

The draw to continue playing comes with the addition of new mech units to use. You get one move reset per mission, and that's it. There's little chance for do-overs here too. There are times that you just can't complete a mission's secondary objectives with the units you have. The whole thing would be boring if it weren't for how difficult the game is. You start and finish each campaign with the same units, though you do unlock new ones to choose from at the beginning of a new run-through. You also won't encounter new mechs during your playthrough. Every map plays out the same every time you encounter it. In Into the Breach, you won't find a lot of the randomness that was a hallmark of FTL's difficulty. The difficulty of Into the Breach matches FTL (at least for the first few playthroughs), but the game itself embodies almost the opposite of that title in gameplay. Into the Breach isn't afraid to chastise you with the number of innocent civilian casualties each time the Vek manage to take down a building. More importantly, each encounter with the enemy is a chance to save humanity. If a city is destroyed, you lose a bar in your power meter, and once you lose all bars, then it's back in time for you to start the whole game over. The base level objective for all missions is preventing the human-inhabited cities from being destroyed. Each of the five islands has it's own type of terrain and hazards. The real story is in the struggle you go through in each map. The time travel aspect of the story isn't explained in detail, but nothing in the game really is. The twist is that each time you conquer the game (or fail in your mission) you're able to send one of your three pilots back in time to start the whole thing over again. The Vek, an alien race, have invaded the planet and it's up to you to command a team of three mechs to stop them.

The plot to Into the Breach is incredibly simple.
