She's effectively skipped one of her turns to do more right now. But as she's used up more, she has to wait a whole 100 ticks. If I'd only spent 50 action points, Melody would be able to go again in 50 ticks. Unfortunately that doesn't do as much damage, so I have to attack several times. Melody could use her own delayed attack, Imbued Blade, which would kill the Therapist in one hit, but that wouldn't fire until step 50, so instead I go for a simpler attack that works immediately. So instead I move up Melody, a Blademaster (melee DPS class), who goes at 25. If Douce had a turn before 30, she could simply move out of range, but she doesn't go until 50. Let's draw an example: one of my Daughters, Douce, has been targeted by an enemy Curse Therapist with a delayed attack called Massive Shot, which will fire at initiative 30. You aren't going to get attached to your soldiers here, especially given the lack of real cosmetic customisation, instead you are going to see your Daughters as a resource to be gently fed into the meat grinder of the forever war. This means that any slip up, any damage taken will sooner or later result in the loss of a star performer. Even worse, some of your most powerful abilities spend health to activate. The only way for one of your Daughters to recover health is to sacrifice a Daughter of equal or higher level. Take healing, for example: there isn't any. Every system in the game is leveraged towards this feeling of hopelessness. The doom and gloom atmosphere isn't just confined to the striking black and white visuals however, Othercide really commits to the bit. It doesn't really need to define its terms-what matters is atmosphere, and this game is dripping with it. It's not a style of writing I'm usually a fan of, but big and abstract suits Othercide very well. Other extremely capitalised nouns also feature heavily. You are The Mother, some sort of eldritch being fighting against Suffering, with a capital S, to protect The Child, using resurrected soldiers called The Daughters.
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