later on, with a few cool gimmicks that are mostly based on fairground rides, but nothing really stands out or sticks with you. Visually, this is closer to James Pond or Krusty’s Super Fun House than it is to Ristar or our iconic hedgehog pal.

A bat in a barrel, rolling past featureless trees and hills.

Mechanically, the level design philosophy seems frustratingly centred on catching the player out with traps that they could not have foreseen. The admittedly-large levels are littered with spikes, and said spikes are small and inconspicuous, and are often found in the most annoying of places. For example, some of the levels ask you to jump on certain platforms, which causes them to disintegrate, and you can be darned sure there are going to be spike pits underneath all of them. There’s a particular spiked pit during act two that you get dumped into immediately after a unicycle tightrope ride, the likes of which have thus far given you no reason to think they’re going to end in certain, spiky doom. This would all be fine if the spikes just made you lose some health, but these barbed bad boys are insta-death, baby.

If you’re a glutton for punishment, have oodles of time to spare, and enjoy memorising massive levels using a process of trial and error that involves lots and lots of dead bat, then you might get a lot of enjoyment out of Aero the Acro-bat, as there is satisfying gameplay to be found once you’ve mastered Aero’s initially-awkward dive attacks and formed your mental map of the levels. It’s a heck of a slog to get there though, and with its forgettable mascot, uninspiring visuals, small sprites and irritating, circus-themed music, you might not want to go through the trouble.

The rollercoaster section is just another memory test.

I can’t help but feel that the game doesn’t want you to have fun. Did you know that bats are the only mammal capable of true, full flight, and are even more nimble and agile when airborne than most birds? Not this one. He can hover for a bit, and can only fly temporarily after collecting a certain power-up. He’s also able to fire star projectiles, but they’re extremely limited, he starts with none, and the pick-ups are located in fiddly places to get to. Enemies are positioned specifically to catch you out, which you could say about your average Sonic the Hedgehog level, but Sonic’s zones are mostly focussed on fun, spectacle, exploration and a satisfying challenge, rather than just aggravating schmuck bait.

The Mega Drive is absolutely stuffed with top quality mascot platformers, and Aero, despite all of his impressive acro-bat-ics, struggles to even trouble the top 20. Perhaps he should go back to shooting soundwaves at unsuspecting moths or sucking blood out of horses. You know, all that bat stuff that real bats do.

I hope this was an enjoyable little extra for any Sega Mania fans out there. I wrote one more review for Issue 8 which I will be posting at a later date, and I may also be uploading some of my favourite reviews from throughout the mag’s seven issue run, so stay tuned!