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That feeling wasn't sullied by Anders helping me through each mission, and it speaks volumes for a game of Othercide's ilk. In my 45 minutes with Othercide, the moment-to-moment action felt perhaps not more strategic than say XCOM but continuously more rewarding.Įach move and decision carried with it dramatic weight and, when pulled off correctly, even more dramatic power. 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. 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. And points are also tied to your overall health pool. Regardless of positioning, you spend points to move the Daughters up the timeline.īut everything outside of movement costs AP, from attacks to special abilities. The other two Daughters will land somewhere in the timeline, sometimes in direct succession of each other or sometimes with enemies spawning in between. 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. Both your characters and enemy mobs are represented as portraits on the timeline and numbers represent intervals of time. 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. We solved the by just taking out the turn. If you're changing up the order of the turn, then, at the end of the turn, everybody has to go. What held us back was this whole notion of a turn. 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. Some actions happen immediately, other actions are delayed, and others still can interrupt enemy attacks either immediately or on a delay. Attempting to replicate that feeling, Othercide has a bevy of actions meant to change up the gameplay from what genre fans may find familiar. In that way, action movies are often explosively dynamic. 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.
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If you think about what an action movie is, it's much more about reacting to what's happening. You're moving from cover to cover, you shoot, and then you wait to get shot by somebody else. 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. Anders told me that one of the guiding principles behind the game's development was in recreating the feeling of an action movie. 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. Othercide isn't just a successful merging of XCOM and Dark Souls but the intelligent manifestation of something uniquely iterative.
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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.īut dig deeper, and there's something more compelling underneath that familiar surface. In retrospect, it's certainly a bit reductive to compare Othercide to XCOM and Dark Souls.
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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.Īnders is a great guide, and Othercide is a blast. 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. "I'm sure most of the team would appreciate that comparison," Anders Larsson says with a wide smile.
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