go even a single point below that 50 AP threshold), you’ll enter a “burst” status that puts that Daughter all the way at the end of the timeline. Now, if a Daughter ends her turn early with 50+ AP to spare, she can act again in a short while. When you use your action points, your character will be moved further back on the initiative bar (as expected). In some ways, you might be reminded of titles like Grandia, Child of Light, or the more recent XCOM: Chimera Squad. The main difference, though, is its reliance on the dynamic timeline system. You move from tile to tile and then attack, spending action points (AP) as you go along. The only downsides are that you can’t rotate the camera (if you want to see the tiles behind an object) and that skill effects can sometimes overlap with others (making it harder to distinguish between friendly and hostile attacks).Īs mentioned, Othercide‘s combat basics follow what you expect from other games in the turn-based tactics genre. It’s bleak, grim, dreary, and, at certain points, even disturbing. Speaking of the game world, the generated maps are fairly limited and repetitive, rendered predominantly in shades of black, white, and grey - there’s an occasional smattering of red in terms of blood, special effects, and attacks too. These provide you with some additional information regarding the Mother’s past as well as various events surrounding the game world. There are, however, a few lore tidbits in the form of codices that can be collected when you kill enemies. Yes, Othercide does have a story, but its bizarre and occult-themed narrative is told in such a cryptic manner that you’ll likely tune it out within the first chapter. The Child does succeed very early on in the tutorial, and so it’s now up to “Daughters” - beings that have been created by the Mother - to counter the threat. In the dark world of Othercide, you’ll learn about a “Lost Child,” one who’s slowly influenced and corrupted, seeking to damn the “Mother” into an eternity of hell.
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