Othercide Articles RSS Feed | GameSkinny.com Othercide RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Othercide Beginner's Guide: Tips for Killing in Style https://www.gameskinny.com/8i86u/othercide-beginners-guide-tips-for-killing-in-style https://www.gameskinny.com/8i86u/othercide-beginners-guide-tips-for-killing-in-style Mon, 03 Aug 2020 17:00:20 -0400 Jordan Baranowski

So, you've seen the reviews of Othercide and decide you want to lead an army of murderous Daughters against Lovecraftian horrors? There can be a few problems with that for beginners. Even though the turn-based combat looks familiar, there are systems with opaque language floating around Othercide that can leave you flummoxed. Never fear: we're here with a few tips to help.

Before you dive into Othercide, parse through our beginner's guide so you can hit the ground running. We've got tips on getting started and understanding the game's various systems to give you a leg up.

I'll mainly focus on combat, but there are a few other things I'll help you out with.

Combat Basics

There's a lot more to combat in Othercide than just moving and attacking, and not all of it is intuitive. Here's what you need to know to get your family slaying together.

Use Burst Wisely

One of the major risk-reward mechanics of Othercide lies in the Burst mechanic. If a daughter ends her turn with 50 AP or more on her initiative meter, they will be able to act significantly quicker in the turn order.

However, every daughter can continue to act all the way down to zero. Just know that this will delay them 100 units (even if they only use 51 AP!) on the turn order.

That means a few things.

First, I recommend that you only use Burst if you're getting something worthwhile out of it. Getting a daughter to an escape zone, killing a dangerous enemy, evacuating a threatened area, something like that. Otherwise, you'll want to forego it for the versatility of being able to act again sooner.

Second, if you decide to Burst, use as much of it as you can. You won't get to act sooner if you only use 71 of your AP, so you may as well get an extra shot in or move to a better location.

Utilize Memories

You will earn a lot of memories throughout your time playing Othercide, and you will need them. Memories are equipped in the "Daughters Overview" tab of the Inner Void.

Each skill for each Daughter can have a different memory attached to it, meaning a fully-leveled daughter can hit the battlefield with six different memories equipped. If she dies on a mission, those memories are lost, and swapping one out for another also causes the old memory to be lost, so keep that in mind.

That said, you'll want their powers. Othercide is a game about razor-thin margins and given how hard healing is to come by for high-level units, anything you can do to make Daughters hit harder or take less damage is worth it.

You'll also want to pay attention to what type of skills are getting what memories. Crunch the numbers on whether adding a base level of damage is better than a percentage (remember, an attack that hits multiple times will add the bonus for each successful hit).

Also, don't forget that you have to actually use the skill in question to trigger the memory; bonus damage or critical hit percentage only apply to the skill the memory is equipped to!

Delayed Actions are Extremely Powerful

Healing your daughters takes sacrifice in Othercide, so delayed actions can seem like a bad option to beginners. This might be true when every hit point is precious, but don't neglect these skills.

Delayed actions are some of the most powerful abilities in the game, provided you set yourself up to string together powerful combos.

These skills are strong for two reasons:

  1. They do not cost any AP. Instead, they cost a percentage of your health. This gives you more actions to use without dipping into Burst or giving you that final push you need to complete a mission.
  2. They can trigger multiple times from one activation.
    • If you have a Soulslinger using Shadow Round (which causes them to attack any enemy dealt damage by an ally), that Shadow Round will work every time any ally does damage until that Soulslinger's next round begins.

You actually get even more value out of a single delayed action if you've gone into Burst since that daughter will take longer until her next round begins.

Set your pieces up correctly, and you'll barely have to lift a finger to take down your foes.

Learn to Flank and Backstab

Characters will automatically rotate the first time they are attacked, friend and foe alike. However, attacking an enemy will lock them facing in a particular direction, meaning subsequent attacks can do significantly more damage from the side and back.

Backstabs, in particular, have a major damage multiplier, letting you shred foes if you are able to lock them one direction and then attack them from behind with a different unit.

This applies when enemies attack you as well. Do everything you can to avoid getting your daughters surrounded; they won't last long if they do!

Study Your Foes

Your enemies do not behave randomly, even though it sometimes seems like they do. Once you've faced off with a particular foe and are back between missions, go to the "Codex" section of the Inner Void. It will tell you where every enemy focuses their attacks, allowing you to use their patterns to your advantage.

For example, Plague Doctors will always focus on the closest target. If you set up your actions correctly, that means you can use a daughter to kite this enemy and essentially waste their turn.

Likewise, if a daughter is one hit from being killed and another is at full health, you might want to move the full health character closer to the Plague Doctor so she will take the hit, saving the life of the other.

Since each mission tells you what foes you'll encounter, it isn't hard to learn how each behaves before you hop in.

If you hover over an enemy during a mission, you can also see their movement range. This does not take into account any abilities that might also move them closer, but it does give you an idea of their reach.

Remembrances

One of the big ways Othercide differs from other turn-based tactics games is that you're going to fail. The game has some roguelike mechanics built in, where you may come to an impasse and need to start a run again. Luckily, making it further into a run will make things much easier on your next go, for a few different reasons.

By getting further in a run, you'll unlock more remembrances and shards alike. You earn remembrances by hitting certain goals, like dealing a set amount of damage or killing a certain type of enemy multiple times. When you restart a run (called a "recollection"), you'll be able to use your shards to unlock special bonuses.

For example, the "Red Embers" remembrance grants all of your daughters 30% more maximum HP. You unlock this remembrance by dealing 100,000 total damage, and you spend 50 shards to activate it before starting your next recollection.

Since so many different styles are effective in Othercide, you'll need to play with your remembrance set up to find out what works best for you. Think about your goal for the next run, and always check to see what you've unlocked for the next go.

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That's it for our beginner's guide of tips and tricks for Othercide. For more, be sure to check out our game page here. Let us know what you need help with, and we'll see if we can't push you in the right direction. Happy hunting!

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Othercide Review: Grimdark Tactics https://www.gameskinny.com/mlol9/othercide-review-grimdark-tactics https://www.gameskinny.com/mlol9/othercide-review-grimdark-tactics Wed, 29 Jul 2020 10:45:51 -0400 Jordan Baranowski

Othercide is an incredibly stylish game. It leans heavily into its dark, gothic roots, implementing a slick graphics style and a lore-heavy storyline. On top of all that, it boasts a pretty impressive turn-based tactical system, rewarding well-executed plans and punishing ill-conceived schemes.

It makes a run at the kings of the genre like XCOM, but a few problematic design choices and a bit of a "style-over-substance" feel keep it from taking the throne. That said, there is certainly a place for Othercide at the table, and its unique qualities could open doors if the franchise continues moving forward with sequels or offshoots.

Othercide Review: Grimdark Tactics

It can't be overstated how much Othercide swings for the fences with its presentation.

Instead of soldiers (or some other tired trope), you control a team of women called "daughters." Each has a dancer's flair fighting style, and each features names such as Joy, Temperance, or Mercy. Daughters are brought into the world with Vitae (a type of currency), emerging from a pool of fluid as a giant heart named "Mother" beats in the background.

Everything is black and white and shades of grey, except for splashes of red for blood or clothing accents.

You battle ghastly creatures across a variety of decimated, ruined cityscapes, and as you progress further into the game, you'll start to unlock hints about what has happened to the world and what your ultimate goal is. You'll also unlock new traits, abilities and fighting styles for your army of daughters, giving you a leg up as you encounter bigger and nastier foes.

On the surface, Othercide plays like other turn-based tactics games, such as XCOM or Battletech. There are a few key differences that keep things interesting, however.

For one, there is a lot more melee combat in Othercide. Of the three starting classes available to each daughter, two of them are entirely focused on melee. You'll unlock more classes as you make your way through the game, but a majority of combat is in close-quarters. 

It's a significant wrinkle to the typical formula because you'll have to constantly think about the damage your daughters take — in each encounter and throughout your campaign. The only way to heal a daughter between missions is by sacrificing another daughter of the same level. And ranged characters won't change that because diversifying your forces is important to winning missions. 

Another wrinkle in the game's strategic layer comes by way of your class-based triggered abilities, which you can use at the end of your turn to set up "if-this, then-that" options.

For example, some abilities trigger attacks if an enemy ends their turn in melee range, while others may trigger bonus attacks if another daughter deals damage to an enemy. These can trigger multiple times per turn, so you'll want to set them up in advance to get multiple activations in a single turn. 

However, since these abilities also cost a percentage of your precious HP, there's a ton of risk and reward involved with combat. Sacrificing daughters to heal others is an extremely tough choice to make, and it will have you overthinking every move you make during a mission to avoid taking any unnecessary hits.

A Thousand Cuts

When you hit the end of the line in Othercide, you will get the chance to restart your playthrough and use currency to unlock certain bonuses. These might grant bonus hit points or strength to your daughters, or resurrect a daughter from a previous run at the start of your current one. These bonuses are necessary when you start hitting the later missions, and they also take the sting out of dying as you figure out foes and Othercide's systems.

And die you will.

Othercide is unapologetically difficult (mission difficulty starts at "Hard," moving to levels like "Challenging" and "Impossible") and new enemies will often shred you with abilities that you won't see coming. A large, lumbering foe might leap across the battlefield with surprising agility, and the first boss you meet has some nasty abilities that can seem insurmountable if you come in with the wrong team of daughters.

This difficulty also introduces some of the roguelike elements of Othercide. As your daughters achieve certain outcomes in battle, they'll gain access to memories. Every ability can have a memory attached to it, providing bonuses to damage and critical hit percentage, for example. If a daughter is killed, all of her memories go with her, so gameplay again falls into a high-risk, high-reward see-saw.

You can also "win" a mission but ultimately have a negative outcome, essentially dooming your team. If you lose multiple strong characters on a mission you still successfully complete, you might have reached the end of your run. There is no save-scumming allowed in Othercide: everything is automatically on Ironman Mode.

Here, remembrances play a role. As you make your way through a run, you'll accumulate shards, which can be spent on powerful bonuses for the start of your next run. You might be able to boost all of your daughters' HP or gain a resurrection token so you can start the next run by bringing back a particularly powerful daughter. The remembrance system encourages you to get as far as you can in a particular run so you can start your next one even stronger.

Style Over Substance

There is a lot to like in Othercide, but there are a few places the game stumbles: style and worldbuilding. 

Othercide's graphics look great in stills and screenshots, and the world itself is interesting to look at, but the monochromatic palette makes it tough to survey a battlefield at a glance. Everything kind of blends together, and it's tough to tell which character is which when trying to plan a strategy.

This bleeds over into other aspects, too, where certain components of Othercide aren't introduced in a way that you learn about them before using them. Because of how some classes, abilities, items, and currencies are depicted in the game, you won't always know what they do ahead of time.

Finally, the menu system is obtuse at best, and it can be hard to find what new unlocks are at your disposal and where they are. Do you equip memories in the birthing pod? What about remembrances? Do I sacrifice this bright soul so I can resurrect my soulslinger? There is a lot of intuitive stuff here that could make someone bounce off if they aren't ready to dive into this gothic world.

Othercide Review — The Bottom Line

Pros:
  • All-in tone and style
  • Difficult tactical combat with lots of decisions
  • Slick graphics that draw you in
  • Rewards for learning systems and planning ahead
Cons:
  • Menu system could use some work
  • Difficult to the point of being unfair on occasion
  • Can be tough to assess tactics at a glance

If you want a tough take on turn-based tactics, Othercide is a great pick-up. If you've tried the genre before and bounced off because of the gameplay, it isn't going to change your mind.

That said, Othercide offers up some unique and tough decisions (mostly in the progression aspect of things), and a slick presentation keeps you dialed in. It might not become your new all-time favorite, but Othercide is a strong addition to the genre.

[A copy of Othercide was provided by Focus Home Interactive for the purpose of this review.]

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Othercide Might be the Turn-Based Action Movie We've Been Waiting For https://www.gameskinny.com/xt1yy/othercide-might-be-the-turn-based-action-movie-weve-been-waiting-for https://www.gameskinny.com/xt1yy/othercide-might-be-the-turn-based-action-movie-weve-been-waiting-for Wed, 18 Mar 2020 00:01:33 -0400 Jonathan Moore

"So it's basically XCOM meets Dark Souls," I say sitting at a small demo station in the bustling Boston Convention Center during PAX East. 

"I'm sure most of the team would appreciate that comparison," Anders Larsson says with a wide smile. Anders is the CEO and Creative Director at Lightbulb Crew, and he's leading me through a demo of Othercide, the studio's upcoming turn-based RPG.

He's explaining the game's systems and making sure I don't die too many times. I kill another enemy with a powerful backstab-ranged combo, all while avoiding the incoming volley from his foul friend to my right. 

Anders is a great guide, and Othercide is a blast. 

In retrospect, it's certainly a bit reductive to compare Othercide to XCOM and Dark Souls. On the surface, there are a lot of similarities between the three games, from how combat plays out similarly to the popular Firaxis series to how the enemies and world look beautifully Lordran-adjacent. 

But dig deeper, and there's something more compelling underneath that familiar surface. Othercide isn't just a successful merging of XCOM and Dark Souls but the intelligent manifestation of something uniquely iterative. 

Instead of something as plodding and methodical as XCOM or Dark Souls, Othercide is a game predicated on high-octane action inside a turn-based architecture. Anders told me that one of the guiding principles behind the game's development was in recreating the feeling of an action movie. 

If you take XCOM as the example — it's a great game and we love playing it  but it would be a terrible action movie. You're moving from cover to cover, you shoot, and then you wait to get shot by somebody else. If you think about what an action movie is, it's much more about reacting to what's happening.

You have these epic moments where your favorite character is about to be killed but the bad guy gets distracted by somebody else or somebody throws themselves into place and takes a bullet for them.

In that way, action movies are often explosively dynamic. Attempting to replicate that feeling, Othercide has a bevy of actions meant to change up the gameplay from what genre fans may find familiar. Some actions happen immediately, other actions are delayed, and others still can interrupt enemy attacks either immediately or on a delay. 

With all of this in mind, the biggest hurdle in the team's way, according to Anders, was the most integral piece of any turn-based title: the turn itself. 

What held us back was this whole notion of a turn. If you're changing up the order of the turn, then, at the end of the turn, everybody has to go. We solved the [problem of canceling turns or interrupting attacks] by just taking out the turn.

The solution is what Lightbulb Crew calls the timeline, which extends from one side of the screen to the other underneath all of the action. Both your characters and enemy mobs are represented as portraits on the timeline and numbers represent intervals of time.

Of course, there can be infinite mobs spawning into the timeline after others are defeated, but you, as a player, typically have access to only three characters at any given moment. From what I saw in my relatively short demo, it seems that one of your characters always starts at the far left end of the timeline, allowing you to move at least one character first. 

The other two Daughters will land somewhere in the timeline, sometimes in direct succession of each other or sometimes with enemies spawning in between. Regardless of positioning, you spend points to move the Daughters up the timeline. 

But everything outside of movement costs AP, from attacks to special abilities. And points are also tied to your overall health pool. 

So while a certain number of points might get you past an enemy attack in the timeline and let you land a devastating attack, you might be left with too few hitpoints to defend yourself in the future, leaving you vulnerable to another enemy attack that lands in the timeline before your next movement. 

While it doesn't seem to completely erase turns, the timeline allows gameplay to feel much more fluid than it might in other genre titles. In my 45 minutes with Othercide, the moment-to-moment action felt perhaps not more strategic than say XCOM but continuously more rewarding. 

Each move and decision carried with it dramatic weight and, when pulled off correctly, even more dramatic power. That feeling wasn't sullied by Anders helping me through each mission, and it speaks volumes for a game of Othercide's ilk. Every significant action was akin to a well-placed overwatch kill.

What's cool is that you can have multiple people having interactions and reactions align at the same time, it can create little chain reactions. For example, an enemy comes to attack, and one Daughter is protecting another Daughter with an interrupting shot, and I have a reaction [ability] that, as soon as an enemy takes damage, I get a free attack [because of the interrupting shot]. 

Such a system creates uniquely strategic and emergent scenarios that aren't often possible elsewhere. 

Adding to that, another neat wrinkle is that you're able to see enemy attacks well before they happen, giving you time to plan around them. While that doesn't mean you'll always be able to avoid enemy attacks, especially if you don't plan correctly, it has the benefit of making you feel completely unstoppable when you correctly line everything up and cut through enemies from one end of a map to another.   

While I won't get into the story elements of Othercide and the reason characters are called Daughters, I will say that you can create an army of them to push back the forces of evil. Each Daughter adheres to one of three classes, each with unique abilities and skills. 

As you play, you come across memories, which you then use to upgrade abilities and traits. These, in turn, can be buffed with different enhancements, such as making attacks stronger or providing more critical-hit chance. Of course, these enhancements also make certain Daughters more powerful when facing certain enemy types, further playing into your overall strategy. 

Additionally, Othercide features rogue-like elements and permadeath, where you play across a specific timeline with a specific set of Daughters. Lose one Daughter to save the others, and though you can create a new one in her place, she'll be gone forever. Lose to the boss at the end of each timeline, and you'll find yourself starting over. 

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Othercide certainly has me intrigued. It's accessible enough for newcomers but deep enough for those that have been playing turn-based RPGs and turn-based strategy games for decades. 

With a guide, it took me 45 minutes to get through two of the game's early levels. And while I don't know exactly how long the finished game will be, it's likely to be a hefty experience. 

Anders assured me that those who enjoy lore and story will find plenty to uncover while playing through Othercide. Conversely, he also assured me that those who just want to "min-max" can skip over all of that and just play the game. 

There's still a lot to learn about Othercide between now and when it (hopefully) releases later this year on PC. Until then, we'll be keeping an eye on it. Be sure to check the game's official reveal trailer over here, and stay tuned to GameSkinny for more on Othercide as it breaks. 

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Othercide to Meld Gothic Horror With Tactical RPG Gameplay https://www.gameskinny.com/lrrni/othercide-to-meld-gothic-horror-with-tactical-rpg-gameplay https://www.gameskinny.com/lrrni/othercide-to-meld-gothic-horror-with-tactical-rpg-gameplay Fri, 21 Feb 2020 12:29:20 -0500 Ty Arthur

Ready for a different take on the tactical RPG genre? Othercide will add in a dose of gothic horror when it lands later this year from developer Lightbulb Crew and publisher Focus Home Interactive.

A teaser trailer showing off the graphical style of Othercide is available above, and today we learned the harsh strategic missions will include permadeath and limited resources in a time-bending story that spans eons.

Here's what Focus Home Interactive had to say about the play style of the impending strategy game's release:

Command an army of Daughters, haunting echoes of the greatest warrior to ever live, in deadly battles against horrific dread creatures and bosses birthed from the worst of humanity’s crimes. Interrupt enemy attacks while planning and setting up your own chain of actions later in the timeline to perform devastating assaults on your foes.

You can face your nightmares and protect reality in a brand new tactical horror RPG this summer when Othercide releases on Steam, PS4, and Xbox One. While we don't have a confirmed release date yet, the Steam wishlist page is now online!

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