Breach Review
Break time.
Version tested: Xbox 360
The English language has one four letter word which is more beautiful, more important and more heartening than any other. You know which word I'm talking about. It's a word that can bring weightlessness to a lonely spirit, that can chase away the dark, that can come to define you existence. I bet you want to hear it right now. There's no shame in that.
The word is BANG.
Atomic Studios, developers of download-only multiplayer FPS Breach, understand that BANG hasn't been living up to its full potential in recent games. As such, Breach is a game with the unique selling point of some quite nifty destructible environments.
A rocket, grenade or explosive charge will giddily blast a non-scripted hole in the wall of a house, reduce a shed to a shower of planks or topple a wall of sandbags. The game is literally offering you plenty of bang for your buck.
Outside of this tech, Breach is a fairly mundane construct. It offers five game modes, Infiltration, Convoy, Retreival, Team Deathmatch and Last Man Standing, which translate as "Battlefield-style point capturing", "Escorting an APC", "Capture the flag (except the flag is a jar of important chemicals or something)", "Team deathmatch" and "Last man standing".
The Sniper Detector sends out a beam which glints off the glass of sniper scopes, so you can find them and invite them to your party. Your MURDER party.
You get five classes to choose from, - Rifleman, Gunner, Support, Sniper and Recon. These all share the same paltry selection of character models and the same selection of unlockable perks and gadgets, so the choice is simply one of what weapons you want.
With less armour and more agility than the other classes, the Recon is the most interesting of the five, but he's also only unlocked after you played an uninviting heap of matches as two of the others.
As for maps, you've got a choice of four perfectly functional yet underdressed arenas. Mineshafts, empty houses, destructible bridges and perilous cottages built over the edges of cliffs all prove themselves as favourites of the map designers.
There's technically a fifth map, though that's one of the original four but at night, which isn't quite as much of a cop-out as it sounds. They've really gone all-out with the whole night thing, providing plenty of unsettlingly inky pools of darkness for players to hide in.
Finally Breach boasts a broad selection of persistent unlocks, ranging from new guns and gun attachments to perks and gadgets. Once again, this is executed with competence without ever being impressive, like watching a friend park his car quite quickly.
The whole game is fine, OK? There's your review. It's fine. You can shoot a guy and he falls down. What more do you want.
You can get body armour or protection from headshots, or a grenade launcher or a medic kit or the ability to temporarily see through walls, but there's none of the glitzy, shopping-spree excitement triple-A shooters have been offering over the last few years.
In a sense it's unfair to compare Breach directly to competition like this, since Atomic Games are a much smaller studio working with a fraction of the budget. On the other hand, unless you're going to do something really different with your game, competing directly with the big boys is the worst idea in the world.
I'd argue that FPS is the world's most competitive genre today. For Atomic to enter into it with no prior experience of making a multiplayer FPS is a bit like you or me wading into the Congo and punching a hippo square in the eye. You have to try something a bit different.
So, Breach was always going to succeed or fail as entertainment based on its destructible terrain, and its slightly more realistic, military tone. This includes a cover system and a mechanic whereby being in cover and under fire tries to simulate being suppressed and drunk on adrenaline by narrowing your field of vision.
Let's start with the destructible environment tech. It's quite neat. The option of breaching a building with high explosive instead of entering via a door like a regular human is cool. Hunkering behind a stone wall and seeing a hail of bullets knock one of the stones loose is cool. Spotting a guy manning a machine gun emplacement in a cabin and using a rocket to send the entire cabin crumbling down a ravine is utterly awesome. The problems with this are twofold.
One, using destructible terrain to change the game is harder than you might expect. No class starts with a rocket launcher, and the locations on the map where you can pick one up only hold a limited supply.
The rifleman class's explosive charges can obviously only be used from close range and work on a timer rather than remote detonation, making them only useful in very specific situations. Also, any explosion kicks up a believable fog of dust, smoke and dirt, making sneakiness impossible.
'I'm going to kill you!' exclaimed Gunshooter Steve. 'No, I'm going to kill you!' cried Mankiller Joe.
Basically, this isn't Red Faction: Guerrilla, and explosions and demolitions are more often a flavourful thing than they are a vital part of your tactics. A decent FPS player would be able to waltz into Breach and dominate a match without even knowing the game has destructible environments.
Two - and this is the part where that hippo turns around and locks Breach's head between its stinking jaws - what can and can't be destroyed in Breach is arbitrary. Certain metal bridges can be damaged, but you'll always leave a single, inexplicable beam for players to go crawling across. There are buildings where you'll be able to take out the walls, but not the concrete ceiling.
That said, on one level you are able to blow a hole in concrete, as hinted by a large patch of concrete which is a lighter colour than the rest, like something out of Zelda. Trees are indestructible. Steps are indestructible. Terrain is indestructible. Wooden fences are bizarrely hard to rip up with up with machine gun fire.
You can hit and kill people with that chemical thing. I know this because I did it. Send my fan mail to the usual address.
As for the cover system, it's just a bit broken. The game's still far more conducive to traditional run'n'gun tactics than, say, Gears of War or Rainbow Six: Vegas, meaning that (just like the destructible environments) an old hand at online FPS games could kick ass in a match without knowing the game had a cover system. Though he'd probably wonder what all those players were doing, attaching and detaching themselves awkwardly from various walls and corners.
Oddly, you get an armour bonus when you're attached to cover, meaning you take more bullets to kill, but it's nothing that won't be overcome by another player shooting first.
Drop in a handful of bugs (including one proper braincooker, whereby the game refused to let my character pick up an explosive charge required to destroy an objective until I appeased it by flinging myself off a cliff), and you've got something I can't imagine someone choosing to play over any of this generation's excellent shooters. The bar's too high and it's still rising, way above Breach's reach.
5 / 10
Breach is available now on PC for £15 and Xbox Live Arcade for 1200 Microsoft Points.
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Comments (33) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Another multiplayer FPS? Did they really think it'd be cause for excitement?
Who the hell keeps greenlighing these things? The market is saturated guys, bloody saturated!!!
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Made me smile
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so this is like Hungry birds with guns?
well I will just download the over priced black ops DLC!
Kiddin'!
Dead space 2 here I come!
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Best analogy ever.
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The graphics are SHITE.
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1. search for game takes an age, only to be told "problem when trying to join game" then you have to sit through the whole thing again.
2. when you finally get in, the game typically is right at the end OR after a little playtime the host dies and it migrates but keeps you in the lobby to start again, instead of dropping you back in the game.
3. shocking lag.
4. really basic looking graphics - i guess the whizzy trailers aren't the console version!
5. slowwwwwwwwwwwwwwwwww moving characters. i get that its supposed to be "tactical", but there are so many open spaces that it's almost comical to see two shotgun guys running towards each other for about ten minutes before opening fire.
6. radar displays people whether they appear to be shooting or not. is this a bug?
7. your character not only continues the running animation if you jump from a height, but also keeps the footstep sounds chugging along too. that's quite a skill.
it has potential, but i'm not sure i want to pay 1200 points to sample the supposedly unique gadgets & perks.
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It sits somewhere between CoD and BC2 in terms of speed, gameplay and destruction. For a tenner, treating it as a filler until bigger games are released, I think it's OK.
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I worry about small companies thinking they can enter the online FPS market, surely one of the most crowded and competitive in the industry, with their main selling point being that they're cheap. That might work if you're making a quirky platformer or a charming puzzle game, but if people want to play a multiplayer shooter, they're going to stump up the cash for CoD or Battlefield: BC. It didn't work for Blacklight, it won't work for Breach, although I do have some hope for Section 8: Prejudice, but that's just because it has power-armoured soldiers dropping in from orbit, which is worth about 2 points on the score right there.
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Yeah i agree with those that posted that FPS's are pretty much saturated in the market this year (and over the last few years), they need to start either doing something very different, or not making FPS, with COD/MOH going to be every year or other year, add in all these others, i am not sure the market is there for all these FPS games.
For example if Lucas Arts did a new Dark Forces, people wouldn't mind that.
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I lost a fiver on you the other week, you're not lucky at all.
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Been there, done that, got the t-shirt. Devs: try harder or don't bother.
edit: also, the demo is really stingy. You'll be lucky to get your allotted 30 minutes. I barely had 20. By that time I had barely formed an impression on the game, but it wasn't favourable. Stupid, stupid decision.
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You're probably thinking of the Brink presentation.
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It seems the only success story at trying to do something different with downloadable online FPS's has been Monday Night Combat.