Some reviews for Othercide.
Dualshockers 6/10
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Dualshockers 6/10
GameWatcher 6/10Enemy damage can be pretty high, so you're encouraged to avoid taking it. Unless you're going to take more damage than it would cost to use a reaction to negate it, there's very little point to actually doing this. All the intricate combos you can perform hinge on these conditional triggers, so instead of doing anything interesting? I just found myself playing safe and utilising basic AP consuming attacks. And this got immensely dull and grindy very quickly.
Othercide's systems have so much potential in them, but they fall so short because of these few design oversights. It'd be really fun to set up intricate combos and manipulate the timeline, but the reward is not worth the risk and cost. Instead, the best way to get ahead is just to play safe, delay opponents, and use your most basic abilities. Playing things interestingly just doesn't do enough extra damage or effects to warrant the effort. Nothing kills the desire to experiment with interesting combos when just "move and attack twice" is easier and more effective by a good margin.
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GamingonPC 9/10Furthermore, the lack of variety in mission design or even mission maps will lead you to start feeling less than excited to keep going time and time again. After the fourth or fifth loss, I knew exactly where enemies would be on the maps that I'd already seen three or four times. A game of this nature simply needs more variety.
However, the juice is mostly worth the squeeze in Othercide and if you can stick with it long enough to develop a good sense of the mechanics and variety of ways you can use the skill combinations, you're likely going to find some enjoyment here. But good god, does it punish you often and sometimes without warning. Not cool.
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Thanks Farflame!All of these mechanics I've described in the previous paragraph come together during battles in the most ingenious ways, and more often than not (especially during boss fights), the solution to a fight is not to just dump damage on our foes, but to try and combo our Daughters' attacks and powers so they can maximize their uptime and minimize their enemies' Initiative as much as possible. In my opinion, here is the genius of Othercide, as the different parts of the game, on their own, are interesting but not enough to carry an adventure that can last upwards of thirty hours. When you start comboing your way through battles though, that's when everything "clicks" and generates that all too familiar feeling of "just one more run!" that so many roguelikes sadly lack.
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