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The game never really encourages adapting multiple play styles because the enemies and battles are fairly the same throughout the whole game despite new enemy types that get introduced. I also found myself heavily relying on half my parties special abilities and the other half I practically never used. If a fight dragged on long enough the combat would begin to feel like a chore instead of being fun. While fighting humans definitely required more strategy and planning, at the very least more advanced than circle strafing, I still found myself bored because I would be waiting a minute or two for a single special ability to come off of cooldown so that it could be used again. Any combat scenario that involved zombies instead of humans could almost always be handled by circle strafing around the area and slowing killing the hordes. It’s often tedious – While there certainly is a lot of content and there are a lot things to do in the game I often found myself fairly bored. The first combat style works great in smaller scenarios where less strategy is needed while the second is perfect for giving players all the time they need to think about how they want to approach each scenario when the going gets a little tougher.
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The second combat style is more of the approach that the XCOM series takes to its combat time is frozen unless the player is choosing to allow it to move, individual targets as well as vision cones for shooting and the exact movement path each character takes is chosen by the player. The first combat style lets players control one character at a time and move him about freely from an isometric perspective/ Think a twin stick shooter. Swapping between the two combat styles – There are two different combat styles in Breach & Clear: Deadline, and it is possible, and frankly encouraged, to switch between them on the fly for whatever works best at the given time. All of the additional content is serviceable to fun depending on how much you care about loot and enjoy the combat system. The story alone can take upwards of 15 hours to complete and that’s with leaving side quests unfinished and only barely sampling the depths of the games dungeons. Scope of the game – The world of Breach & Clear: Deadline is fairly large but the amount of content that is available in the entirety of the game is massive. This makes it far easier to go back and finish side quests, explore the map and conquer dungeons. It also helps to encourage players to explore beyond the scope of the story as each area has multiple fast travel spawns which makes traveling back and forth for quests a lot less tiresome. Each area is separated from the others but once a fast travel location is unlocked, it is usable from any fast travel spot in any area.
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Each of these areas is it’s own little open world.
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The game consists of four different areas that are unlocked as the story progresses. Luckily, that is not the case with Breach & Clear: Deadline. As the game progresses there becomes a wealth of choices for players with how they want to play and what they want to do, but it leaves one question to be answered: is any of it fun?įast travel – Plenty of games have fast travel but developers don’t always manage to make it work. The difficulty never becomes too challenging but there are definitely scenarios where at least some forethought is required to be able to be successful. There is no turn-based move system like in XCOM, rather, the only fluctuation in time is how slow or fast time is moving forward simultaneously for both sides. Breach and Clear: Deadline is a strategic shooter with an isometric camera that allows players to swap between two different ways of controlling the characters on the fly. The easiest comparison to make when talking about Breach & Clear: Deadline is to the XCOM series but that wouldn’t really be a fair comparison for either game.