![]() The only real decision to be made is whether to complete samey missions over and over again or try and get through the bare minimum to be able to challenge the boss.Īround halfway through an Era, the boss will reveal themselves. While technically presenting a few options, all feel so similar that they may as well not be. With the exception of escort missions, which can reward a player with a Resurrection Stone to bring back fallen Daughters, the reward scheme never changes, only offering differing values based on difficulty. In practice, “kill everything” is the only option most of the time, with one of the other three showing up infrequently enough that its easy to forget that they are there. In theory, missions come in four flavors: kill everything, survive a specific amount of time and escape, escort a Lost Soul, and defeat a certain enemy before time runs out. The purpose is there - players cannot grind indefinitely to trivialize the bosses and are encouraged to field multiple teams - but the end result is becoming all too familiar with the missions themselves. Daughters can only participate in one mission per day and each day can offer anywhere between one to four new missions. These incentives work initially, but quickly run into a snag. These missions provide three rewards: Vitae, the common currency used to generate new Daughters and equip Memories Experience, which levels up Daughters and Shards, the currency that activates Remembrances for future runs. Before then, players are free to complete as many missions as they like to a minimum of one per day. Each Era is comprised of a number of days leading up to the boss fight, at which point that battle becomes mandatory. The campaign is split into five Eras, each dedicated to one of the five bosses. Where Othercide spends most of its time is in gameplay, which quickly settles into its rhythm. This is probably preaching to the choir, but you don’t want to be standing in the red. ![]() It ends up as simply a thin pretext for a series of battles and any backstory to glean is told with all the grace of a dull codex in any other RPG. However, the game doesn’t really focus on its story outside of a handful of cutscenes pertaining to each boss. There is more to the story, told in Memories that randomly drop during play, each giving several short paragraphs of the Mother’s long history as an immortal Chosen One. ![]() Stuck in a seemingly endless cycle of death and rebirth, the Mother and her Daughters remain the last hope to save humanity. At the beginning of the game, the Mother is overwhelmed by the forces of Suffering, forcing her to adopt a new strategy of giving her power to her Daughters, who comprise the units the player will control during the game. The game puts players in control of the Mother, a powerful being who positions herself against Suffering, another being that reflects the darkness of the world to make monsters to destroy it. Othercide is a horror-themed tactics game from Lightbulb Crew. What could have been a taut, captivating experience instead feels like too few ideas stretched too thin. For while at the heart of the game lies a solid combat foundation, its structure seeks to undercut it at every turn. ![]() Constantly fighting the forces of darkness, the game invites players to guide a company of empowered goth girls in the drudgery of conflict while also partaking in the repetition as well. In Othercide, that feeling is far more literal. In a turbulent world, everyday can feel like a struggle without end.
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