Each of the four classes has a distinct role to play, from the tanky Shieldbearer to the heavy-hitting Blademaster to the ranged support specialist, the Soulslinger. When the turn-based action kicks in, Othercide proves itself a satisfying, challenging, sometimes frantic tactical dreamscape. As a consolation, the beneficiary will carry a part of the sacrificed daughter with them always in the form of a small mechanical bonus based on her stats at the time of death. But the emotional weight I felt destroying one of my children so that another may live could be potent. Having a supply of sacrifices is rarely an issue, as the Vitae needed to summon new daughters is handed out in abundance. The only way to heal a daughter is to sacrifice another one of equal or higher level. On top of taking damage, most of the more powerful special attacks cost health to use. Notably, Daughters do not heal between missions, and you won’t find any healing abilities or items. Luckily, the other resources at my command did require me to make those difficult calls. I could activate all of the bonuses I’d unlocked at once. #OTHERCIDE WALLPAPER HOW TO#While there is a satisfying sense of progression, I usually earned so many shards per run that I didn’t have to make interesting decisions about how to spend them. Shards are used to activate unlocked bonuses on a per-run basis like increased health and damage, and even the ability to skip bosses you’ve already defeated. Once I realized that death was never really the end, it could sometimes feel a bit too forgiving, though.
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