![]() ![]() The gorgeous graphical styling and sublime soundtrack all bolster one of the best battle systems I have played in a long time I highly recommend Othercide to anybody looking for a deeply tactical, satisfying experience. The gorgeous graphical styling and sublime soundtrack all bolster one of the best battle systems I have played in a long time. SummaryĪpart from a slightly wasted narrative and some inconsistent gameplay explanations, Othercide is an outstanding grid-based RPG. A few extra cutscenes, for example ones introducing or epiloguing bosses, would have really helped engage me in the story. Knowing those things drastically improves the weight behind the boss battles, and gives your actions in game a very different impetus. It’s a real shame as there is some fantastic writing being tucked away.Ĭharacter backstory, enemy information, and some establishing facts are all text only entries. Many, like myself, are happy to spend hours reading through detailed codex entries, piecing together clues to form a new theory or understanding. However, most of the world-building and lore is locked away in the game’s codex. There is an intriguing narrative, which I wouldn’t want to spoil for those interested, and the player is given enough information to intrigue. Perhaps that is the biggest issue I found with Othercide. Don’t expect swathes of dialogue though speaking scenes are few and far between. There’s a real sense of emotion in many of the lines, especially the bosses’. The voice acting, though often far too repetitive, carries so much weight and character. ![]() It is no surprise people are already asking to use the soundtrack for other projects. The music captures the gothic surreality of the on-screen action while also working to build the excitement and tension. The sound design and soundtrack are equally stunning. They really amp up the battle, and show off the character model’s battle scars where applicable. Both your Sisters and enemies benefit from these glorious moments. Yet, with just flashes of red, the scenes never become dull to look at.Ī particular highlight during my playthrough were the zoomed-in character animations during critical hits. Characters take on a more otherworldly appearance with the monochromatic shading. Shadows and lighting are made all the more dramatic due to the colour drain. Lightbulb Crew have packed so much atmosphere in with so little colour. The choice to use a limited colour pallete of black, white, grey and red is a bold decision that pays off. The visual design plays a role in this too. It’s a masterfully crafted core mechanic. Othercide knows where it’s strengths are, and the battle system would be a strength in any game. Levelling up your Sisters, unlocking new potential combos, and seeing them in action is a superb feeling. Othercide gives you the exhilaration of outmatching your opponents in brawn and brains. For example, using an ability which pushes an enemy back, so that they are in the right place when another Sister’s attack triggers never gets boring. Using them to create ability combos is the artform of Othercide. ![]() These abilities fire off after a delay but often deal more damage than a simple attack. Using the initiative order becomes essential when you begin unlocking delayed actions. At first, this is useful for keeping track of who to target but that is only scratching the surface. A live initiative bar at the bottom of the screen shows you exactly who goes when, and when certain abilities will fire. Where Othercide makes itself perfectly clear is the battle system. Some unclear wording in descriptions adds to the occasional lack of clarity, although this is a generally rare issue. When the stakes are as high as they are in Othercide, you really need to understand how everything works. That being said, Othercide doesn’t always do the best job of explaining it’s systems, or how they interact. ![]() Every action taken has a distinct, measurable impact. Nothing feels ineffective or a waste of time. In fact, Othercide is perhaps one of the best examples of gameplay loop balance I have played in a long time. While this may sound more annoying than fun, the continual feeling of growth does balance it out. Obviously, the inherent risk is that equipping a powerful buff could easily mean losing it in the next battle. This costs another resource and cannot be unequipped, only lost when the unit dies. Another example of the theme of sacrifice: Your units, or Sisters, can be further upgraded through applying finite buffs to their abilities. ![]()
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