![]() If your grid gauge runs out, or if all your mechs get destroyed in a battle, or if you fail to reach certain objectives on a map, you lose - but you are given the opportunity to send back in time one surviving pilot to start a new game. If a city gets hit, a bar is taken off of your grid gauge, which acts as a meta-health bar that carries over between battles. Several spaces on each grid are populated by cities, which are the Vek’s primary target. Gameplay takes the shape of a turn-based SRPG, with you commanding a team of three which fight the near-limitless waves of Vek on an 8x8 grid. Pilots may not have a whole lot of personality and there may not be much of a storyline to follow, but it provides sufficient context for the constant monster punching action that you’ll be involved in. As far as narrative elements go, there isn’t a whole lot in terms of characterization or development, but this simple and stripped-back approach works well for this sort of game. A species of subterranean Kaiju bug monsters called Vek are threatening humanity, and the resistance responds by deploying giant mech units to repel them, sending back a pilot to an earlier point in time if failure is imminent. ![]() The story of Into The Breach is a simple one, somewhat echoing the plot of Pacific Rim. This tough-as-nails strategy game isn’t so much about winning as it is about mitigating loss in the hopes of eventually reaching a positive outcome it’s a game of pyrrhic victories at best and crushing defeats at worst. It’s difficult to think of a game that exemplifies this sentiment better than Into The Breach. That is life.” That nugget of wisdom comes not from Confucius or Machiavelli, but from Star Trek: The Next Generation's Captain Jean-Luc Picard. "It is possible to commit no mistakes and still lose.
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