![]() It’s a far more generous system than the one used to unlock new content in FTL, and a welcome modification that is guaranteed to have me coming back for multiple playthroughs. Knock a few more monsters into the water, use a newly acquired weapon once or twice, and Subset tosses you a few coins that you can then turn in to open up entirely new sets of mechs. Players earn coins by unlocking squad achievements, and those coins are routinely earned by subtle modifications in how you play. Into the Breach has more unlockables overall, and is more generous with how it doles them out over time. What frustrated me the most was that I barely unlocked any new content during dozens of hours of play, meaning that I had to beat my head against the same set of problems over and over without being given any new options to consider. I had a lot of fun, but I was never able to actually beat the game, and I’m not alone there. I put a lot of time into FTL back when it came out, playing on both PC and iPad. More than anything, Into the Breach is less stingy with its unlocks. Lose that leveled-up pilot and you’re back to square one. And it adds an element of risk, much like the one found in Firaxis’ reboot of the XCOM franchise. But it also allows players to customize their strategy, piling on additional skills and perks to make the next attempt just a little easier. That simple change creates a narrative hook, a continuity that FTL was lacking. Subset Gamesīeing able to bring that mech pilot back, again and again, is the key to the progression system in Into the Breach. That’s not to say it was any easier - simply more generous and encouraging of experimentation. After just an hour with the game, I had already unlocked much more new content than in a dozen hours with Subset’s previous game, FTL. It’s at that point that you can take one of those pilots back through a “temporal breach,” retaining all their skills to travel back in time and try to defeat the monsters all over again. If you fail, which will happen often, your remaining mech pilots will try to escape before the monsters take over the world. Battles themselves are fast at only a few minutes each, meaning that each island only takes about 20-30 minutes to clear. The game world is divided into multiple islands, and each island is divided into about a half-dozen battlefields. Push an enemy onto a mine, into the sea or off a cliff for a quick insta-kill. When collisions happen - either with a building, another enemy or another allied mech - everything involved takes additional damage. ![]() ![]() Weapons inflict direct damage and will also push enemies into adjacent squares. Each enemy telegraphs its attack every turn, so you’ll spend multiple rounds countering those moves to protect the planet’s infrastructure before zeroing in for the kill. Īt your disposal are three different mechs: a massive bipedal robot that can take a beating and repair itself on the fly, a nimble tank that can fire across the map and a mobile artillery piece that can lob rounds over obstacles. If you want curated lists of our favorite media, check out What to Play and What to Watch. When we award the Polygon Recommends badge, it’s because we believe the recipient is uniquely thought-provoking, entertaining, inventive, or fun - and worth fitting into your schedule. Polygon Recommends is our way of endorsing our favorite games, movies, TV shows, comics, tabletop books, and entertainment experiences.
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