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.
OTHERCIDE UNTIL THE END MOVIE
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.
OTHERCIDE UNTIL THE END SERIES
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. 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 appeal to ultimate violence, in the name of justice."I'm sure most of the team would appreciate that comparison," Anders Larsson says with a wide smile. Avenge those who have been slaughtered, become the reaper of the unpunished executioners. The Scythedancer specializes in destroying armor, and gets stronger during the battle. Interrupt the first action of an enemy and deal up to damage. If target is killed during turn, gain 15% damage until the end of combat.
Gain 110 armor for 30 initiative units and increase damage by 60% for 35 initiative units for each incoming attack.ĭeal damage 2 times. Gain an initiative boost of 30 each time an ally is attacked.ĭeal up to damage and steal 30 armor each 15 initiative units up to 3 times. Deals damage and shred 30 armor to target.