

Enemies have their own health bars and, if firing at a target who's in cover, you're not guaranteed a kill within a single turn.Įach unit also earns experience points in battle. Alternatively, time-poor (or cash-rich) players can simply buy the best kit through micro-transactions. Completing missions earns funds that can be spent on increasing your arsenal. The designers also neglect to position the game's camera over the action points while executing a move, meaning you'll often miss the satisfaction of seeing a successful plan executed, especially if your team is divided into separate fire-teams on different areas of the map.Īway from the battlefield, Breach & Clear has significant strategic ambition, allowing you to customise not only your squadron's team members but also their load-out, choosing from a vast array of different weapons and pieces of body armour. Even on iPad you'll soon pine for the accuracy of a mouse and keyboard. However, it's fiddly at times, requiring significant precision to select the sometimes difficult-to-reach grid squares. As your plans gain in complexity, so the chances of messing up the timing of your tactics increases and you risk leaving team members vulnerable without cover.īuilt using the Unity engine, Breach and Clear is a fully 3D game that allows you to tilt, rotate and zoom in and out of the action with pinch and swipe gestures. More ambitious manoeuvres are also possible if you set multiple destination points for a single unit, moving them back and forth around a corridor during a single turn. While, at the game's lower difficulty settings, simply moving through a building methodically while covering the basic angles will yield success, as you increase the challenge you'll need to set the pace of individual units' movement (running or walking to their destination). Having made your entrance, you continue to move your squad through rooms, picking off enemies, taking cover behind desks or plant pots and, if necessary, dividing your squad into sub-teams in order to flank the enemy. Your objective in each mission is to empty the building of hostile targets. The game lacks adequate tutorials for some of its later gameplay introductions, especially around the use of certain perks. Then, when the plan has been formulated, you issue your squad with the signal and sit back and watch in glee or horror as they execute your orders. By rotating a vision cone you may direct each unit's line of sight and attempt to cover all the angles in the room. Its floors are gridded, as in a strategy RPG or chess, and, having directed each of your soldiers to one of the building's entrances, you must select whereabouts you want each man to move to on your signal. At the start of each mission you're presented with a bird's eye view of the target building. You assume strategic control of four special operatives, trained in close quarters battle and experts in breaching a room and 'clearing' its inhabitants with a bullet to the head. Now, in Beach & Clear, we have an entire video game dedicated to the art of making an entrance.
#Breach and clear best team series#
Hugely expensive sections of the highest grossing video game series in the world essentially involve dramatically entering a room.

Take Modern Warfare for example, in which you press the X button to plant a brick of C4 on some bewildered door before, in dramatic slow motion, you tear through the debris to pick off enemies before their chairs hit the floor. It's so important, in fact, that the simply act of entering a room has become a staple of military shooter games over the past few years.

For these balaclava-shrouded soldiers, a poorly executed appearance in a villain's doorway could well be their last. How one makes an entrance is important, so the saying goes, and presumably never more so than when you're employed as a member of the Special Forces.
