There are few things that prime the pump more than hearing “from the creators of FTL.” That was one of those games that seemed to come out of nowhere with a simple-yet-actually-brutally-complex system wrapped up in a sweet indie game package and threw me for a loop. It was ultimately a good loop, but a loop nonetheless.
Despite all that, I had hitherto heard about, got excited for, and then completely forgot about Into the Breach. Until I realized it was on the Xbox Game Pass… and leaving shortly.
Into the Breach is essentially a puzzle game. You command three time-traveling pilots who are trying to protect the remnants of humanity from the Vek by piloting giant mechs. Each turn, the Vek (e.g. aliens) will move around the grid-based map and telegraph the actions they are about to take. During your turn, each mech can make one move and one action to try and foil the Vek’s plans before it occurs. While killing the Vek will cancel their action, the primary mechanism is typically “pushing” the Vek out of place on the grid.
As a general example, the default mech can perform a punch that deals 2 damage and pushes the target back 1 square. Many Vek have 3 or more HP, so this attack by itself will not kill a Vek that is about to attack a skyscraper full of people. But instead of attacking the skyscraper in front of it, that punched Vek will move 1 square away and instead attack whatever is in front of it in that new square. If it’s another skyscraper… well, oops. It could be empty air though. Or even another Vek, if you are clever enough. Or if the Vek was standing next to water/a giant pit/the telegraphed impact location of deadly lightning or whatever, it will die instantly. If the square is blocked, the pushed Vek will take an extra 1 damage and deal 1 damage to whatever blocked its path.
The default squad is the punching mech, a tank that deals 1 damage from range in cardinal directions, and artillery that deals one damage at a location and pushes everyone in cardinal directions 1 square away from the impact. If you successfully clear islands, you can spend reputation points to purchase additional items that can be equipped to give your mechs different abilities. For example, the punching mech can get a shield that makes the Vek turn around instead of pushing them, the artillery unit can get shells that light squares on fire, and so on.
If you cannot tell already, the gameplay ends up both simple and complex at the same time. Victory occurs when X number of turns complete, so you don’t really need to kill every Vek on the screen. Missions always have bonus objections which can complicate things. Incoming Vek reinforcements are telegraphed, and they can be prevented from spawning if their square is blocked – it will deal 1 damage to your mechs, or another Vek if one is pushed there.
Having said all that, this game can also be brutal. The Power Grid represents your life total of the run and it carries over through every mission. Vek destroying 1 building results in 1 less Power Grid for every mission thereafter. While you can take on missions that grant replacement power, that comes at the opportunity cost of missions that reward more reputation, which you spend on buying gear to enhance your team. Your own mechs have HP that is repaired between battles, but losing your HP in a battle will kill the pilot, which results in all their unlocked abilities going away.
I got super frustrated at one point until I realized… this is a puzzle roguelike. Some situations will go south fast with nothing you could reasonably do. Sometimes the Vek will “waste” all of their attacks on your mechs, which you can simply walk away from. Other times the Vek will spread out and attack buildings everywhere. In a worst case scenario, you can abandon the timeline you are in and take one pilot with you into a fresh game.
Ultimately, Into the Breach is a decently fun puzzle game. It’s no FTL, but it’s in the same quadrant. I just wish they would port this game to mobile, where it would be a perfect fit IMO. Between this and a mobile Slay the Spire, I might never be productive again.
I beat Metro: Exodus a few days after my prior post.
Overall, it was a decently entertaining game. There are many FPS games out there that have stealth tactics just thrown in that aren’t actually viable, but Exodus comes through just like its predecessors. Going from cramped subway tunnels to near-open world initially felt like a big drift away from the “core” Metro experience, but there were plenty creepy/FEAR-y/Metro-esque locations towards the end. And visually, the game is an absolute treat.
My only major annoyances with the game were mechanical. For example, the devs somehow made taking screenshots impossible – not even PrintScreen worked. That is in spite of the fact that there is an in-game Photo Mode. It might be minor, but it also takes forever to load into the game. Once you’re in, there aren’t many loading screens, but its literal minutes to get in even with an SSD.
I completed the entire game via the Xbox Game Pass and do consider Exodus one of the primary drivers towards me subscribing to the service.
Despite the country being on lockdown and me working from home, my time has actually decreased from before. Figure that one out. Hint: baby.
What I have been doing in extremely limited bursts though, is playing though Metro: Exodus. My overall impression is… better than expected.
The Metro series has been an interesting experience. I reviewed the first game way back in 2012, and the key takeaway was that it was one of the best “authentic” gaming simulations at the time. Features that might otherwise be annoying actually felt right, such as having to pump up your flashlight battery as you explore subway tunnels. The second title was similar, although I seem to recall a truly ridiculous number of “knock you unconscious so we can show exposition” sections. Like, serious traumatic brain injury levels of blackouts.
Exodus starts out in the tunnels and I was not really feeling it. You kinda have to be in a mood to enjoy jump scares and such, right? When the game opened up into an almost Far Cry 3+ way though, it almost felt like too much. You have a map (Far Cry 2-style) and markers, but was it really a Metro experience to just… walk around wherever?
It is, and I like it. Or maybe I’m just getting Fallout vibes and liking that.
Indeed, in addition to pumping up the flashlight, you now have to scavenge for materials to create bullets and repair your gear. There is some minimum level of crafting you can do anywhere, and there are workbenches scattered about to complete bigger tasks like making grenades. Some human enemies drop weapon mods you can otherwise permanently learn, with others being tucked away in remote areas of the world.
There is definitely a tension with exploring though. As usual for the series, the mutants you kill drop nothing. Which itself is a surprisingly uncommon game design mechanism, if you think about it. The result is that sneaking and avoiding enemies is encouraged, which heightens the tension considering how much simpler it’d be to stealth kill them instead. The difficulty I’m on (Normal) doesn’t make avoiding fights necessary, but I do find myself tackling most missions during the daytime, which increases the amount of human enemies, who do drop gear and are easier to take out anyway. Aside from that, the other tension is the lack of fast travel. Exploring is fun and all, until you get to a point where you have to traverse the map in the opposite direction a few times.
I’m not sure how far along in the game I am, but it’s going well. We shall see if Metro: Exodus loses steam or pushes through to the end.
It has been a long time coming, but I have fully surrendered into post-ownership mindset.
The transition is largely semantic. Nobody “owns” a Steam game in their library and never have – just a non-transferable, revocable license… unless you lucked out and live in a sane country that allows resellable digital goods. Nevertheless, a game library was a thing that had value and meaning, you know? It was exciting seeing Steam sales and bargain hunting so you could accumulate stuff.
At least that is what it felt like.
The final, frictionless step was seeing Final Fantasy XV appearing on the Xbox Game Pass. I was already a bit crestfallen seeing how Kingdom Come: Deliverance was on the Epic Store free-game docket, but FF15 just flipped the metaphysical lights off. It’s not that I felt like a chump for spending $12 on the Humble Bundle that included Kingdom Come or, well, however the hell I acquired FF15. It just became increasingly obvious that I don’t need to do anything anymore. Games just happen.
I beat The Outer Worlds on the Game Pass, and I will never play that game again. I also beat Children of Morta, and I will never play that game again either. I just started on Metro: Exodus, and it’s possible I don’t even bother getting through the tutorial. Why force myself to? The game cost nothing other than download time. Compare that to Outward, the first game I purchased in the Epic Store, and how getting my $5.99 refund request denied made me very salty (bought during the Winter sale and first played much later than 14 day limit).
It’s rote to say Netflix obliterated any desire of mine to own physical movie DVDs. And not even really all that accurate – it was Netflix and Hulu and HBO Go and Disney+ that obliterated all desire. Your favorite movie might have fallen off one service, but likely landed on another. Or perhaps the sheer number of choices, which would keep you busier than any free time you had available, simply made the concept of “favorite” meaningless. Who is rewatching movies anyway?
I will, of course, still be purchasing games on occasion. Probably. Final Fantasy 7 Remake isn’t going to just show up Day 1 on PS+ or wherever. Probably. But what I’m getting at is that if my Steam library just up and vanished – which is entirely possible, and unable to be appealed – I don’t know if I would be mad. Or even really notice. The last time I played something on Steam was December 8th. And damn near everything I would play is already on the Game Pass.
After completing the “meaty” Outer Worlds, I decided I wanted to play something lighter via the Xbox Game Pass. The first thing that caught my eye was Children of Morta. And somehow, I have been playing it in longer sessions than I ever did with Outer Worlds.
Fundamentally, Children of Morta (CoM) is an indie Diablo-esque roguelite. Well, that might be over-selling it a bit much. Perhaps an isometric Rogue Legacy? You basically run around procedurally-generated levels and kill monsters, leveling up and collecting gold you use to purchase upgrades for the entire Bergson family. There are no permanent equipment drops or anything, just random relics and runes and other temporary, just-this-run type of augmentations.
Having said that, there are a lot of design decisions that enhance and smooth the gameplay loops.
For one thing, death is not permanent. This is not Rogue Legacy where you end up having totally new family members taking over. While you do lose the progress you made in the dungeon itself, the dungeon is only 3 stages long (with a boss fight). The gold you collect is permanent and accumulates, which means that even several brief failures might allow you to purchase an upgrade or two to HP, Damage, or any of the other characteristics.
That less-harsh roguelite theme continues in other areas as well. For example, you can collect a separate, temporary currency during runs that allow you to purchase various (single-run) Relics and such from a merchant, if he happens to spawn. Or you can use this same currency to open chests that contain mostly gold. I can easily imagine “clever” designers making the player choose between using gold for permanent, generic upgrades versus spending gold in-dungeon for temporary buffs to potentially get an edge against an upcoming boss. Luckily, that is not case here.
Another welcome design is how the story sort of moves forward regardless of success or failure. During any particular run, there can be a bonus room with a snippet of lore or a short quest that otherwise results in a cutscene back outside the dungeon. While there are limits to how far the story will go before a particular boss dies, it was incredibly welcome to know that a particularly embarrassing run would not result in a total walk of shame.
I have not completed the game yet, but I have unlocked all the playable characters and am working on the second area of three known ones. Each of the characters plays very different than the others, but a few are more unbalanced than others. Oh, but did I mention that as you level up specific characters they automatically unlock bonuses that apply to the whole family? This design element ensures that you spend time changing up your play style instead of sticking with just one person all the way to the end. Well, that and the fact that Fatigue can build up the longer you play just one character. But the former design element softens the blow of the latter.
Overall, I am very much enjoying the experience.
We desperately need a consolidated list of the games available via subscription services.
As mentioned on Monday, the Epic Store has a $10 coupon available on games that cost more than $14.99. Having already bought Outward, I browsed the entire Epic catalog (219 games) for games that would qualify that I was also interested in. Next game up was Vampyr. I had been enjoying Rohan’s posts on the game and thought I should get in on the action. But I had a vague sense of unease. Where had I seen that before…?
Yep, Vampyr is included in the Xbox PC Game Pass. Which means I was about to purchase the game for $7 when I could technically play it for “free.” Oh, and it’s also on Origin Premier… which would give you access to Star Wars Jedi: Fallen Order, that new game that just game out. It was thus with a bit of trepidation that I ended up confirming that Outward was not in any game subscription list. But how could I be so sure for other games?
I thought I already purged my Steam wishlist, for example, but Astroneer is still on there (Game Pass). So was Pyre (Origin Premier). They Are Billions (Origin Premier). I even paused my Humble
Monthly Choice bundle for December, because one of the headlining games – Shadow of the Tomb Raider – was technically a part of Game Pass already. Granted, it is console-only and not PC, but it’s really all about the principle at this point.
This is my future now. Checking IsThereAnyDeal used to put me at ease, but these days if I don’t already own the game from an Epic Store/Twitch Prime/Humble Bundle, then I could still play for next to nothing via subscription. It used to be that vague senses of “ownership” would drive me to care about purchasing over “renting,” but those sentiments have long since withered away.
As you may have heard from other bloggers, the Xbox Ultimate Game Pass is an extremely good deal. Even if you do not partake in all the Xbox Gold shenanigans – purchasing cheaper game months and then upgrading them to Ultimate via this $1 deal – it is kind of a no-brainer. I looked at the list of available games that I might be interested in and… well, see for yourself:
- The Outer Worlds
- Darksiders 3
- RAGE 2
- Halo: Master Chief Collection
- Gears 5, 4, etc
- Into the Breach
- Metro: Exodus
- Middle-Earth: Shadow of War
Will I be able to complete all of those games before my three months are up? Probably not. I can barely complete a goddamn dungeon in whatever game I happen to be playing at the moment. However. Just the fact that I’m playing The Outer Worlds for $1 is enough to justify everything else.
As an aside, I was initially thrown off by the advertised “$44.99/quarter” price once this $1 thing runs out. Then a calculator showed me that that’s $15/month. The PC-only “beta” version of the Game Pass is advertised at $5/month, “marked down” from $10/month. Everyone knows I am downright cruel when it comes to pinching pennies, but goddamn. People were talking about how Stadia was going to change gaming forever, but the Netflix future for gaming is already here.