Developer Lightbulb Crew
Publisher Focus Home Interactive
Format PC, PS4 (tested),
Switch, Xbox One
Release Out nowOthercide
Shieldbearer to slow them down, or hastening allies as the
pistol-toting Soulslinger. Reaction abilities, meanwhile,
allow you to exert some agency outside your turn. The
Blademaster’s Immovable Stance punishes any foe who
stops within swinging distance, allowing her to mince
Conga lines of skirmishers providing you guess their
route correctly. Blacksmith’s Grace, meanwhile,
accelerates and fortifies its caster for every blow received.
Perhaps the most useful class skill is the Soulslinger’s
Intercepting Round, which parries a single attack on an
ally – immensely helpful against bosses who can
obliterate your Daughters with a word and a gesture.
Stances don’t cost action points, meaning they exist
outside the game’s gruelling execution of time. Instead,
they cost health. This is problematic, because Daughters
can’t be patched up by conventional means. Rather, you
must sacrifice one to another of the same or lower level
between battles, engorging her lifeforce with the victim’s
soul. This puts a macabre spin on the familiar XCOM
gambit of training up two squads in parallel, one of which
may ultimately prove to be spare parts for the other.
Othercide’s regular battles get a little repetitive: the
mode selection consists of hunts, wave survival, escort
quests and races against the clock – but the cleverness of
the enemy design keeps you coming back. Creatures have
distinct engagement criteria, one preferring to target the
Daughter who is furthest away, another focusing on any
Daughter in combat: fighting them is more of a puzzle
than an exercise in attrition. Boss battles, meanwhile, are
overwhelming, redolent of Dark Souls at its grandest. Our
favourite is the Maid, a tapering embodiment of grief
who shuffles her Reaction abilities continually,
sometimes parrying projectiles and sometimes melee
attacks, sometimes growing tougher when struck and
sometimes healing herself whenever you move.
If these bosses will likely end your game the first time
you bump into them, Othercide isn’t merciless. The
monochrome aesthetic veils a generous safety net of
slowly unlocking campaign modifiers, activated between
playthroughs with shards acquired alongside regular XP.
These include the option to skip Ages you’ve completed
and start Daughters at a higher level, lessening the grind.
Slain Daughters also persist between runs, waiting to be
dredged from the waters of the cemetery.
Sadly, Othercide’s wintry charm is tarnished by
quality-of-life issues. The fonts are agonisingly small on
a 1080p display, the engagingly oblique writing is spoiled
by repeated voice lines, and the HUD is missing a few
tricks. You can only display an enemy’s move range when
they’re selected on the timeline, and there’s no option to
display all move ranges at once, which makes positioning
fussy. Shortcomings aside, this is a captivatingly bleak
addition to a testing genre. The Daughters may end each
playthrough looking worse for wear, but it’s hard
to resist taking them on another run.H
ere in the torrid midnight realm of Othercide, past
selves are cannon fodder. The protagonist is an
immortal warrior known as Mother, stripped of
her flesh after failing to avert a cataclysm wrought by a
supernatural Child. Now a frail ember hovering against a
spiral of butchered architecture, she sculpts memories
into Daughters, sending them to battle the minions of a
being called Suffering. Reflections of the Child’s torments
in life, the enemies are a grotesque bunch – fleshy
gargoyles, beaked plague doctors and bloated clerics with
keyholes for hearts. The Daughters are more horrifying
still, each the same woman caught in a cycle of self-
division. Sorted into four combat classes, they are pure
white at gestation but discolour with experience, growing
yellow-eyed and shadow-streaked, like oily seabirds.
Atop this lurid foundation Lightbulb Crew has built
one of the year’s finest grid-based strategy games, a steely
and engrossing work of calculation that recalls Pathologic
and Bloodborne as much as it does XCOM or Final Fantasy
Tactics. Set around the end of the 19th century, the
campaign is divided into Ages, each consisting of dozen
or so turns and presided over by a figure from the Child’s
life, who serves as chapter boss. Each Daughter can join
in a single battle per campaign turn, descending in small
groups to single-elevation maps that are as nightmarish
in appearance as they are straightforward of layout.Complexity is created not by the geometry but
the timeline along the bottom of the screen, with
characters and enemies acting in left-to-right order.
Each Daughter has an action points bar for movement
and abilities, some of which have a casting period. The
twist of the scalpel is that you’ll only want to spend half
your points per turn, because draining the bar triggers
Overburst, doubling the wait till your Daughter can act
again. Given that some foes are nippy enough to act twice
in that time, this is dangerous: if there are threats nearby
and all your Daughters go into Overburst at once, it may
cost you the match. You can’t always hoard those action
points, however, because your Daughters are invariably
outnumbered, and you may need to be aggressive.
The solution is to send some Daughters off on killing
sprees while holding others in reserve, but the odds are
ever-changing, with new opponents erupting from pools
of white maggots around the map. You never quite know
what you’re up against ’til it’s breathing down your neck.
It fosters a wonderful tug-of-war between temptation to
overreach and temptation to knuckle down. Killing foes
also releases stray fragments of the Mother’s past, which
form a chronicle of the centuries preceding the cataclysm.
These troubled recollections double as ability modifiers,
allowing you to, say, strip away an enemy’s armour or
halve their movement range with a hail of bullets.
The timeline is remorseless, but it can be meddled
with using class abilities – pounding enemies as thePLAY
One of the
year’s finest
grid-basedstrategy games,
a steely and
engrossing work
of calculation
8
TAKE CARE
Slowly teased out over around
30 hours of play, Othercide’s
story doesn’t have much time
for nuance. It’s a squalid,
depressing tale of mistreatment
and neglect, reliant on brute
symbolism (think children
dangling in webs of barbed wire)
and voiced with occasionally
unbearable earnestness. If the
ambience and certain character
designs recall Pathologic,
another story of disease,
punishment and generational
trauma, the writing is rather
more on-the-nose. Piecing
together the Mother’s history
is enjoyable, and the sheer
grandiosity of the imagery
means that you’re seldom at
risk of taking things to heart,
but if you have personal
experience of abuse you might
want to give this a miss.