![]() ![]() This doesnt have ''Classes'' but instead has 11 Characters with some unique passives and skills XCOM Chimera is a sequel not a DLC and as salty as you seem to be towards it, its clearly a sequel to XCOM 2 both based on story and mechanics. XCOM 2 has 5 bases classes with an additional 4 via DLC XCOM 1 has 4 base classes with a sub class and a DLC class There's plenty of games that only have "one class" and the depth is still there. With the skill trees, you could easily branch out into unique styles of play within a single class, effectively making it more than one class.įor me, I'm OK with three classes as long as the game play has depth overall. ![]() XCOM Chimera Squad is not XCOM 3, it's an XCOM 1 DLC.Īs for how many classes, though. There is a lot to admire about Othercide.Depends if you are considering the number of spin off titles or not in regards to the Xcom series, There's still only two XCOM titles. It boasts a strong concept, an incredible aesthetic, and some excellent moment-to-moment gameplay. Unfortunately, it’s also yet another victim of the industry’s obsession with giving players content over having the confidence to allow what should be a fairly short game simply be short. I just wish I could have been done with it much sooner. Othercide is a roguelike in a similar vein to what Darkest Dungeon pioneered within the genre. The game is broken up into “chapters” of escalating challenge, and within those chapters you’ll need to play through a series of randomised levels. In Darkest Dungeon, the experience played out as 2D-style dungeon crawling. ![]() Othercide is different in that it’s Fire Emblem or Final Fantasy Tactics-like tactics action instead (who knows why other critics are comparing this game to XCOM, since the tactical action in Othercide doesn’t feature things like cover and you won’t be watching the “chance to hit” percentage anywhere near as closely). What is common to Othercide and Darkest Dungeon, though, is that you’ll fail over, and over, and over again, and have to start the chapter over fresh, albeit with some incremental carry-over from one “run” to the next that will eventually result in the chapter being easy enough to roll through. The problem is that the randomised levels and combat becomes far too samey for a game that is so compelling, different, and eye-opening in every other way. Having to grind your way through the same enemies, with the same mission structure, using the same three (eventually four) character types, and on so few maps is exhausting, and actually unfair to the raw creative energy of the rest of the game. Darkest Dungeon used the repetition effectively to drive home its narratives and themes. It was a game about stress, depression, drudgery, and the gameplay loop supported that. Othercide derives no such narrative or thematic value from having players replay levels, other than by doing so it gave the developer carte blanche freedom “to be difficult.” Difficult Othercide certainly is, but I’m not even sure that suits the game’s themes or narrative. Instead, it comes across as a very arbitrary and even cynical pathway to get that “hours played” counter up. See, what Othercide actually is, is a darkly beautiful, gothic tale of female solidarity and sacrifice, and none of that required it to be difficult or repetitive.
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