![]() But if you go below 50 AP on your turn, entering what’s called Burst Mode, your character will be set further back on the timeline – effectively causing them to miss a turn. Each character has 100 action points (or sometimes more), which they can use to move and attack, with each attack costing different amounts of AP. Like XCOM: Chimera Squad, you have a timeline running along the bottom of the screen, showing the order in which each enemy and ally will act. Let’s talk about the meat of the game – the turn-based combat. And the same layouts keep recurring far too often considering the amount of times you have to replay the game – but more on that in a moment. That said, I got a bit tired of the samey maps, with each level blurring into one another in an amorphous mass of Gothic columns and miserable statues. Everything is rendered in black and white, with the odd accent of red, which for the most part looks excellent – if a little murky on occasion. Personally, I’m more into primary colours or chalk-based Farrow and Ball legacy paints, but I still appreciated the minimalist colour palette that Othercide employs. If you’ve ever painted your bedroom black at any point in your life, then this will be right up your street. It’s basically a load of goth women fighting Junji Ito-style nightmare creatures. There’s some kind of big baddie called The Other, which has been corrupted by something called The Suffering, and you initially play some immortal guardian-type called Mother, but then Mother dies and becomes Red Mother, and she starts germinating Daughters to continue the fight, and so on and so forth. Having played many XCOM-style, turn-based tactics games in the past, I had some notion of what I should be doing – but if you’re new to the genre, this definitely isn’t the place to start. You’re initially faced with screen after screen of obtuse stats and skills, with barely any idea of what it all means. After barely any kind of tutorial, you’re thrown straight in at the deep end to begin with. That taste of conquering seemingly insurmountable odds is sweet, sweet nectar indeed. But then you gradually tease out strategies to deal with seemingly impossible bosses, find ways to form incredibly powerful combos, and suddenly it seems doable.
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