![]() ![]() "We take that and simplify it, in that we have certain events that move time forward every day-the game takes place across a weekly schedule by the way-but you can freely do any other events that may come up, as you desire. You always have a main objective but there's no time limit on it within the world: "Until then, you're free to do whatever sidequests you want, goof around with minigames, just wander, whatever," writes Sheffield. ![]() But really, it's more of a Shin Megami Tensei offshoot than anything."Īnother of the names thrown into the mix is Yakuza, which Sheffield says is all to do with how Sega's series treats time. And of course with demons and relationship building it all gets a bit Persona-y. Sheffield says Shin Megami Tensei: Devil Survivor on DS was a bigger influence than Persona (both are Atlus-developed series), but that the visual similarities are more to do with the fact that "there are only so many ways you can make realistically proportioned human characters in this kind of isometric space. ![]() It just so happens that lined up quite well with what Into the Breach was doing." "The goal was to reduce the number of clicks required to perform in a traditional tactics space, so you're not doing the ole-choose your character, choose your spot, hit confirm, choose your action, hit confirm, choose your enemy, etc etc. "It's funny because we actually developed our battle system before Into the Breach was even announced, and then our programmer Shane played it as an IGF judge and was like ".uh oh!" The similarity is a total coincidence, we were actually inspired more by Valkyria Chronicles, but using a totally different visualization and approach. "So in the case of Persona and Into the Breach, we just know people will make the comparisons, but they're not actually the touchstones we were going for," writes Sheffield. ![]()
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