![]() Of course, tactical combat is the meat of the game, and in this aspect, Othercide excels like very few similar titles do. Advance enough through the campaign, and you’ll also be able to bypass previously defeated bosses, something that I was very thankful for near the end of the story, because even though I quite enjoyed the combat, I can’t say that I was 100% onboard with the repetitiveness of the whole thing (though to be fair, I’ll freely admit that I am not the most skilled strategy game player, so the length of my playthrough might have been influenced by my repeated failures). Should we fail at this task, we’ll be sent back to the start, but there is a currency (Shards) that will let us make the next run easier, so there’s always a sense of progress, even if we are beating our skull against a boss over and over again. We are not expected to beat Othercide in one go, but will instead advance from day to day, fighting battles, winning some, losing some, and then facing a powerful boss that requires all of our tactical prowess if we wish to beat it. This cycle of death and rebirth is also mirrored in the way the game works around failure. Of course I’m not going to spoil any major events in this review, but the basic premise is that there’s an army of terrifying monstrosities ready to destroy the world, and the only thing between them and their objective is our character and their small army of daughters, who’ll be doing a whole lot of dying, reincarnating, and being sacrificed as the plot advances and we take part in the myriad of battles that separate us from the end of the game. I guess I’m kind of in the middle ground here, as I enjoyed the storyline itself, but found its somewhat frequent interruptions of the action a bit too much. In spite of its roguelike mechanics, Othercide actually has a pretty in-depth storyline, something that, depending on the player, might be a boon or a curse. Oh, and you have to sacrifice units in order to heal others, because why not? So, are you ready to join me in this journey through a strange land as I tell you what I thought of this little gem? You see, where most XCOM-likes are content with either giving the player number of linear story missions to accompany their turn-based combat, or putting them in control of some sort of world-conquering/saving affair that involves a world map and plenty of choices on where to strike next, Othercide goes with neither option, instead putting us smack dab in the middle of a roguelike’s cycle of defeat and rebirth. This allows for high-risk, high-reward tactics, and can even be combined with the reaction-based abilities to have them be active longer.Lightbulb Crew‘s Othercide caught my eye a while ago, thanks to a striking art style (seriously, why aren’t there more games that look as good as this one does?) and an intriguing mix of genres. If the Daughter uses 50 or less AP, they take their next turn 50 initiative counts later, but if they spend more than 50 AP, they take their next turn 100 initiative counts later. Alternatively, players can sacrifice a bit of a Daughter's HP to have them take more powerful reaction-based actions until the start of their next turn, like the Soulslinger who can stop an enemy from attacking a player's units while dealing a significant blow to the would-be assailant. Actions can be simple melee attacks that take effect immediately or large AoE damaging moves that charge up after your turn is over. When a Daughter's turn begins, they have 100 AP to spend on movement and most actions. ![]() There are 3 types of Daughters available to players: the high damage, low defense Blademaster the heavily armored Shieldbearer and the ranged damage dealer Soulslinger (as well as a secret 4th class).
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