Games about high stakes, globetrotting military operations with the balance of global power at stake are a dime a dozen. But take their automatic weapons and tactical gear and replace them with flying brooms and pointy hats, and now we’re firmly in “things you don’t see everyday” territory. Tactical Breach Wizards’ imaginative setting pairs well with its snappy and witty script. The actual tactics in its main campaign didn’t challenge my brain as often as its jokes tickled my funny bone, but the small encounters kept a brisk and engaging pace that put hours of my time under a magical handkerchief and made it disappear in a blink of an eye.
Tactical Breach Wizards is a pretty literal name, all told. Your party, a rag tag group of magic using mercs from all walks of life, take their fight to the enemy one splintered door at a time. While this fits directly into the wheelhouse of Zan, a former black ops agent turned wizard of fortune, there’s no great explanation as to why his old friend Jen, a pretty mid private detective, takes to the explosive breaking and entering so well. But a few missions in, it didn’t seem out of place anymore. A lot of this world feels like pieces of real life and bits of witchy ideas kinda dropped together, with powerful spellcasters who have day jobs as traffic cops. But everything is treated so matter of factly that it all made sense eventually. Of course there’s a powerful mafia of druids featuring a guy who turns into a dog like Snoop in that one music video. Why wouldn’t there be?
The story is solid enough, following Zan and Jen as they chase a powerful and dangerous operative who can move faster than sound across the planet, but that tale isn’t all that enchanting in and of itself – especially in the back half where things escalate and get pretty convoluted. The dialogue is absolutely stellar throughout, though. It’s fun and plucky in a way that reminds me of TV shows like Buffy the Vampire Slayer and Firefly. Characters can be funny and
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