PR: After some short dialogue that can be summarized as "Hey, doesn't it strike you kinda sus that the high ups send us, a military strike team, to deal with these lowly hoodlums?", to which our partner/captain answers "See if I care", we began the game with the no choice-choice of either rescuing said partner from this tentacly monster which I can only describe as a necromorph, which you can't, and it's annoying that you can't because obviously securing the tentacle monster and rescuing our partner, whom we later know is probably the most valuable asset to the military with literal god like powers (such as stopping time), is the sensible option.
Rather we are forced to save this alleged "witness" of dubious importance who is never again mentioned in the plot. The script writers for the game decided to make more important things take presedence, such as the story behind the PI witch's cat (she happens to found him), or the relationship between one of the character's parents, or the low self-esteem problems of PI witch... Sigh, or the three times repeated joke that one of the antagonists, a regular trafic policeman, deserves nothing but death and contempt...
The plot advances in what I'd call a B-class cop show (vice division) with the PI witch and the wizard from the beginning just running around burning the magical equivalent of street drugs and "knocking out" a bunch of henchmen, then "knocking out" the key operatives of this mysterious but not interesting subdivision of a giant in private security, that has somehow secure the loyalty of this chronomancer witch, also the one from the beginning.
See? If we had taken the obviously better decision, we wouldn't be in this situation on a first place! To what "this situation" is, no idea. This isn't treated by the plot except for some glancing "We are trying to stop World War, err, five or something" but why would letting these dudes operate result on a world war or how is stopping them going to stop the war that supposedly has already been set in motion, again, like the author from "Faraway Paladin" would say, "to this and many other questions I have no answer".
All this, mind you, over the course of like, thirty missions. Which means the actual plot progression is sloggish, though with the knowledgeable I now possess Breach Wizards would've been better off by not having a plot at all. There's a ton of chit-chatting and half baked mystery... well, not really. The only mystery worth of calling itself mystery is "why did the chronomancer turned rogue(ish)?" Which is a question that as far as I got remains unanswered but frankly I'm sure it's underwhelming, given the treatment the rest of the game got.
In the last bit of the game things go completely off track and we end up beating priests because priests are always bad nowadays, siding with some negro woman that betrayed the church, but somehow the team finds reliable, and effecting her (again) half baked plans. One of these "plans" is getting a pendrive that contains footage of a meeting between the priests and some other party that may or may not be incriminatory, so to expose them... To someone, not the government since the government is in for this, as so is the police, though to be fair to negro woman she probably didn't thought as far because her "We'll rally a crowd and kill out way into the church, to teach them warmongers of our peaceful ways" was, let's say, less than likely to succeed.

They manage to pull it, though, thanks to a mix of miracles, timely assistence and of course magic. Personally, I'd assume that if the church was indeed into some morally questionable endeavour they'd be less than inclined to make a film incriminating themselves and saving it on a pen drive on some Deacon's desk, but logic and Breach Wizards don't really go well together. Like the devs say on their sales page "reason to play this game? Get in love with these fools". So far, these fools? Not lovable at all.
If I'm being honest, while the plot is... Well, that, the reason why I don't like the game is because I find it extremely repetitive and rather easy, but not in the casual merge game kind of sense.
More like a push-block game meant for a younger audience. The idea that we're not killing but "knocking out" our enemies is outrageous to say the least, I spend half the game dodging bullets and you're telling me that I can't use them? That I have to smack them against the walls to "knock them out"? Ridiculous.
The doors bringing reinforcements just feels like a way to avoid making the levels bigger or more interesting, through more than half the game you just rush past some mobs, barricade three to ten doors of this singular room that's the level, jenga kill, sorry, jenga knock out the remaining dudes and move on, zero strategy, zero investment, zero interest.
Then doors are no longer barricade-able and levels get sloggish on top of boring, which is why I dropped out the game before solving the great mystery...
In fact, now I'm curious as to how shitty the answer is, let me google... (...) Wow, it's even worse than I thought. For starters is so non-sensical I can barely understand it after reading it three times. For what I could understand, what we saw at the beginning is a "wrong memory" which I'm assuming means "altered" but it neither states by whom or to what end. Turns out she was captured and, huh, giant ellipsis, she participated (I'm assuming "was forced to" but it's not stated) into some experimental program that I'm yet again assuming resulted in the tentacle monster but it's not stated, program which is supposed to awaken dormant magical powers in people, that for starters sounds like a good thing and secondly means that experimenting on her makes absolutely no sense as she already has magical powers, so what where they trying to do?
Some more nonsense happens, she apparently shoots one of her coworkers for some unexplained reason, ellipsis, final confrontation and there's allegedly an option to revive her after she dies but I'm not buying for a second that you can actually kill her.
PS: Only saving grace was the ability to rewind your turn, which I appreciated a lot since I tend to missclick frequently