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Othercide genres
Othercide genres








othercide genres

These skills are interesting and fit in well with the game system. Remember … health does not regenerate (if not by eliminating another of your daughters) and this means that the gameplay is based on a continuous min-maxing in search of the perfect battle.Įach class has two skills at the beginning, to which you can add more by accumulating experience. This system is the main strategic concern you will have to focus on since, if well exploited, it allows you to eliminate enemies and stay out of their reach.

#OTHERCIDE GENRES HOW TO#

The three available daughter classes are very distinct in the skills and gameplay they excel at knowing how to use them all at their best is essential. Enemies use the same rules and also move on the same timeline. This means that by limiting the actions you act more often. In case you spend more than fifty (50) that unit will move on the timeline (which dictates who moves and when) by one hundred notches, if you spend fifty or less the unit will advance by only fifty notches. Each daughter has one hundred (100) action points that can be spent on moving and / or attacking. Let’s now see the tactical battle, another area in which Othercide does things in a very original way. In the rescues you will have to bring an unarmed character in the appropriate extraction area (together with your daughter), while in the other two types you will simply have to eliminate all the enemies that will appear in front of you survival mode simply asks you to hold out for a certain number of turns. The missions are of three types: rescue, hunt (hunting) and survival (survival). At the end of the mission these will have to rest and you can face another mission with other daughters or go directly to the next day. Now, every day of the seven before you meet the boss, you can send three or four daughters into battle. The “Shieldbearers” are the classic “tanks” with high HP, armor and good dodging ability, the “Blademasters” are experts in hand-to-hand combat and the “Soulslingers”, on the other hand, stand out for their skill with fire (so they strike from a distance). In the game there is no possibility to heal lost health points, it is only possible to regenerate the health of a unit by sacrificing (!), Or eliminating, another unit at the same experience level.īut instead of talking about “unity” we talk about “daughters”, or daughters … because the world of Othercide is a nightmare inhabited by terrifying monsters in which we take control of very stylish, long-limbed and acrobatic heroines (in Bayonetta style to be clear) which, as mentioned, can belong to three different classes. We generate units (choosing from three classes) with predetermined traits, improve them with skills and memories (which buff skills with specific modifiers) and send them into battle seven times, before being able to face the boss of that particular section of the game. Othercide offers players a fairly simple game structure. This is the plan of Othercide, a turn-based tactician that catches the eye above all for its very particular aesthetic but which also stands out, precisely, for this strange intersection of genres. However, we missed seeing the roguelike logic applied to another genre that is very popular today, namely the X-Com-style turn-based tactics. Dark Souls and Darkest Dungeon are just two easy examples, but we could name them galore as the roguelike genre is now well established and very popular. Video games have become mass entertainment and, to do so, inevitably, they had to give something on the side of accessibility, in a broad sense.īut obviously, if there is a clear trend in a certain direction this means that it also creates an opportunity to propose something on the opposite side of the spectrum, or titles that make their inherent difficulty the pivot of the gameplay. By “simplification” we mean both greater simplicity in understanding the game mechanics and related rules, and greater approachability of the challenge itself.

othercide genres

If we compare the videogame production of the beginning of 2000 with the contemporary one, there is, among other things, a clear tendency to simplify the experience.










Othercide genres