Snipers and Sorcery
If "The Defenestration Trilogy" wasn't clear-enough branding, Tactical Breach Wizards - based on the free demo - is very up-front with its tone: magic-wielding special-ops soldiers trade irreverent banter, then knock down doors and blast baddies. (Yes, often out a window.) Like Gunpoint, this game's narrative elements are unflinchingly sarcastic and irreverent, and I love it.
But the tactical gameplay ... I dunno, I'm not "feeling" it. Even though it completely avoids the unpredictable dice-roll fuck-ups that I often associate with tactical games - "high-hit-percent missed-shot bullshit" as I lamented in Shadowrun: Dragonfall - because all actions are totally deterministic, and you can even rewind turns to try a different approach.
Really, Tactical Breach Wizards combat is more like a chess puzzle, asking you to figure out the right moves to stay alive and kill the bad dudes. And I guess that "figure out" part is what I'm not feeling: staring at the map to plan out each move is kinda boring. (Rewind-ability means I could just try stuff, too, but I'm not stoked on the idea of retrying moves over and over again.)
As much as I like the game's personality, its fully-predictable game mechanics are ironically too dull to hold my interest.