Adding to this is the way death and progress is approached in the game. Unique elements such as the ever-present timeline, differentiate Othercide from its contemporaries just enough to firmly stand on its own two feet as something new and interesting. It requires careful planning and consideration that will punish careless players who don’t consider the long-term consequences of their actions. Othercide is similar to other turn-based strategy games. Because of this aesthetic, the game might be brushed aside by potential players as uninspired, despite the overall presentation being incredibly well made and put together in the final product. While the overall aesthetic of Othercide works really well, its own horror roots might hold itself back. The dark red and black tones are well suited for the horror genre, with white playing a role in providing a clear distinction in a colour palette that would otherwise be limited. In contrast, the art direction is minimalist but effective. Whether its more orchestral elements creeping in to instil a sense of fear and foreboding, or whether it’s a metallic/rock song to get the blood pumping Othercide definitely makes a point in attempting to carve its own identity. While it does pose a risk of becoming a bit rinse and repeat-ish, Othercide’s gameplay is able to stay engaging thanks to its invigorating soundtrack. This further ties into the core gameplay loop of Othercide. A Daughter will also earn latent buffs or debuffs marked as Traits which are randomised and stay with a single Daughter even when reborn should they be killed and are forced to start again. Daughters can be given different abilities that branch upon each level up into two different pathways. While limited at first in terms of variety, as you progress further in the game you’ll soon realise that no two Blade Masters will have the same exact skill set. Your Daughters can be skilled in three distinct classes the Blade Master, Soul Slinger and Shield Bearer. A choice that soon becomes a calculated one, that creates a strange sense of attachment, guilt and cold calculation when recruiting and sacrificing various Daughters. Othercide puts forward a scenario, where death is not a consequence but a choice. Death is a familiar fail state in most video games, with some using it as ways to create a sense of consequence within a player aka perma-death. This took me a lot more by surprise then it probably should have, but the realisation was effective. Sacrifice is the only way a Daughter can be healed, and another Daughter is required to be sacrificed in order to do so. I doomed myself on my first boss upon realising there was no traditional way of healing my injured Daughters. All of these things had meaning and reason for being there, I just didn’t fully understand the context yet. I was still coming to grips with the games various mechanics of germination, sacrifices, memories and so on. Upon starting my first run of the game, I had a feeling that the early stages would be nothing too challenging. There is no key path to victory, and no zero death run to success. Othercide is a rogue-lite, strategy tactics game were you command various Daughters on a battlefield as you face the threat of the Other and their monstrous offspring.
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