![]() There will be a quick bit of floating text after the skill gets used, which can at least jog the memory. I couldn’t see what extra bonus would be applied to a skill based on its assigned blood gem. A last downside of blood gems is that they have no UI support in combat. Blonking down on the PS controller became increasingly slow over the course of the game, as I got further into each run, and the UI has no acceleration. So…why? Perhaps scrolling through the list on PC goes more quickly. Oh yay, two differently named gems that each provide +5% bonus to critical damage. Even worse, a number of these have duplicate effects. In the latter half, the unimpressive blood gems clogged up my inventory, making it more annoying to find the ones I wanted. I used it quite often for that purpose in the first half or so of my playtime. The per-run currency’s only other use is to recruit new units. There were many I never used at all, partly because they seem negligible and partly since assigning one costs run currency. Only a few felt satisfying, some game changing. Each skill can have at most one blood gem assigned. Sometimes it was beneficial to only complete one of the two impossible missions available that day, limiting my losses and advancing to the next in hopes easier missions would spawn.īlood gems augment your units’ skills. Missions have a relative difficulty category assigned to them. That let my units grow in power to be able to take on the next boss. When I had units strong enough to safely deal with the enemies, I liked farming the missions for XP, run currency (I forget the game name, maybe blood?), progression currency (some sort of thought crystal?), and blood gems (“Memories”). These can be quite powerful, especially in their multitudes. In the right situations, a unit might randomly gain a new trait, mechanical modifier like +20% damage. You can undertake as many missions as are available, if you have enough units in your roster. Failed and unpicked missions stick around. Your units (“Daughters”) that undertake a mission become exhausted until you advance to the next day, regardless of whether they succeeded at their mission. Missions are categorized by your objective: survive for so long, kill so many enemies, escort a non-combatant to an escape zone, destroy a doomsday creature, or have each of your units kill a threshold number of enemies. One to three new missions pop up each day. After that, in any run on the level you can choose to fight the boss immediately.Īdvancing a day requires you to successfully complete at least one mission (“Synapse”). ![]() That requires reaching the fourth day of that level (“Era”) one time. First, though, you must discover the next boss. Each run (“Recollection”) asks you to defeat the same series of bosses in order. I’m-a use alternate terms to make them clearer to people not familiar with Othercide. ![]() I just spent a couple weeks in the thesaurus soup of terms that look the same but are actually different. There’s a ton of progression, however, to quicken the repeated runs the game requires. There’s not enough perma in the death, not enough procedural in the generation. Probably this causes people to label it a rogue-like. You don’t have access to past saves, other than as a pause-and-continue point. The next big difference from XCOM is that Othercide is played only in an “Ironman” mode. You must sacrifice a character of the same or higher level to restore full life to another character. Instead, they heal unnaturally with sacrifice. Why more levels than skill choices? That’s because the units don’t naturally heal with rest, first aid, or stimpaks. Each is one of three classes and picks one of two abilities after gaining enough experience. As its restricted color palette suggests, it takes a “less is more” approach to story, systems, and customization. Othercide is a turn-based squad tactics game with a gothic theme. ![]() ![]() My brain needs the release of words bringing it to the attention of others. I just played Othercide over the last couple weeks. ![]()
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