Harvey Randall:
I had the pleasure of reviewing
Tactical Breach Wizards
when it came out this year, and it really is a prime example of a game that defines exactly what it’s here to do, what vibe it’s here to capture, and then proceeds to get full marks on every one of its own set goals. When the only problem a game gives me is that I wish there was more of it, I can confidently say it’s a banger.
As for the why, well, Tactical Breach Wizards’ mechanics are just plain magic—each character has their own specific niche that manages to interact strategically with their fellow spec-ops spellcasters in inventive ways. That’d be enough to make it a solid 17-20 hours of fun, but its story is way better than it’s got any right to be, tucked as it is into a limited handful of cutscenes. It’s just downright excellent. There’s this belief that you can’t have funny, banter-flooded dialog without dipping into the dreaded “Marvel syndrome” —where everything is irreverent and sincere moments aren’t allowed to breathe without an improvised mug to the camera. This game proves that problem a mere skill issue: one moment I was laughing my butt off at Jen Kellen bickering with her own dream clone, the next I was genuinely getting misty-eyed as Sabin went into the specifics of how her faith treats the departed.