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Tactical Breach Wizards is refreshingly unlike XCOM despite wearing the same tactical underwearNecro-Clancy
Necro-Clancy
Image credit:Suspicious Developments
Image credit:Suspicious Developments
We’ll never know exactly what sort of fiction Tom Clancy would have written if he was less interested in the calibre of specific bullets and their effiency at dismantling burgeoning socialist governments, and more so in the specific sigils required to blast a riot cop through a third story window. While charity shops across the land mourn this devasting loss to their paperback shelves to this very day, we do at least have a glimpse into what such a literary venture may have looked like. Oh, did you like that door? Was it yourfavouritedoor? Soz, pal.StrategygameTactical Breach Wizardsjust hexed right through it with a new demo as part of Steam Next Fest. I’ve played it, and it’s very exciting stuff, not least for how differently it plays than what I’d expected.
Tactical Breach Wizards gameplay trailer - Act 2Watch on YouTube
Tactical Breach Wizards gameplay trailer - Act 2
Here, you’re less concerned about a stray Muton headbutting your beloved sniper to death (I have played other tactics games I swear), and more about cleanly and efficiently solving whatever configuration of bastards and windows the current room throws at you, in as few moves as possible. Any actions taken are effectively just plans, as you can both redo turns and scry possible enemy responses. You don’t commit to things until you thwack that end turn button like you’re furiously wishlisting the legally distinct Little Shop Of Horrors management sim of my dreams (call me.) All this is just a taster to the main event, though. An amuse-bouche to the amusement of boofing bods rudely out of windows.
You know you’re in for a cracking time when, alongside scores for speed and efficiency, the results screen bookending each room tallies up your total, and I quote, defenestrations. In TBW’s implied quest to throw absolutely everything that breathes through glass, some abilities are more efficient than others, but even basic attacks all feature some sort of knockback. And, wouldn’t you know it, these compact room-levels are effectively just window delivery systems. When a room has no windows, you know Mr. Francis is incredibly serious. I’m not yet sure from the chunk of demo I played if there’s any evolution on these currently windows-only environmental hazards, but that’d be neat, wouldn’t it? Not that I don’t like windows. I would have had to quickly abandon the game in disgust if I didn’t.