And after hours and hours of moving those bodies around these chessboard grids, leveling mountains and razing forests with powers of the kind usually attributed to gods, the game's subtext begins to emerge. For all its smoke and flames, Into the Breach isn't really a game about cataclysm itself — it's about what led us there, and the increasingly invasive, disastrous measures needed to prevent a final slide into extinction.
Tag: apocalypses
In Outer Wilds, They Blew Up the Sun, and There Was Nothing We Could Do
Outer Wilds is infused with a lingering tinge of melancholy, coupled with an overwhelming sense of smallness... All of these systems operate like clockwork, unfazed by your minuscule intrusions. In much the same way the Sun will never respond to your pleas. As you uncover the story of the Nomai, you learn—through implication and observation, through long-forgotten writings and the broken remains of their stations—that because of a lack of foresight and one too many human mistakes, there is no way to stop the progress they tried and, in their time, seemingly failed to set in motion. Millions of years later, their machines blew up your sun. And there's nothing you can do to stop it.
You Might Have Missed: The Final Station
It's as if the player is walking over an anthill, unaware that this complex and convoluted warren exists beneath their shoes. And over the course of the game, this conceit will be used again and again and again, sometimes with added flourishes or small tweaks to its simple formula. Every level is circular, just as the game itself is, with the end of each circle adding a final revelation.