
Remember how I said that there is less random than in Chimera Squad and Into the Breach and it has downsides? Here is the one. Grind is one of the two main problems in Othercide. You’ll only grind if you need more ‘memories’ with better effects to equip before the most important battles. Thus you wouldn’t waste time on the common enemies and bosses you’ve already defeated. Except Othercide has a lot more stuff to unlock and keep between ‘timelines’. And with better knowledge of the enemies, you’ll progress further and get even better ‘memories’ and ‘remembrances’. In other words, each subsequent run will make you stronger. Increased damage, additional delay for the target’s next action, immobilizing the target for some ‘initiative points’ – some of the boons are quite useful to control enemies and dispatch them quickly. Additionally, you’ll get more ‘memories’ for your Daughters to equip and ‘remembrances’ that grant bonuses for all Daughters. After restarting ‘campaign’, you’ll get an opportunity to resurrect a few fallen daughters, who got new skills and traits during the previous run. You can last a little longer by sacrificing one Daughter to restore the health of another (and in addition add recipient some buffs) but in the end, you will face ‘Game over’ message.Įxcept it’s not a game over. Thus sooner or later your troops will run out of health. In fact, there is no way for you to heal and ‘reaction stances’ use percent of Daughter’s HP. Read game’s Codex, as it describes what enemies prefer to do and whom to attack first. So, if you adapt to their behavior you can significantly raise your chances of winning the mission. Luckily, opponents don’t have strategic AI. Sometimes you wouldn’t even be able to prepare counterattack before recently spawned foe will attack. Like XCOM games Interruptions and most powerful attacks have close up animations.Įnemies have similar abilities and the further you progress, the nastier they become. There are also few attacks that include movement – they are especially useful if the target is too far or your Daughter was immobilized. ‘Reaction stances’ enable additional attacks as a response to enemy or ally actions.

Some attacks can push enemies into obstacles or other enemies. It will completely negate first enemy attack in range and even make some damage until Daughter moves again. Or you can intentionally use all AP and enable ‘Interruption’ ability. And if you leave more than 50 Action Points unused, your Daughter also will act sooner. Except Othercide has more ‘tools’ – abilities to delay enemy turn or speed up an ally. Flanking and backstabbing enemies that are ‘locked’ in one direction by your other attacks is one of the most used tricks here.Īnother trick is manipulating turns in the units’ timeline. So usually you won’t have several critical misses in a row – damage of your attacks is determined by your own tactical skill. The good part is that probability to dodge the attack, either for an enemy or for you, is rather low. Except there is less random, which simultaneously good and bad. Silent Hill TacticsĪctually, battles here remind me most of XCOM: Chimera Squad. Provided you aren’t afraid of some turn-based tactic challenges. But those who appreciate style and atmosphere should definitely try it. So if you aren’t fans of a gray-scale pallet, horror themes and story rooted deep in the human psyche, you can pass this game outright. But it’s the image of unyielding Daughters standing against hordes of nightmarish creatures over the monochrome landscape of unnatural world – that’s what makes this game stand out.

Of course, Othercide also has quite an unusual lore, tricky tactical battles, and ‘meta-level’ gameplay that revolves around sacrifice and replay to get stronger. I wouldn’t surprise anyone by saying that it was an art style that drew my attention to the Othercide.
