I’ve not played Into The Breach yet so I’ve no idea what’s being said over on the thread but I get the impression it’s a puzzle-y strategy game and most people seem to love it.
Casting my mind back to Mario + Rabbids, there were several people criticising it for feeling puzzle-y and not open enough like XCOM. It had challenges, a handful of which had very rigid solutions due to turn limitations (like clear the map in one turn with X, Y and Z characters, reach this zone by turn X etc.) so I considered those ‘pure’ puzzle levels. As an aside:
Yeah, exactly this. Limitations can make you think outside the box with whatever’s at your disposal and discover new techniques that transfer well to other scenarios.
The rest of Mario + Rabbids’ tactical battles were a lot more open with plenty of room for creative play. If you were going for perfect scores or found yourself in a really tight spot then you had to puzzle the most efficent path out but I don’t think that’s much different to any other challenging turn-based game, really.
XCOM, Age of Wonders 3, Antihero, Invisible Inc. etc. they all have those critical knife-edge turns where one wrong move could be the end. They’re puzzle-like but whether those tense scenarios are borne out of design (like a puzzle challenge) or a series of unfortunate events doesn’t really bother me, the result is the same: I have to think my way out, and I love that.
I suppose a pure puzzle or more puzzle-like level is easier to restart and trial and error brute force through because there’s not a multi-session or 30 minute+ dramatic and unscripted crescendo.
Another thing to consider is how the Zachtronics games are considered puzzlers but have very wide solution spaces and lots of room for creativity. I think of something like the Frozen Synapse/Cortex games and their granularity of control and the breadth of options you have at any given moment and the critical knife-edge turns you find yourself in can be bizarrely overwhelming and claustrophobic. There has to be a way out of this… Right? Can I find it? Seconds never felt so vast. They’re not puzzle games but in those moments they certainly feel like it. I mean, you can even test and tweak different tactical manoeuvres before committing your turn or proposed ‘solution’.
All that said, I don’t tend to stick with pure puzzle games for long, despite enjoying them in small doses. I haven’t played Opus Magnum but I adored SpaceChem so I think I generally prefer puzzlers with some flexibility/fluidity. Things like Rubik’s Cubes, Soduku and Towers of Hanoi do absolutely nothing for me so this is something I’m definitely wrestling with internally.
An interesting topic!