![]() ![]() The enemy diversity is great, from quick and deadly Scavengers to hulking, insectoid abominations that can lock you in pace with a gooey discharge. Each of the four classes has a distinct role to play, from the tanky Shieldbearer to the heavy-hitting Blademaster to the ranged support specialist, the Soulslinger. When the turn-based action kicks in, Othercide proves itself a satisfying, challenging, sometimes frantic tactical dreamscape. As a consolation, the beneficiary will carry a part of the sacrificed daughter with them always in the form of a small mechanical bonus based on her stats at the time of death. But the emotional weight I felt destroying one of my children so that another may live could be potent. Having a supply of sacrifices is rarely an issue, as the Vitae needed to summon new daughters is handed out in abundance. The only way to heal a daughter is to sacrifice another one of equal or higher level. On top of taking damage, most of the more powerful special attacks cost health to use. ![]() Notably, Daughters do not heal between missions, and you won’t find any healing abilities or items. Luckily, the other resources at my command did require me to make those difficult calls. I could activate all of the bonuses I’d unlocked at once. While there is a satisfying sense of progression, I usually earned so many shards per run that I didn’t have to make interesting decisions about how to spend them. Shards are used to activate unlocked bonuses on a per-run basis like increased health and damage, and even the ability to skip bosses you’ve already defeated. Once I realized that death was never really the end, it could sometimes feel a bit too forgiving, though.
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