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edit* ah, 57 hours. well it dsays it's a roguelike. how's thew conent? how deep is it?
how long is it? why would I replay it after beating it? are there objectives beyondf " beat game " ? is it " just for story, but here's a game we also added " ?
it ain't a hard question to answer, I asked is this game style over substance.
is it just a pretty looking, but terribly un-fun and content low game?
immensely easy to answer, especially with 57 hours ( but not recently played, so that might be telling of it's staying power )
No.
Yes. But the story is very good. And the game has its moments.
If you want more details, here is my review.
https://turnbasedlovers.com/review/othercide-review/
I only have ~90 minutes played so far.(grabbed it in a sale and finally found time to play it) It is very reminiscent of XCOM as you set up your preferred squad and choose which missions to do, manage skill choices, boons, etc. It can be quite punishing but that's to be expected of this genre.
Personally, I like it but also dislike it. Basically, I'm glad I grabbed it on sale. The game itself isn't intrinsically bad as the story is interesting, art style is neat, you have a few ways to handle fights, and the "timeline/turn order" coupled with skills costing HP is interesting.
The core Sister Birth/Sacrifice mechanic is very polarizing IMO. I dislike the idea that to recover HP I need to sacrifice another unit but I also like that level/type of that sacrifice improves the recipient Sister. So it creates a situation where you kill off your B team to improve your A team or you start getting newbies just to eat them to keep your other teams healthy. E.g. Gunners naturally do low damage, but if you sacrifice a Sword user to improve your Gunner... now your Gunner does more damage.
If the first Boss fight is any indication... The Boss fights are not going to be fun, they almost feel like a "puzzle" game for a "normal" team. Which would encourage Min/Maxing. That said, the normal fights can be a lot of fun or a PITA depending on your setup and playstyle. IMO, you feel "big brain" or strong when you kill the entire enemy team before they get a turn or your team barely gets hurt.
TLDR: Compared to XCOM 1 or 2, I'd prefer XCOM. But that's AAA versus indie. Compared to other indies such as Battle Brothers, Darkest Dungeon, etc. IMO it becomes a taste issue. E.g. I'd rather play Battle Brothers than Othercide. However, I like how Othercide feels/plays like a "bargain bin" XCOM and would prefer that over Darkest Dungeon. Personally I don't think Othercide is "worth $35" but at ~25-20 and you like Tactical RPGs; then Othercide should be fun/decent for a while at least.
I find the fight mechanism are quite good and refreshing. Progression not so much, I really don't like the approach the studio has taken with the random traits.
Basically a big part of char development is acquiring trait that give you passive bonuses (they can be really strong).
Problem is there's a condition say : do X amount of damage while being level 1-5. And then you only get a % chance of getting the trait.
The exact conditions and % chance are still unknown to this day as the dev haven't given us the "drop tables".
So yeah the traits system keeps you in the dark and offers the player very little control in how they want to build their sisters.
Another aspect that felt short for me was the game loop. It's just too repetitive, there's not enough diversity and not enough stuff to between battles.
Replay value? You're kinda force to replay since the carry over in this game is hudge. Basically you can transfer your best sisters between run, they start dead so you'll have to resurrect them (which takes a few acts to get your roster back).
You probably need to start over for leveling up / trait farming. Trying to clean the game during your first run could prove to be very challenging as your sisters will lack in experience, however if you keep restarting every time you clean an act you'll be fine.
Yeah it's as grindy as it sounds, and yes when you finally beat the last boss there's very little point starting over, so the overall length of the game is pretty short.
Not a bad game, nice ideas here and there just don't expect to play it for hundreds of hours or having your mind blown away.
Once you understand how the mechanics work, and how to use that to your benefit, the ascribed "brutal" difficulty does drop off. Overall the game itself isn't long enough for that to be problematic. I'm a bit mixed on both wanting more but also realizing a lot of games have unnecessary grind and padded out playtime with monotonous content. It certainly feels complete. And being left wanting more of something isn't necessarily a bad thing in my experience, when so many things fail to deliver on that and run themselves into the ground.
One thing I'd like is a much more diversified and expansive trait system than currently exists. There are a lot already, and it's not a knock against it as is. It just becomes clear what's best. Unlike the previous commentator said, there is a lot of information available on how to get certain traits. I'd like to see more traits of mixed benefits/negatives that really specialize or alter how you'd use a daughter in play.
At first I thought the lack of many classes would be problematic, but they're each unique in their style and feel. Really shines a light on the redundancy some games have in class systems. XCOM pulls off the same thing. At most the biggest loss there is really only the stock sort of hybrid styles that people like.
If you aren't a fan of the tactics genre, then story and aesthetic is really all that's left. The gameplay loops are just a series of combat missions. You can carry over a degree of power in each loop. And even skip ahead on chapters with certain unlocks. There's the management stage between battles. If you're looking for deep character building it's not here though. The traits are RNG and dependent fulfilled conditions. Your customization will come from selecting between two abilities at certain levels (similar to XCOM) and equipping improvements / effects to those abilities with drops called Memories.
When Othercide was released I played it a lot. The style is part of it, of course it is, but there's a clever story to piece together around the nightmarish alternative reality you're in and the gameplay loop was something I enjoyed a lot. In some ways I think the art styling is so good that it can overshadow the rest of the game so I can understand people thinking it's the main draw.
And the other thing to it is that the type of game it is isn't going to attract everybody. You have to be willing to press on through mistakes, I really can empathise a lot with anyone who keeps restarting to create the perfect daughter if they find it tedious.
In my view, this is one of the best games released last year. And it's nice to see a new update coming soon - the beta was promising and the QA engaged in bug hunting too - and hope the devs next game is coming along nicely for them.