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The FTL vs Into the Breach exercise is fun-filled folly. Of course, it’s not really a competition. Into the Breach is happy to let you just miss out on XP, waiting to replenish pilots when you can. There’s a certain point beyond which the game is hopeless, if you’ve lost enough crew. Losing personnel is also more of a death sentence in FTL. It’s harder than a normal mission, but it’s no capital ship boss fight. No chance to recover - just five more turns. Whereas each scenario in Into the Breach is designed to spiral out of control with you barely hanging on until everything disappears on the fifth turn, this one just continues. It’s not even a boss fight - more of a double mission. However, with a spoiler warning about Into the Breach‘s final encounter, we beat this on our first attempt. To get all the way to the end of the galaxy just to see this behemoth with almost every technology, outnumbering you in every kind of gun, is enough to make you want to put the iPad down. Once thing is for certain, though: In the FTL vs Into the Breach battle, Into the Breach is easier.Ī glimpse of FTL‘s final boss is one of the most “nope”-inducing experiences I’ve had in gaming. It’s one solid blob of content, and there’s a limit to how many things you can manage when you only have one play area, one UI, and one perspective. If it’s possible to come out of a battle unscathed, you can almost taste how well that’ll set you up.īy contrast, most roguelikes have you engaging in combat seamlessly. You know - and you feel - how detrimental it is when your ship or your cities take damage. This creates a very strong connection between your mid-mission actions, and what would normally be meta-level progress indicators. No zooming back out to the metagame to regroup. No potential last-minute, life-saving roll of the die. Smaller missions affect the wider game, but there’s no hard fail within them.īoth FTL and Into the Breach are unique in that every mission is also a chance to die. Think of the JRPGs you’ve played, or any grand strategy game. Normally, games that have an overworld or some kind of metagame will zoom in for missions that are more self-contained. We briefly mentioned in our review that this studio is becoming known for this style, and it’s worth a bit more exploration. But we’re talking about something that’s becoming a bit more unique to Subset. There are the obvious roguelike connections. But somehow, Subset manages to thread a common theme through both of these. People have been begging for a game like this for a long time, but any potential suitor is going to be held up to that gold Nintendo standard of old.Īdd in the creative challenge of maintaining a laser-like focus on positional play, and we’re talking about wildly different games here. It also has the ghost of Advance Wars hanging over it. Top-down, turn-based tactics is a long jump away from real-time weapons management and life support prioritisation. Not content to rest on its laurels, Into the Breach brings a unique take to a new genre for the team. Meanwhile, Subset have sailed on to nicer beaches.