Before I start this week’s review, I want to give a big “Thank you” to my buddy Monger who donated this game to me (actually, it was quite a while ago that he did…). He’s got a YouTube channel here with some Let’s Plays and other things. He also streams regularly, you can find that right here. If you follow me on Twitter (Monger’s is right over here!), you might’ve seen me promoting his recent return to streaming, so give him a follow or two or three and come join us for the streams. They’re a hell of a lot of fun.
Another side note: Being incredibly sick this week, I totally forgot to get screenshots for this review, so in lieu of that, here’s the trailer!
Breach & Clear was originally developed by Mighty Rabbit Studios, published by Gun Media, and released for iOS in July of 2014. It was later ported to Android, Windows, Mac OS, Linux, and the Playstation Vita. Following up the X-Com review, it’s a tactical strategy game that’s actually quite a bit of fun. So, without further ado, let’s, well, breach and clear!
I’m gonna just jump right onto the game play, ok? Good.
It’s totally different to any tactics game I’ve played in the past. Mind you, I haven’t played a whole lot of them, but I really like how it works. You’ll start off with some number of doors you can stack your team on. Everybody on one door? Sure. One guy to flank the back while the others move in from the front? You can do that too. It’s flexible. Very, very flexible. I like it.
That’s not the main part of what made it feel so different to other tactics games for me, though. That would be the fact that you plan out your entire turn before anything happens. You chart your soldiers’ paths, even giving them the ability to stop, do something, then continue on. While you’re doing this, you can decide which way you want them to face, so if you need coverage over a few doors that aren’t open yet, you can get it.
After you’ve set all this into motion, you, well, literally set it into motion and watch the turn play out. Your team moves in, sweeping the area, taking down any enemies they come across. I really, really like the way this works. It feels a little more thought-out, I suppose is the phrase, than other systems. When I say “thought-out” I mean that I feel like I put a bit more thought into what I was doing while I was planning out my turns than I do with, say, X-Com, where I just try to move carefully and spend more time moving slowly and cautiously. I guess it’s a bit more action oriented.
Either way, enough rambling. The game lends itself very well to people of all tactics experience ranges.
Eyes Open, Rookie
Given that the game started out as an iOS game, it looks fairly decent. The animations are smooth and clean, they look really nice.
On the flip side, the character models look a bit generic, the portraits you can choose for your soldiers are pretty hilarious, and the bullets…oh man, the bullets. They look less like they come from a military based game, and more from something akin to the opening of A New Hope. Actually, that’s a pretty good analogy for how the game usually plays out.
Really, if you set the opening scene from that movie to play as you’re playing Breach & Clear, pause it between your turns, and then watch them both play out, I promise you it’d be eerily similar.
So, now that I’ve managed to mix Star Wars and modern military tactics, let’s move on!
Honestly, there isn’t much else to say about this one. It’s entertaining, there’s plenty to do, there’s soldier customization, loadout customization, some RPG elements, but it’s all so similar to itself that sometimes it’s hard to distinguish exactly what you’ve done.
That said, I’d put over an hour into the game before I’d realized it and even though it felt like I’d only done three or four missions, I’d actually done about twelve. This is good in the sense that it means the game had me engrossed enough to be engaged and keep playing. It’s bad in the sense that I didn’t actually feel like I’d had any variation. After I stopped playing, I felt like I should’ve been exposed to a bit more of the game by that point, but hadn’t.
Overall, it didn’t sully my experience, really. I still had fun with it, and I’ll still play it when X-Com delivers too many “That’s X-Com, baby!” moments for me to handle. As of writing, the game is sitting on Steam for a cool $14.99 (actually, it’s on sale for $2.24, remember that weeklong sale post I did earlier this week? No? Well, you would if you’d read it.), which to me just feels like too high a price point for what you get. I feel like $9.99 might be a better price for it, and anything under that (again, that weeklong sale), or even under $4.99, is definitely a green light to pick it up.
So, in the end, the game is a bit repetitive, a little generic, and somewhat bland, but, honestly, it’s a lot of fun. Go buy it. Right now. It’s on sale. Go!
That’s all for now.
You folks have fun, take care, and I’ll see you next time.