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.

Subnautica

Not Recommended for Those With Thalassophobia.

Alma’s unsettling appearances in the first F.E.A.R. game. My decision to quit and never come back thanks to the constant aura of smothering terror in the P.T. Demo. Eternal Darkness: Sanity’s Requiem trying to convince me that my TV was on the blink. All of these are examples of video games getting under my skin, giving me that sense of tingling anticipation that something truly horrible is about to happen. The three games mentioned above are pillars of horror in video games. Subnautica is not even classed as a horror game. It’s an open-world, survival-crafting experience with bright, cartoony graphics, but that first play-through was spent in an almost perpetual state of near-unbearable dread.

It might just be me, but it’s the open ocean that does it. Those endless, unknown depths. Those distant, unidentifiable sounds. That grasping, limitless, suffocating void filled with leviathans horrific beyond imagining just waiting to suck you into their inescapable, cavernous maws. Subnautica has its light-hearted moments, and is enjoyed by players of all ages, but if the idea of dangling alone in a pitch-black, watery abyss is as unappealing to you as it is to me, then this game will absolutely terrify you.

Enough about my weakness to water, though, let’s talk about the game. Subnautica is set on an uncharted planet known as 4546B, whose surface is almost entirely composed of a vast, deep ocean. When the spaceship you’re on crash-lands on this watery world, you find yourself stranded and alone with only the cold, computerised voice of your PDA assistant for company. The game will offer up a few hints and markers early on, but you’re pretty much on your own. It’s nice and safe in the floating escape pod that brought you to the planet, but those hunger and thirst meters are ticking down already, and hanging around there isn’t going to get you back home. It’s time to explore.

Once you get your bearings you’ll start to understand what you need to do to survive. Important tasks include hunting for edible fish, creating potable water, and scavenging for equipment to help you explore. You’re probably going to drown. A lot. It’s all too easy to get distracted while searching for resources, and end up misjudging how long it will take you to get back to that distant, glistening surface before your air supply runs out. However, search enough wreckage and harvest enough materials from the local flora and fauna, and you’ll soon be able to upgrade your equipment and leave the comfortable shallows, heading deeper and wider. Persevere, and you’ll discover that there are quite a few surprises out there.

Meet the Ghost Leviathan, one of the scary leviathan-class creatures. A few are harmless, but most just want to swallow you whole. The last aggressive leviathan you’ll meet is a little disappointing, though. A goofy-looking gator-squid. Shame.

Survival/crafting games don’t tend to put too much emphasis on the story, but Subnautica is very different in that regard. Through audio recordings and interesting discoveries, you’ll start to piece together a very interesting tale about the planet’s history and ecosystem, and will become embroiled in a surprisingly deep and involved mystery. As the plot threads unravel, new plans and blueprints will become available too – from more advanced air-tanks to a mighty submarine called the Cyclops, all of these gadgets help to let you go deeper and deeper into the abyss, where you’ll finally get to the bottom of the compelling mystery.

Another thing that you can do to help keep yourself alive is build an underwater base (or a series of bases), where you can craft, plan, or just take a breather in relative safety. As long as you keep your base powered, you won’t run out of oxygen, and you can build such helpful devices as battery chargers, storage containers and water purifiers. These bases have a nice, clean, futuristic aesthetic, to which you can add decorative items such as beds, plant-pots, and even aquariums, and if this building aspect really appeals to you, there is a “creative mode” in which you can work on huge, underwater complexes with no restrictions.

Its cool and everything, and constructing a vast, aquatic utopia is an interesting aspiration, but Subnautica is really about the moments. That moment when you swim out into the open ocean and the sea floor drops off into an abyssal trench, and you hear a shrieking, haunting cry out in the murky blue. That moment when you go to a new biome for the first time and the PDA voice informs you that you’re in the migratory path of leviathan-class lifeforms. That moment when you’re exploring in your compact submersible and a dreaded Reaper Leviathan appears from nowhere, grabs your craft and shakes it around like a dog with a chew toy. That moment when you realise that maybe you weren’t the first sentient being to splash down on this planet after all…

Subnautica is absolutely packed to the gills with memorable and awe-inspiring experiences. Most of them invoke negative feelings like loneliness, isolation and dread, but there is wonder too, and a real sense of adventure and discovery. When I finally finished the game and was given the opportunity to leave the planet behind, despite feeling unease and anxiety for practically my entire adventure, I suddenly didn’t want to go. When it was finally time to escape the terrifying deep, I found that I didn’t want to leave this beautifully dangerous world behind. I think they call it Stockholm syndrome.

Played on PS4

Triangle Strategy

Actually Full of Squares

The grid-based, strategy role-playing game has always been a favoured genre of mine. My first experience was with Shining Force III for the Sega Saturn. I bought it off the back of playing and enjoying dungeon-crawling RPG Shining the Holy Ark, and honestly wasn’t expecting such a significant shift in gameplay. I loved it, though. The bright graphical style, the multitude of cool characters to recruit, the depiction of epic, fantasy battles in grid-based form. I’ve since played the earlier games in the Shining Force series, as well as the likes of Fire Emblem, Final Fantasy Tactics, Disgaea, Luminous Arc and more, but to me, Shining Force III is still the pinnacle. Let’s see if the genre’s newest addition, Square Enix’s Triangle Strategy, can knock it off the top spot.

First off, as mentioned in my recent look at the demo, the game is visually exquisite. The retro-styled locales and battlefields portray a lush and enticing fantasy world of the kind that escapists long for. Fires glow warmly in hearths, foliage appears thick and verdant, and water glistens captivatingly in the background. The sprites are pleasing and echo the personality of each character’s portrait. As the game progresses, the protagonist’s allies can be promoted to a more powerful class, and the character sprites change in kind, subtly increasing in grandeur to reflect the character’s growth.

The music compliments the world well. A few of the tracks are epic and memorable, and the rest are in-fitting with the setting and exemplify the atmosphere. However, while the dialogue is fine, the voice acting comes across as very pedestrian. Strangely, main protagonist Serenoa was saddled with the most uninspiring voice performance, but the ponderous drone of advisor Benedict comes a close second, his slow delivery of lines begging to be skipped. The voice acting in general lacks life, and comes across as generic and lacking in character. It might be best to turn the speech volume to zero and read the dialogue yourself. You’ll act it out better in your head.

The battlefields are almost as intricately detailed as the lore.

The story is complex and multi-layered, and designed to present the player with difficult decisions at pivotal points. It’s serious and political, concerning high-profile members of a medieval fantasy society making important decisions that affect the trajectory of a coming war. When it’s time to make a decision, protagonist Serenoa puts the question to his most loyal followers, and a vote is undertaken. Interestingly, Serenoa, and by extension the player, does not get to vote at all, but has the ability to speak to all of his companions before a decision is made, hoping to swing them to his way of thinking. How well this goes can often depend on how much the player explored and how many NPCs were interacted with in the build up to the pivotal moment, as such interactions can unlock crucial conversation options that can change the opinion of an ally. Fail to gather enough information, and risk leaving the story’s direction to chance.

These grand decisions are Triangle Strategy’s most obvious innovation, but there are also interesting intricacies in the gameplay that set it further apart from its competitors. As with all games in the genre, positioning of allies is incredibly important to your chances of victory, but there are various abilities and environmental effects that take this even further. Back-stabbing critical hits, consecutive attacks on surrounded enemies, and spells and abilities that can move opponents make for interesting tactical options. As do flammable, freezable and electricity-conducting terrain types. In an arena with high drops onto spike traps, wind magic becomes invaluable for knocking your enemies to their dooms below. If it’s raining and there are puddles forming, then lightning magic becomes devastating. That is, unless someone used ice magic to freeze the puddles. Still, you can always use a fire spell to turn the ice back into water again. There’s a depth to the game mechanics on offer that lends itself to experimentation and replayability.

The large roster of combatants available to find and recruit also helps in this regard. While there is a core group of plot-significant characters that you’ll want to make sure are appropriately powered-up at all times, there are plenty of secondary characters also willing to fight for the cause, and each one of them brings something different to the table. There’s a wandering shaman who is able to change the weather, heightening the affects of certain spells, and a clever merchant who can turn enemies to your cause with the offer of riches. There are even characters that excel in item use, meaning that pretty much any play-style is covered. Although there are a multitude of replayable training battles, you’ll need subsequent play-throughs to really get to grips with everyone. Good thing there’s that massively branching storyline, then.

The story was clearly important to the developers, and is taken very seriously. Numerous optional scenes are available throughout the campaign, dropping in on characters in distant lands as they discuss their plans for conquest. There are long periods of story-building and scene-setting between battles. If you’re into it, it’s great. If you’re less invested, but still feel like you need to understand what’s going on and refuse to skip any dialogue, you’re in for a bit of a slog. For me, personally, it was a mixed bag. Certain characters felt deserving of the time spent on illustrating their involvement in the story, while others seemed superfluous or predictable, and occasionally my attention drifted.

There are no monsters, either. That’s right, not a single goblin, no ghosts or zombies, not even a wolf. Even Game of Thrones (which is almost certainly an influence on the fantasy/political tone of the game) had dragons. Your enemies consist of the various opposing heroes and generals you’ll encounter, and a few different types of soldier or magic-user, reskinned in the colours of their national affiliation. This isn’t necessarily a bad thing, but it doesn’t help if you’re finding the game’s tone a little too sober. I would’ve liked a wyvern cave or two to explore. The battlefields and story scenes are accessed from a map of the continent. This is fine, and gives off the impression of moving pieces around a military map, but also takes away from any sense of journey or discovery. It becomes apparent early on that there are no mysterious new frontiers to explore, you’re just going to be hopping back and forth between the three established nations throughout the campaign.

As such, what we’re left with is a mechanically and visually fantastic strategy RPG that just lacks the flair, personality or variety that the likes of Shining Force or Final Fantasy Tactics can offer. If you come in knowing that, and you become invested in the story, you’re going to have a fantastic time, and likely won’t put your Switch down for hours on end. If, like me, you find yourself harbouring that nagging thought that the story twists and character beats are not quite as effective as the serious tone requires, you might find yourself thinking that the game, like it’s title, needed a touch more personality.

Metroid Dread

The Grim Brightness of the Far Future

I’ve been orbiting the Metroid series for a while now, but it wasn’t until this most recent offering that I finally hit the boosters and made planetfall. Metroid Dread is an immaculately polished space adventure in a classic, retro style. Nintendo’s artistry is abundantly evident in the way they’ve brought the side-scrolling action to life with detailed, 3D graphics, flawless animation, and a great sense of consistency, atmosphere and depth to the environments. The story is told through environmental changes and subtle, background elements as much as it is through cut-scenes, and, from what I’ve read, there are countless fascinating links to the larger Metroid universe for the eagle-eyed fan to find. All this makes for an excellent, expertly presented sci-fi narrative experience.

The gameplay is refined and precise. Silent bounty hunter Samus Aran controls with pinpoint smoothness, and dashing through caverns and corridors, latching on to ledges and blasting the local fauna is immensely satisfying. The immersion increases as progress is made and new skills and weapons are unlocked. These skills and weapons also provide the main means of travelling to new areas. Double jumps, weapon upgrades and the ability to roll up into a ball and squeeze through gaps all open up new places to explore and new dangers to face.

The game can be difficult, but this difficulty is mostly limited to the E.M.M.I. encounters, certain boss fights, and the uncovering of secret areas. Even when things do get tricky, it’s never down to fiddly controls or unfair level design. Metroid Dread gives you the tools you need to succeed, you just have to figure out how to use them. Bosses that seem insurmountable at first will be felled eventually once weaknesses and patterns reveal themselves. The learning curve is natural and satisfying, if you’re willing to stick with it.

The most controversial sticking points are the encounters with the E.M.M.I. machines. Samus’ standard weapons are useless against these contorting arrangements of metallic sinew. They stalk through quiet, eerie areas sealed off from the rest of the level, and can form and reform in order to pursue Samus across any surface and through any gap. Their inquisitive bleeps and bloops haunt the areas they patrol, and once one catches sight of its prey, a quick exit is the only way to avoid a nasty demise. These relentless automatons are almost at odds with the rest of the game in terms of visual design. While most of the other enemies are indigenous life-forms or fleshy abominations, these E.M.M.I. creatures look like they were dreamed up by a focus group in an Apple laboratory.

The submerged areas are some of my favourites to traverse. Metroid Dread does a stunning job of creating an immersive atmosphere with its deep and detailed backgrounds.

Speaking of laboratories, Samus will be exploring a few of them, many with life-forms on display in an apparent state of mid-autopsy. One especially effecting area has a huge creature suspended by probe-like machinery, its hideous visage gaping open in the background as its muscles spasm and jolt. There’s a definite sci-fi horror vibe, sprinkled with a seasoning of gross body-horror for flavour. These dark themes juxtapose strangely with that trademark Nintendo brightness, like a coat of bright paint over rusted metal. Or like Aliens if it was directed by Michael Bay. No, scratch that, that’s a horrible thought…

Metroid Dread is an expertly crafted, exquisitely balanced game. Samus is a joy to control and the world is a fascinating one to explore. The E.M.M.I. enemies have divided opinion, and there is certainly a line beyond which being one-shotted by the same invincible horror over and over again goes beyond tense and terrifying and becomes annoying, Alien: Isolation style. In my view, however, the E.M.M.I. encounters just about stay on the right side of the line throughout, and add to a great experience. All of this put together means that Metroid Dread is modern, old-school gaming at its best. Also, Samus is a girl. I know, I couldn’t believe it either.

 

Triangle Strategy Preview

A Shining Example

At the time of writing, Triangle Strategy is about two weeks away from release. Coming to the Nintendo Switch, this turn-based tactical RPG is drawing a lot of comparisons to Final Fantasy Tactics, and rightly so, it’s developed by Square Enix. However, as a certified Sega Maniac, I’m hoping that this strategic adventure will be the second coming of a different masterpiece from the late 90’s. Shining Force III for the Sega Saturn delivered deep, grid-based tactical action and multi-layered political fantasy only a few months after the initial release of Square Enix’s PS1 effort. A well-received strategy epic, Shining Force III was one of the Saturn’s top titles, and a paragon of the genre.

The Triangle Strategy demo is out there for those who are interested. The game is gorgeous. Expressive, pixel art characters and detailed, atmospheric backgrounds combine with beautiful depth of field effects to make for a visually bountiful experience. The glistening water effects especially are a visual treat. The game is immersive and comfortable, perfect for a cosy gaming session on a cold, winter’s evening. The voice acting is … a mixed bag, to put it kindly, but that’s all part of the charm, right?

Like Shining Force III, the game plays out on battlefields that are divided into neat grids. The player has access to a number of different party members, and commands them during battle by moving them around the grid and performing actions such as attacking enemies or casting spells. As the story progresses the player will recruit more characters to the cause. Each one of these characters has a story, a background and a role to play, though some are more integral than others. The basic tactics are fairly standard. Keep your melee guys in the front, and your more delicate ranged and support guys in the back. Out-position the enemy, don’t get surrounded, go for the objective.

This character is using a healing ability. In the background, the glittering water combined with the blur effect makes for an almost dream-like atmosphere.

Triangle Strategy also has plenty of elements that set it apart. Branching storylines, interesting skills that use the map in inventive ways, optional story events and the ability to explore many of the battlefields before combat ensues all represent evolution in the genre. There’s also an interesting and unique mechanic in which certain narrative-shifting decisions are voted upon by NPC party members. If a player wants the vote to swing a specific way, they’ll have to explore the local area and talk to the locals, hoping to find information that will help sway the opinions of the voters. This fascinating mechanic, along with a branching story of politics, heroism and conflict in a fantastic world, the stunning, retro visuals and the classic strategy gameplay all sound like ingredients to a perfect tactical RPG recipe.

Shining Force III was the first part of a trilogy. The second and thirds acts never made it to the West thanks to the dwindling fortunes of the Saturn. If Triangle Strategy ends on a cliffhanger, I may get a little nervous. But that’s a concern for the future. In the meantime, Triangle Strategy looks like it’s going to be a must for strategy fans. It will be released for the Nintendo Switch on 4th March 2022.

Immortals: Fenyx Rising

It’s All Greek to Me

I went into Immortals: Fenyx Rising knowing the Ubisoft open-world games only by their reputation. The likes of Assassin’s Creed, Watch Dogs and Far Cry all represent gaps in my otherwise extensive gaming knowledge, and this dive into a bright and breezy imagining of ancient Greece is my first contact with Ubisoft’s house-style. It’s an outlier; a title that risked a visual style that doesn’t tick all the triple-A action game boxes. You could almost call it unique, but Nintendo would have something to say about that – there’s a certain breath of the wild about it that cannot be denied.

Before we get into all that, though, the first thing to note about Immortals: Fenyx Rising is how pretty it is. The art style is bright and abundant, with attractive, expressive characters, spectacular sky-boxes and lush vegetation. The content is similarly bright and breezy for the most part. Far from a stuffy retelling of the classics, Immortals treats Greek mythology like a Saturday morning cartoon, albeit a surprisingly accurate one. It’s far more rooted in the actual subject matter than Disney’s Hercules, for example, and even uses the less-popular Greek spellings of familiar names like Hephiastos and Herakles.

Many of the jokes rely on the player having a decent knowledge of the subject matter. If, like me, your knowledge of Greek mythology is somewhat limited, you may find that some of the quips go over your head. I remember enough to know that things can get messed up, though. Immortals leans into this in a humorous way, slyly referencing the murder, cannibalism and incest while keeping things family friendly, on the surface at least. Almost every scene is treated with a tongue-in-cheek approach, and the pantheon rarely receives the dignity it deserves. War god Ares, for example, is initially found in the body of a chicken, with all of his gusto and confidence drained away. He also has a bit of a thing for Aphrodite, but then, don’t we all.

The world of Immortals is beautiful, but artificial. Landmasses poke out of the sea at odd heights, suspended on sheer cliffs whose only purpose is to hinder exploration until the player earns stamina upgrades. Plateaus jut haphazardly, inhabited by token packs of boars or bears, vast temple complexes are built across areas where no regular human could easily reach them. Villages and ruins are situated and laid out in a way that serves the purpose of the nearby puzzle, but gives no indication of a living, breathing world. Immortals eschews any concept of world-building and immersion in favour of a game map that serves the gameplay only.

Use Icarus’ wings to soar around the map. Don’t stray too close to Helios, though.

Said gameplay consists of exploration, combat and puzzle-solving. The exploration is satisfying, but would be more rewarding if the world was more alive. The combat is swift but fairly standard. Elite enemies can give players a hard time early on, but things get easier as more moves and abilities are earned. The puzzle-solving comes in a few different flavours, ranging from sliding fresco puzzles to lighting torches in the correct order to open a door. The world is dotted with Gates of Tartaros, portals to ruined structures suspended in an interstellar void. These areas contain some of the game’s most devious puzzles, and it’s most valuable treasures.

The Gates of Tartaros bear a striking resemblance to The Legend of Zelda: Breath of the Wild’s shrines. Spread out across the map, containing challenges or arena battles, and walls that our hero can’t climb. They’re not the only similarity to Link’s most expansive adventure, either. Immortals’ player character Fenyx (customised by the player with a limited character creator), has many of the same skills and equipment as Link, or at least close equivalents. Expect to glide around the map once a certain item is acquired, shoot arrows, and lift heavy blocks using an ability not dissimilar to telekinesis. Luckily, though, Fenyx’s weapons don’t break.

It’s derivative of Breath of the Wild (and probably Ubisoft’s other games, I really wouldn’t know), the Gates of Tartaros challenges can slide into the frustratingly fiddly, and the world doesn’t quite feel authentic, but this is a fun and exceptionally nice-looking game. The act of traversing the world is satisfying, the voice acting is on point, and the dialogue should raise a few smirks (though not every gag is a home run). Immortals: Fenyx Rising’s myth probably won’t live on through the ages, and it’s no titan of the industry, but it’ll definitely keep you entertained for a week or so. I’d call that heroic, at the very least.

Played on PS4