The new abilities and tactics, combined with certain items, made for far more options when it came to dealing with enemies, however, I found that apart from a few standout skills, some of the abilities were next to useless. Each weapon has its positives and negatives, meaning the positioning of characters was vital to success.
Certain skills unlock new abilities or passives, while others increased the proficiency with a certain class of weapons. That being said, I found it useful to have weapon diversity within the squad so that I could engage enemies from different angles and distances depending on the circumstances.Įach class has a skill tree which they can invest points into when they level up. While all the classes are geared more towards a specific role, they often don’t feel all that dissimilar except for the weapon they have equipped. A dedicated intelligence officer who can use snipers or assault rifles could pin enemies down as well as detect hidden enemies, while the weapons sergeant can suppress both human and infected enemies with an LMG. The RPG elements work really well for a tactical shooter, with various squad members being split into different classes. I found that when dealing with the infected, especially in bigger hordes, creating bottlenecks to funnel enemies into was the best way to deal with them also making sure that I had positioned my various classes appropriately was the best way to ensure I didn’t get overrun. This is where the ‘Clear’ part of Breach & Clear comes into play I often found myself using members to sweep across lines of sight and clearing any avenues of attack, especially against human opponents. You can issue commands in steps, use items and coordinate your whole team at once, then advance time manually with the pull of a trigger rather than in a turn-based style. The tactical camera lets you pan the camera pretty far to examine the battlefield, although the fog of war is still an issue and can lead to you being ambushed. I found myself relying on this mode to start with as the combat didn’t seem too difficult, however, I found that for tackling larger hordes of infected or engaging human enemies it quickly became too difficult to manage and I became overrun. This gives you the option to use real time to explore, pick up loot, open ammo crates and tackle smaller fights. The core of the gameplay is pretty solid you can either tackle fights in real time similar to a twin-stick shooter or you can use the tactical camera to pause time and issue specific commands to your squad. There are also a few special enemies that force you to change up your tactics. The majority of ‘roamers’ are slow and just run straight at you as soon as they see you. While the enemies in the game are not so much ‘zombies’ as they are evolving parasitic worms who infest human bodies, they shamble and behave like you would expect. Apart from that you’re pretty much left to explore, discover and survive to your heart’s content. While the story isn’t too thick, it’s possible to pick things up from conversations with NPCs and over radio chatter with your squad’s handler. After a quick tutorial that guides you through the basics and showcases a few abilities and tactics to use against the undead, as well as introducing a little of the story, your squad – of which you can customise and name each and every member – gets dropped in the thick of it. It is two genres that I thought would never mix very well together, but to my surprise the end product is engaging and intriguing.Īs far as story goes, there’s not a massive amount to go on. Deadline however, is a whole different kind of monster, adding an open overworld, plenty of dungeons and levelling and loot systems it starts to feel a bit more like a Diablo-esque style RPG.
The original Breach & Clear is a military style tactical strategy game, with similar mechanics to XCOM, only without the turn-based combat.