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PC Gamer (US Edition)

I CAST GUN

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There’s a phenomenon observed among most tabletop roleplaying (TTRPG) groups: As you play together, falling into each other’s rhythms, two things start to happen. Firstly, your capability for sincere storytelling reaches new heights; secondly, your ideas grow increasingly unhinged.

Tactical Breach Wizards, a turn-based tactics game by Suspicious Developments Inc, captures the essence of a seasoned TTRPG group and distills it into around 18 hours of absolute malarkey, heartstring-pulling character stories, and yes—defenestration.

Tactical Breach Wizards is far from XCOM in a robe and wizard hat. Instead of long-term battles, it zeroes in on the ‘breach, clear, repeat’ loop of bite-sized combat puzzles, and gives you more tactical tools than you could fit inside a bag of holding, with a ton of different ways to wield them. It’s what’s scribbled in between the margins, though—the story, the characters, and the stream of top-tier party banter—that really makes Tactical Breach Wizards soar.

is not a game that’s entirely interested in consequences—instead, it’s investedin making you feel like the biggest genius this side of the Bay of Teeth. Living with your mistakes is for people without magic, after all. Owing to navy seer Zan Vesker, (a man who occasionally does a prophecy, but can mostly see just one second into the future) your actions in can always be reset, as long as you don’t click the end turn button.

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