


In an effort to protect its incarnation, Suffering spawns an entire army of avatars known as the eponymous ‘Others’, which means Red Mother needs a hand or two if she is to protect something called ‘The Child’. Othercide plays out within in a sombre, plague-infested city where the Red Mother – a guardian entity – prepares to thwart the imminent birth of her nemesis, Suffering itself. The gameplay lacks the feature of randomly generated experiences that a good roguelite thrives on, so even the gorgeous visuals inevitably loose the battle against the increasingly obvious sense of repetitiveness. The result is that Othercide’s progression feels like a square peg forced into a round hole because the roguelite mechanics never really feel as if they serve a purpose. At its core, this is a well-rounded and engaging turned-based RPG which is all this game needed to be, but Othercide makes the most detrimental mistake of a bad roguelite title: Inconsistent difficulty. While numerous other studios have given us great games from an creative use of this formula, Othercide somewhat misses the task. The game therefore aims to combine that intensive strategical thinking you can only get from turn-base combat, but the possibility of loosing all progress and character development raises the stakes. I therefore feel a little guilty for posting this review of Othercide, the latest game under their production.ĭeveloped by the studio Lightbulb Crew, Othercide is fundamentally a roguelite release that plays out within the tactical, turn-based genre. If ever the endless stream of AAA titles start to feel like clones off the factory line, playing something from Focus Home Interactive never fails to offer a refreshing experience. Isn’t Focus Home Interactive just amazing? They are one of the last major publishers still working consistently with smaller studios to release unique I.P.’s.
