Compara los precios de Broken Lines en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por BirdIsland/PortaPlay. Publicado por SuperGG.com. Lanzado el 25/2/2020. Disponible en PC, Mac, Linux, Xbox. Géneros: Strategy. Puntuación Metacritic: 76/100.

Closer to Frozen Synapse than XCOM, this alternate-WWII squad tactics game lives or dies on one clever twist: you pre-program every soldier's move, then watch eight seconds of chaos unfold and pray your read of the battlefield was right.

I have a soft spot for tactics games that punish overconfidence, and Broken Lines found that spot immediately. The core conceit is a WEGO ("we go") system where you queue up orders for each squad member during a planning phase, then trigger a simultaneous eight-second action window where both your soldiers and the enemy execute at the same time. No taking turns waiting for the AI to plod across the map. If a scout spots new hostiles mid-phase, the clock pauses and you can reassess. It sounds simple, but the moment you misread an enemy patrol route and watch a machine-gunner sprint directly into three rifles, the planning phase becomes genuinely tense. The dev team described their own ambition as something close to "Frozen Synapse's combat with XCOM's accessibility" and that framing is honest, maybe more honest than the marketing. For newcomers to tactical RPGs, this is actually a reasonable entry point, which I do not say lightly. The difficulty customisation goes well beyond three presets. You can individually tune enemy variety, damage multipliers, whether opponents can use weapon abilities or lob explosives, and how many revivals you get per mission. A soldier goes down once and they are injured; twice and they are gone, full permadeath. That pressure is real even at medium difficulty, but the granular sliders mean you can soften the learning curve without gutting the tension. The eight-soldier roster includes a nervous greenhorn, a loner sniper, and a squad bully archetype, each carrying relationship stats and a stress bar that fills under fire. Push a soldier too hard and they stop following orders, seeking cover on their own terms. Leave stress unmanaged at camp long enough and someone may desert overnight. The campfire loop sitting between missions is where the RPG half shows up. Back at camp you reassign weapons (rifles for range, machine guns for area suppression, shotguns for short-range cleanup), spend scavenged resources at a limited field trader, and trigger dialogue that can either cement squad bonds or crack them. Choices made here ripple into which of the multiple endings you see across the campaign's twelve missions. The branching is real, not just cosmetic. The Dead and the Drunk expansion folds in zombie hordes that you can actively lure into enemy positions, turning the tactical sandbox into something with a darkly comedic edge that suits the game's tone. Where Broken Lines stumbles is consistency. Critic scores landed around 76 and that range maps cleanly to the actual experience: the tactical core works, but mission variety plateaus around the midpoint, and the flanking formula that wins early fights tends to win late ones too. AI pathing is uneven enough that you will occasionally feel clever for exploiting it rather than executing good tactics. The save system drew complaints at launch for being underdeveloped, and the weapon roster is thin for a game selling itself on squad customisation. Animations hold up at isometric distance but buckle if you linger on character models up close. Steam user reviews sit at roughly 76 percent positive across around 600 reviews, which is a reliable signal that this is a game most people liked well enough but few consider a genre standout. None of that disqualifies it for the right player. If you like Frozen Synapse's simultaneous-order tension but want it wrapped in a wartime narrative with permadeath stakes and branching decisions, Broken Lines delivers that combination without demanding 80 hours of your life. The campaign clears in eight to twelve hours per run, and the alternate mission paths plus multiple endings give genuine reason to replay. Tactical genre veterans looking for AI depth or weapon build variety will hit ceilings. Genre newcomers who want a story to hold their hand between fights will find this far more forgiving than its permadeath label suggests. Diego, Scout Team

Broken Lines

Broken Lines

25 feb 2020BirdIsland/PortaPlaySuperGG.com
GamerScout opina

Closer to Frozen Synapse than XCOM, this alternate-WWII squad tactics game lives or dies on one clever twist: you pre-program every soldier's move, then watch eight seconds of chaos unfold and pray your read of the battlefield was right.

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I have a soft spot for tactics games that punish overconfidence, and Broken Lines found that spot immediately. The core conceit is a WEGO ("we go") system where you queue up orders for each squad member during a planning phase, then trigger a simultaneous eight-second action window where both your soldiers and the enemy execute at the same time. No taking turns waiting for the AI to plod across the map. If a scout spots new hostiles mid-phase, the clock pauses and you can reassess. It sounds simple, but the moment you misread an enemy patrol route and watch a machine-gunner sprint directly into three rifles, the planning phase becomes genuinely tense. The dev team described their own ambition as something close to "Frozen Synapse's combat with XCOM's accessibility" and that framing is honest, maybe more honest than the marketing. For newcomers to tactical RPGs, this is actually a reasonable entry point, which I do not say lightly. The difficulty customisation goes well beyond three presets. You can individually tune enemy variety, damage multipliers, whether opponents can use weapon abilities or lob explosives, and how many revivals you get per mission. A soldier goes down once and they are injured; twice and they are gone, full permadeath. That pressure is real even at medium difficulty, but the granular sliders mean you can soften the learning curve without gutting the tension. The eight-soldier roster includes a nervous greenhorn, a loner sniper, and a squad bully archetype, each carrying relationship stats and a stress bar that fills under fire. Push a soldier too hard and they stop following orders, seeking cover on their own terms. Leave stress unmanaged at camp long enough and someone may desert overnight. The campfire loop sitting between missions is where the RPG half shows up. Back at camp you reassign weapons (rifles for range, machine guns for area suppression, shotguns for short-range cleanup), spend scavenged resources at a limited field trader, and trigger dialogue that can either cement squad bonds or crack them. Choices made here ripple into which of the multiple endings you see across the campaign's twelve missions. The branching is real, not just cosmetic. The Dead and the Drunk expansion folds in zombie hordes that you can actively lure into enemy positions, turning the tactical sandbox into something with a darkly comedic edge that suits the game's tone. Where Broken Lines stumbles is consistency. Critic scores landed around 76 and that range maps cleanly to the actual experience: the tactical core works, but mission variety plateaus around the midpoint, and the flanking formula that wins early fights tends to win late ones too. AI pathing is uneven enough that you will occasionally feel clever for exploiting it rather than executing good tactics. The save system drew complaints at launch for being underdeveloped, and the weapon roster is thin for a game selling itself on squad customisation. Animations hold up at isometric distance but buckle if you linger on character models up close. Steam user reviews sit at roughly 76 percent positive across around 600 reviews, which is a reliable signal that this is a game most people liked well enough but few consider a genre standout. None of that disqualifies it for the right player. If you like Frozen Synapse's simultaneous-order tension but want it wrapped in a wartime narrative with permadeath stakes and branching decisions, Broken Lines delivers that combination without demanding 80 hours of your life. The campaign clears in eight to twelve hours per run, and the alternate mission paths plus multiple endings give genuine reason to replay. Tactical genre veterans looking for AI depth or weapon build variety will hit ceilings. Genre newcomers who want a story to hold their hand between fights will find this far more forgiving than its permadeath label suggests.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaWEGO TacticsPermadeathBranching NarrativeSquad Stress SystemSimultaneous OrdersAlternate HistoryUndead ExpansionReplay ValueNewcomer Friendly

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 10
Storage
6 GB available space
Graphics
Graphics: GeForce GT 750M 2GB or similar (1500 3DMark score)
Processor
i5-5700 2Ghz

Recomendados

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 10
Storage
6 GB available space
Graphics
GTX1050
Processor
I7-7700 4Ghz

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Reseñas y valoraciones

Metacritic
76

Información del juego

Desarrolladora
BirdIsland/PortaPlay
Distribuidora
SuperGG.com
Fecha de lanzamiento
25 feb 2020

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¿En qué plataformas está disponible Broken Lines?

Broken Lines está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó Broken Lines?

Broken Lines se lanzó el 25 de febrero de 2020.

¿Quién desarrolló Broken Lines?

Broken Lines fue desarrollado por BirdIsland/PortaPlay y publicado por SuperGG.com.

¿Merece la pena comprar Broken Lines?

Broken Lines tiene una puntuación Metacritic de 76/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.