Review

Into The Breach: Advanced Edition Review - A Mechanized Masterpiece

  • First Released Feb 27, 2018
    released
  • PC

Into the Breach's Advanced Edition update adds even more of what makes the base game so remarkable, creating an even better experience.

July 25, 2022 editor's note: We have updated this review with consideration for Into the Breach's new Advanced Edition update and mobile version and altered the score from 9 to 10. The update was written by Chris Pereira and can be seen below the original review by Edmond Tran.

In 2012, Subset Games released FTL--a strategy roguelite whose best moments were when everything worked like a well-oiled machine, but also when you were frantically trying to adapt to dangerous, unexpected situations in the spur of the moment. Into The Breach, Subset's sophomore effort, again has you enacting carefully planned strategies. The difference is that when the going gets tough, Into The Breach's turn-based mechanics and tactical tools allow you to improvise precisely, and respond purposefully, with perfectly choreographed counters in an aggressive ballet that feels amazing to conduct again and again.

In a world where giant monsters called Vek threaten the earth, humanity has devised equally giant, human-operated mechs to combat them. Humanity has also invented time-travel technology to give pilots the opportunity to go back in time and start the whole conflict over, should the worst happen. You command a squad of three mech pilots whose purpose is to deter the advances of the Vek, one region at a time, through four different island stages with the ultimate goal of destroying their hive.

In each region, your primary objective is to stop Vek from causing collateral damage--each civilian building destroyed depletes part of the game's overall power grid meter, and if it hits zero, your game is over. However, Vek almost always outnumber your squad, with even more continually spawning in, which makes wiping them out entirely a difficult task. Into The Breach is a tactics game with an emphasis on deterrence and creatively mitigating damage with the limited tools at your disposal.

It's a daunting task, but there is one central feature that makes this process enjoyable and manageable: Every action the enemy will make in their next attack phase is clearly telegraphed through the UI during your turn. You can see which tile a particular Vek will hit and how much damage it will do, meaning you can assess your priorities and the response options you have available, then take direct steps to address the fated outcome. In the critical moments, just before a Vek flattens a hospital, you might dash in and tackle it out of range, and into the firing line of another Vek. Or, if your mech lacks close-combat abilities, you might move into harm's way to prevent the building from destruction. You might notice that more Vek will be spawning from the ground, and decide to throw a boulder on the tile to stop them from emerging, or shoot an off-the-mark missile, letting the explosion push another Vek on top of it.

Knowing the exact outcome of each action means that Into The Breach feels like a game of violent chess, in the best way possible. Each turn will have you pondering over possible moves and outcomes, threats you can feasibly attend to, and pieces you can afford to sacrifice--common characteristics found in any good turn-based tactics game. But because the possibility spaces of Into The Breach skirmishes are so confined (every battle takes place on an 8x8 grid, just like a chessboard, filled with impassable squares) decisions can be reached quickly, and momentum rarely comes to a standstill for long.

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What also makes these decisions so entertaining to consider is not just the novelty of the way different components can interact in delightful ways, it's the certainty of how they will interact. Into The Breach is a tactical game that features a relative lack of probability, uncertainty, and risk. Attacks will always connect and do a distinct amount of damage, the grid-based scenarios mean units move and take actions in exact distances, and nothing ever occurs without at least some warning. The transparency and amount of information communicated provide great peace of mind, since every action you take will go as planned.

The only exception is that when a Vek attacks a building, there is a tiny chance that the building will withstand damage. The probability of this happening is related to your overall grid power and can be increased, but the percentage value is always so low that this rare occurrence feels more like a miracle when it happens, rather than a coin toss you can take a chance on.

The game's time-travel conceit also has a part to play here--you have the ability to undo unit movement, and each battle gives you a single opportunity to completely rewind and re-perform a turn. It's possible to execute your most optimal plan for each scenario every time, and the result is that turns in battle can feel like choreographed moves in an action movie, a confidently flawless dance of wind-ups, feints, counters, and turnabouts.

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You can unlock up to eight different premade squads, each comprised of three unique units, which focus on entirely different styles of combat. The diversity here is significant enough that each team calls for distinct strategic approaches. The default squad, Rift Walkers, focuses on straightforward, head-first, push-pull techniques. The Blitzkrieg crew works best when corralling Vek together in order to execute a lightning attack that courses through multiple enemies. The Flame Walkers focus on setting everything ablaze and knocking Vek into fire for damage-over-time en masse. Each different combination of mechs can completely change how you perceive a battlefield; things that are obstacles for one squad could be advantageous strategic assets for another.

But where the possibilities of Into The Breach really open up is in its custom and random squad options, and the imaginative experimentation that comes from putting together unique all-star teams with individual mechs from different squads, along with your choice of starting pilot--whom all possess an exclusive trait. You might have a team composed of a mech who shields buildings and units, one that freezes anything on the map into a massive block of ice, one whose sole ability is to push everything surrounding it away, and a pilot that can perform one additional action each turn if they don't move. Can you complete a run of the game with that custom squad of pacifists? The game's structure makes these unorthodox options enjoyable challenges that are legitimately interesting to explore.

Into The Breach maintains a roguelike structure of procedurally generated trials and permadeath, but when a campaign goes south not all is lost. If a mech is destroyed during a battle, it will return in the next, only without its pilot and their unique trait. Too much collateral damage is game over but means you have the chance to send one of your living pilots--experience points and bonus traits intact--back in time to captain a new squad, in a new campaign. The game is difficult, but starting over isn't tiresome because your actions so directly determine outcomes, and you always feel you can improve. And individual battles are so swift and satisfying that they become a craving that you'll want to keep feeding over and over.

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The clean and understated surface elements of Into The Breach complement the precise nature of its mechanics. The simple presentation, as well as the sharp UI layout, is attractively utilitarian and serves as a crucial component of the game's readability. There is no explicit plot outside of the time-traveling conceit, but the flavor text--small snippets of dialogue for each mech pilot and island leader, whom you'll encounter again and again throughout multiple playthroughs--adds a modest but pleasant facet of character to contextualize the world and round out the overall tone.

Into The Breach also shines on Nintendo Switch, where all of the content from the PC version remains intact. The game's UI and miniature battlefields, both of which scale incredibly well on different monitor resolutions, unsurprisingly make the transition to the Switch's handheld mode flawlessly. The visuals are sharp and readable, the loading times are instantaneous and on-par with the PC version, and the addition of controller rumble to accompany on-screen action serves as an enjoyable touch.

For seasoned players who have experience with Into The Breach on PC, there will be a short teething period as you become accustomed to the gamepad-centric controls--no touchscreen controls are available. The left analog stick serves as a mouse cursor replacement, but thankfully, there's a very capable and adjustable snapping behavior that comes into play during battles, which instantly centres your cursor to the middle of a grid tile and allows you to sweep across maps quickly. The face and shoulder buttons are dedicated to discrete commands, and the D-pad behaviour is also adjustable--you can either use it to instantly cycle between units (up and down) or enemies (left and right), or change it to use as a sequential tile selector.

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The smart control design in the Switch version means that commands and turns can still be performed very quickly. It only took me about five islands' worth of battles before they became second nature, and I was able to come close to the speed I'm used to with a mouse and keyboard shortcuts. As a whole, the performance of Into The Breach on Nintendo Switch is very capable, which is a blessing, because the game's stellar, irresistible game design perfectly suits a device that lets you play it everywhere.

There is so much strategic joy in seeing the potential destruction a swarm of giant monsters is about to unleash on a city, then quickly staging and executing elaborate counter maneuvers to ruin the party. Into The Breach's focus on foresight makes its turn-based encounters an action-packed, risk-free puzzle, and the remarkable diversity of playstyles afforded by unique units keeps each new run interesting. It's a pleasure to see what kind of life-threatening predicaments await for you to creatively resolve in every new turn, every new battle, and every new campaign. Into The Breach is a pristine and pragmatic tactical gem with dynamic conflicts that will inspire you to jump back in again, and again, and again.

Advanced Edition/Mobile Update

Into the Breach has remained a regular part of my gaming rotation since its debut in 2018. With the release of the Advanced Edition, a free update that arrived alongside an iOS and Android port, it's never been better. For a game where you take just a few actions each turn, the huge range of possibilities--based on your mechs, enemies, unit placement, passive abilities, and other factors--has kept the game feeling fresh even after four years. Now, with the Advanced Edition's many new elements, wrinkles, and considerations that further complement the base, developer Subset Games has made what was already a phenomenal game even better.

Chief among the Advanced Edition's additions are five new squads, each with its own distinct setup. Each of the subsequent squads you unlock in the base game introduces new complexities to account for, and that remains true here with the five newcomers. Every new squad features different strengths and shortcomings, creating entertaining strategies that challenge how you can tackle the game's satisfying combat.

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For example, one squad features only a single unit that can deal direct damage, and even then, it requires you to shoot through something else--a building, an enemy, a member of your own squad--to deal damage to your real target. Another squad features a unit that spawns a friendly spider robot if it manages to kill a foe, and yet another squad includes a unit that causes adjacent tiles to be cracked (and then destroyed) when eliminating an enemy. The beauty of Into the Breach is in the impact of each and every action and the way you need to consider the ripple effects of everything, no matter how innocuous, and these squads play right into that. I've already spent hours obsessively thinking about how to best use each squad in their standard setups, and I'm excited to see how custom squads might further open doors for interesting scenarios.

The Advanced Edition includes more than just new squads, offering new pilots and abilities, enemy types and bosses, and objectives. While not as immediately impactful as the new squads, all of these elements individually provide more variety to additional playthroughs. As with squads, the key here is how these things can combine with elements both old and new--a passive that prevents you from taking damage during your turn, for instance, suddenly opens so many new ways to be aggressive or leverage other tools that might have had downsides--revealing an astounding and exciting range of possibilities.

As always, the joy of playing Into the Breach comes not just from punching kaiju in the face with giant mechs, but in using the limited number of moves you have in a turn to manipulate the action to reach your desired result. Each turn, you're faced with losing units or suffering critical damage to buildings, but through relocating enemies, forcing them to attack each other, blocking what would be a fatal blow, and so on, you're able to just avert disaster, leading to a constant state of hold-your-breath anticipation that leads to an incredible sense of relief when you pull off the seemingly impossible. On one occasion, I spent more than 20 minutes on a turn, agonizing over the many possible permutations of what I could do, but in gaming out each possibility, suffering damage seemed inevitable. The odds were simply too great. Only after resigning myself to one particular action did a new path occur to me--and in executing it and avoiding all damage, I let loose the sort of victorious cackle you don't realize you're capable of until it just comes out.

Into the Breach is a game of epiphanies and triumphs just like that one. By limiting the size of maps and the number of units and actions you have, it avoids ever becoming overwhelming, while still giving you a wide-enough possibility space that your path forward is full of potential, rather than feeling preordained. All of this holds true in the new, Netflix-exclusive mobile version, which controls well and never feels cramped, even when played on a much smaller screen than ever before. But whichever platform you play on, the Advanced Edition update takes what already had the makings of a timeless classic and layers on quality addition after quality addition. Taken together, it easily feels like something I'll be playing routinely for many more years to come.

Editor's note: This review was updated to include our experience with the Nintendo Switch version of Into The Breach on August 30, 2018.

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The Good

  • Empowering tactical system makes you feel completely in control
  • Diverse array of playstyles and challenges offered by the variety of individual units and flexibility of squads
  • Clean and effective audiovisual design
  • Highly replayable

The Bad

  • N/A

About the Author

Edmond Tran has spent over 100 hours with FTL across different platforms, and 40 hours with Into The Breach so far, with a copy provided by the developer. He's still hanging out for that spiritual successor to Front Mission 3, though.
151 Comments  RefreshSorted By 
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Subterfuge

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Edited By Subterfuge

Giving a game a 10/10 is honestly more of a curse than a blessing at this point.

The way humans work, it’s going to garner far more negativity than positivity.

Probably should have just left it a 9, and nobody would’ve given it a second glance.

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naomha1

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Meh. To each their own. I played the standard edition and for me, personally, it was a solid 7-8. To put a game into the pantheon of super greatness that is the "10s" a game would seriously have to emotionally move me, make me experience something exponentially surreal or just give me such a bada$$ time playing it I don't want to put it down. This game really didn't do either of those things. Don't get me wrong, it's a great game and I love roguelikes. A 10 though? That's saying something. Returnal on the PS5 was a 9-10. Just freaking epic in play. This game just didn't hit me like that.

2 • 
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twztid13

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Wow, i enjoyed this game on switch. I need to go download the update & try it again. I only cleared a couple of the campaigns, cuz I'm not a huge rogue like/lite fan, but this was addicting.

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jenovaschilld

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Where is the Digimon Survive review at already, that is the strategy game I want to see.

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DeadlyMustard

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I liked FTL much more but I can see how people are into this one. It's just not my thing

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RSM-HQ

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I've always been curious of this game seeing as I love SRPG games and Strategy games in general.

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VANGUARD003

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Dang, I was just reading all the comments salty about this getting a 9/10 at release. I don't know if the advanced edition makes it a 10, but the base game absolutely deserved and was solidly a 9/10. The game is amazing. And people complaining about the graphics don't understand graphics. Graphics are about evoking a feeling and bringing you into the world; this game's graphics and art style absolutely had my mind buzzing. If you like puzzle/strategy games (and even if you don't), this game is absolutely well put together and fair and challenging and fun. The deeper you push into it, the more you'll get out of it. Cheers.

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twztid13

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@VANGUARD003: i hate "retro" graphics, especially 8/16 bit, as it ruins immersion for me, but i really enjoyed this game & was able to look past that aspect for once. So, u do have a point. Idk if it's a 10, either, but i would agree with the 9 (i haven't played the new content).

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VANGUARD003

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@twztid13: I've had the chance to play with the advanced edition content since writing my initial comment. It is fun. It doesn't really fundamentally change anything but it adds welcome and unobtrusive variety and gives you a few new ways to play. Haven't seen the full range of new content yet, but I've tried one new squad, seen new enemy types, and tried some new weapons; all of which has been enjoyable. Replay value has probably been increased by a third or half.

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buzznugget

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People are so upset about success. This is and has always been a 10 on my list, right next to the Elden Rings and TLOU's. Sorry, not sorry.

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RSM-HQ

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@buzznugget: I don't consider The Last of Us a 10 but agree that people get too upset over scores.

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mogan

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mogan  Moderator

@buzznugget: Some folk here just want to be upset. I don't think the 'why' really even matters anymore; they just need to be mad and cynical on the internet. : \

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Pyrosa

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I highly recommend keeping Into The Breach, FTL, and Loop Hero installed on all PCs. They all have very low requirements, and yet they are all case-studies in elegant game design.

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MoogleStar

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A 10 compared to other games like this? Sure. That's not to say its anywhere near as good as an ACTUAL 10 game like Witcher 3, TLOU, Elden Ring etc. Good. We understand each other.

I have spoken.

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blankfaced

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@mooglestar: That's not how game reviews work. They aren't comparisons they're based on the individual game and it's merrits.

You spoke incorrectly.

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Pierce_Sparrow

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@mooglestar: A 10 is a 10. It's about experience. An indie game can be just as enjoyable as a AAA game. The fact that it's either simplified or is lower tech should be irrelevant. For me a game like Starbound or To The Moon were 10's, even compared to other AAA titles that were 10 because they were just as good an experience.

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Pyrosa

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@mooglestar: Exactly. Indie Strategy 10.

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storjohan_

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Is it an Elden Ring 10 or more of a Deathloop 10 hmmm?

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RSM-HQ

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@storjohan_: Neither of those are Strategy, at least compare it to D:OSII which is a SRPG.

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storjohan_

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Edited By storjohan_

@RSM-HQ: You totally failed to get my point.

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RSM-HQ

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Edited By RSM-HQ

@storjohan_: A point was never made. Not clearly anyhow.

You just listed if this is like two games GameSpot gave a 10 then stated "hmmm". one being an Open-World ARPG, and another being a Rogue-Lite FPS.

As noted; Divinity: Original Sin II also got a 10 here, and it's a Strategy Role Playing Game. So has more aim for comparison.

Comparing Into The Breach to Elden Ring is no different from comparing Super Mario Bros to Tetris. Completely different genres.

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storjohan_

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Edited By storjohan_

@RSM-HQ: You missed the point again my dude. I'm in no way comparing this game to even ER or Deathloop, I have no doubt that it is very good. Let me clear things up for you: What I am trying to say is that Elden Ring would be closer to a true 10( It's a 8,5 for me) but Deathloop is not anywhere close to a 10. Deathloop has waaaay too many problems to be considered a 10, I would give it a 6.

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Pyrosa

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@storjohan_: Indie Strategy 10. i.e., among its peers.

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twztid13

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@Pyrosa: he was trying to call out the way they score games, not haggle over the merit of this particular game, IMO.

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storjohan_

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@Pyrosa: I have no doubt that the game is brilliant, that was never the point I was trying to make.

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KamikazeKae

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@Pyrosa: ya this isn't a AAA game it's well priced it's up close to beat indie strategy game right next to Slay the Spire.

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storjohan_

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@Pyrosa: Yeah I kinda get that, I was just wondering if it's an actual 10 or a 6 like Deathloop.

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GodofHeck42

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Oh so THIS GETS A 10, but my fuggin wife can’t make a porch chop once in awhile. What a joke.

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twztid13

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@godofheck42: tell me, what is this porch chop u speak of? Is it akin to a pork chop? 😜

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Sushiglutton

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@godofheck42: 😂😂😂

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Probable

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Edmond? Edmond tran? I heard you were fired. Glad you're back. I still love your outer worlds review by the way.

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DJSONIC

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@probable: unfortunately he's not back, this review was updated by Chris Pereira.

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Tiwill44

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Seems like this is the first mobile game to receive a 10. I can't comment on whether the game deserves it or not since I don't play mobile games, but I think drawing attention to a mobile game that isn't monetized to hell and back is probably a good thing.

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tonyleo01

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@Tiwill44: it was a PC game first, I believe. I have the game on Switch.

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Tiwill44

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@tonyleo01: That's what I mean. They normally never update review scores unless they're specifically reviewing a different version of the game made for a different platform. The original PC game got a 9, so the 10 score would be attributed to the mobile port of the game.

Or this might just be the first time a new score effectively changes the original score, since it's the exact same game. Maybe we'll see more review score updates going forward? I'm not against it personally, it's just it should be consistent.

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KamikazeKae

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@Tiwill44: it came out with phone version with Netflix games with a free big update.

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MigGui

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@Tiwill44: the base version was also updated with new features

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Tiwill44

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@MigGui: Precisely, I think if any game gets a free major update that improves the game a bunch, it probably should have its score adjusted. It's just, GameSpot has never really done that before.

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m4a5

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"He's still hanging out for that spiritual successor to Front Mission 3, though."

Same Edmond Tran, same...

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Pierce_Sparrow

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@m4a5: Same here too.

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phili878

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@m4a5: what a great game that was. Game was loooong too!

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chriss_m

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Gamespot’s a mess.

Like I’m not even talking the usual ideological nonsense that infests game blogging, I mean it’s like that too, but it’s also everything. lmao. The quality of the articles is atrocious, the scoring system is a mess, the reviewers are amateur. It’s just a whole mess.

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RSM-HQ

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@chriss_m: I agree with most of what you just stated, and yet feel this game getting an excellent review is the least of the sites troubles.

I've read from plenty of sources and forums that Into The Breach is an excellent game, is it a 10/10? maybe not but I don't see many 10/10's that actually deserve such praise either.

The only thing I see people hating on this game is the artstyle and that's very subjective.

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Bahamut50

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@chriss_m: Ummm... I don't wanna be rude here but why are you so angry about this? Like Into the Breach is a very good game, and this guy's opinion is that it is a ten. I do understand that objectively it might still just be a 9 for most, but its his opinion at the end of the day and they just chose to use it as representation of a site's OPINION. I didn't find the review to read that badly.

If it's other articles that you're posting about, I'd understand posting about them over on those articles.

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chriss_m

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Edited By chriss_m
@Bahamut50 said:

@chriss_m: Ummm... I don't wanna be rude here but why are you so angry about this? Like Into the Breach is a very good game, and this guy's opinion is that it is a ten. I do understand that objectively it might still just be a 9 for most, but its his opinion at the end of the day and they just chose to use it as representation of a site's OPINION. I didn't find the review to read that badly.

If it's other articles that you're posting about, I'd understand posting about them over on those articles.

Guy, listen. Not everything you read that’s not 110% positive means the person is angry. I’m not angry. It’s just a critical opinion. It’s okay to be critical, guy. Don’t let it upset you too much.

What is annoying though is the people who always pop up telling people ‘It’s just the author’s opinion’. I get that. I fully understand that. It’s my opinion that his opinion is poor. See? We all get to have opinions.

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vgmkyle

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@chriss_m: I agree with you that quality of the game does not merit a 10, but I disagree with you on the quality of Gamespot's articles.

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