The carefully designed fighters will inevitably die and while there is a way to re-incarnate a select few, it kills any feeling of being invested in them. The repetition derives from being killed over and over again. The first boss battle was a pleasant surprise as well, as the repetitious battle theme is replaced with cool driving metal. The theme song is a surprisingly good hard-rock song that feels appropriate. This is unfortunate as the game actually has some very good music. For example, listening to the same battle music for hours and hours is okay at first, but the song never changes. Unfortunately, not too far into the game assets start being recycled and the grind starts hitting hard. While different missions can be chosen here, they all feel pretty much the same which leads to the next set of problems.Īt first the novelty of the game is very striking, and it reeks of 'coolness', with characters having their red battle scarves and letting the blood flow. The other main aspects here are sacrificing others to heal or making new level-1 soldiers to send back into the fray. It is not fun at all to have a good soldier and have been carefully checking enemies' range, only to find out they still attack beyond this range anyway.īetween battles there is a simple menu system where level-ups can be chosen as appropriate or some skill-boosting items can be equipped onto moves. Normally these are just nuisances that could be fixed but in a game with such huge consequences it really starts to negatively affect the gameplay. Furthermore, it does not show maximal potential range, so far too often, after pulling out of shown range, the actual range is even further. What makes this more problematic is that the game lacks a 'check-lock' to actually turn range of all enemies visible and take a look. Given how damaging a hit is (which sometimes can blow half or more of life away), it is necessary to check each monster's range over and over to ensure the soldiers' safety. Perhaps the largest issue in regard to this is battle itself. Furthermore, because so many moves require HP loss, it sets a very odd precedent that these soldiers are used on some sort of timer before using them as sacrifice and moving onto a new one. This type of element in a game is always very divisive. Firstly, as mentioned before, soldiers can only be healed by sacrificing someone else. Intentionally having permanent loss of life is an interesting choice and it certainly increased the tension, but as the game goes on it actually feels like a gimmick that is more problematic than interesting. Oddly, many of the best moves require health to use, making death even more certain. It makes for a very tense battle as any mistake is truly costly. The main gimmick in battle is that there is no option to heal (excluding killing a soldier to heal another) and so every single hit slowly chips away from the health pool. Initially, there is access to three classes: high-damage sword user, tank shield user and long-range gunner. The game primarily takes place in battle. These super boss battles are generally very hard to win, forcing a reset to the start of the week upon losing. There is a battle with a boss of each era every few days which acts as a timer for how many battles can be fought before encountering the super bosses. Othercide's story is told in very vague tidbits and revelations, but what can slowly be pieced together is some sort of battle against a monster that takes place across various eras. Arguably, XCOM had a broad-range appeal that this game lacks. Important to note right away is that enjoyment of dark or horror elements along with the 'white-black-red' scheme is of essence, as this game revels in these two. However, the game suffers from repetition, as well as a lack of polish and progress. It brings some decidedly unique elements to the genre that flow pretty well within the game but will likely be a deciding factor for interested players. Firstly, some positive aspects are that this game is full of surprising quality and its atmosphere is very strong throughout. The experience of Othercide is like going on a new rollercoaster: no idea what to expect, some highs and some lows, all of which seem to come unnervingly close to each other.
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