
For a beginner, these new Daughters will soon be deployed in the available 'Synapses' (missions.) You can check out the rewards for each mission, all of which earn you the three differing currencies for successful completion.

From here, you can manage your units in the 'Inner Void.' Within this section, the 'Birthing Pool' allows you to germinate new Daughters to a name and class of your liking. The 'Chronomap' is your base of operations. Three classes aren't a lot, but a secret fourth class is available later on, and the unlockable skills can diversify your squad greatly. For example, the Shieldbearer can push enemies back tiles for crowd control, Soulslingers can react to attacks within a wide area, and Blademasters can deal a tremendous amount of delayed damage. Lastly is the tank 'Shieldbearer' who holds a shield and longsword. Next up is the 'Soulslinger,' a ranged type who brandishes two pistols. Firstly, there is the powerful but weak 'Blademaster' who specializes in close quarters combat with her two-handed weapon. Three unique classes are available to choose from. Implementing a mix of these very distinct abilities builds on the robustness of the battle system and allows room for experimentation. Last but not least is 'Delayed Skills,' which end your unit's turn but activate later, delivering an especially powerful move. This kind of attack can stop a single enemy attack by launching a counter. Another one is 'Interrupt,' which works similarly to 'Overwatch' from XCOM. The first and most basic type is 'Instant Acton,' which immediately executes a move. There are various types of skills to be utilized by your Daughters. This timeline system forms a dynamism rarely seen in tactics games, and the choice to Burst proposes an enthralling risk factor. Each Daughter has 100 AP (Action Points) and using your last remaining 50 AP will initiate 'Burst.' This pushes a unit back to dead last (100) on the timeline, and the mode should only be used for a finishing blow or an extra move. Once Initiative hits 0, that is when a unit's turn is ready to play.
#Othercide shieldbearer full#
However, a distinctive feature is in full force - the 'Timeline.' This orders all units (both Daughters and the Other) by their 'Initiative.' The higher this attribute, the later their turn. The game is played in the vein of the game XCOM in that it has turn-based tactics with tiles, units, and action points.

There are also hauntingly beautiful cutscenes that play in each chapter, driving the narrative forward with mystifying momentum. The story is every bit as perplexing as Dark Souls, and you will slowly understand it by reading well-written pieces of lore collectible throughout.

With this army of warriors, you will need to stop Suffering's scourge and save the fabric of reality. This is until 'The Child' fractures the Veil under influence from an old 'Other' called 'Suffering.' Ancient veil protector 'Mother' dies, and her memories give birth to 'Daughters'. In Othercide, a metaphysical place called 'the Veil' keeps time and space intact, and alternate dimensions apart. From the dynamic turn-based mechanics and addicting roguelite system to the striking art style and world-building, Othercide attempts something different and triumphs with flying (achromatic) colors. Othercide is one such example, which submerges you into a dark world in deeply indelible ways. Sometimes a game's story, graphics, and gameplay will work in tandem to engender a unique experience.
