This is less a review and more of reassurance about how the game handles unit (Daughter) progression and retrying to invest in the long-term growth of your units. Othercide is a tactical RPG with a progressing-through-loss system. Your units level up to improve all of their stats (more health, damage, armor, take turns a little sooner, etc.), sometimes develop permanent traits after combat that further enhance (or detract) from their performance, can decide which abilities they learn at certain levels, and assign ability modifiers (Memories) to those abilities until the unit dies or until the modifier is replaced. These modifiers are acquired via defeating enemies primarily. On normal difficulty (Nightmare), the main way you heal one unit is by sacrificing a second unit of the same level or higher. Depending on the second unit's class, level, and some randomness - you bestow a trait with two effects onto the surviving unit. A sacrificed Blademaster offering a Damage boost as one of the traits to maybe make that Soulslinger or your next Blademaster deadlier. Or a sacrificed Shieldbearer offering a Max Health boost as one of the traits to make your units more durable. You can only have one sacrifice trait at a time, howe'er. Throughout a cycle / run / playthrough (Recollection), you can acquire Resurrection tokens via completing Rescue missions and choosing to take the Resurrection item after the mission concludes. These are very limited in supply and you might even lose a unit while acquiring a token. You can use these Resurrection tokens on any unit that died, was sacrificed, or from previous cycles. Once unlocked, you can start a new cycle while at the camp (Chrono Map) with access to meta progression perks (Remembrances) that you can purchase at the start of a run or anytime during the run with enough the special currency. These perks may consist of starting with higher level units, dealing more damage to certain enemy types, more HP, Resurrection tokens for each story chapter (Era) you've progressed, skip chapters you've previous completed, etc. If you've reached the boss in a previous cycle, you can immediately challenge that boss at the start of a chapter. Putting this altogether? If you know you're about to start a new cycle without even attempting a boss fight, you can sacrifice a unit into your long-term investment unit(s). This will keep their sacrificed trait up to date or at the very least, have a trait from it IF the value is an upgrade from what you currently have. Start a new cycle with Resurrection tokens as your meta progression perk. Resurrect unit(s) from previous runs that you've invested the most into. Keep getting experience with them, keep developing new traits with them, and unlocking abilities from higher levels - some of which can dramatically beneficial. While also getting more new cycle currency and unlocking more meta progression perks. Maybe do a mission or two to get some Memories before trying or retrying a boss. And since the boss is one retry away, feel free to use abilities that consume HP to get an edge over the boss and unlock a few more meta progression perks in the process. As your Cemetery gets filled up with units with no investment / no traits, use the Forget option to remove the unit so there is room for only your invested units, even if you aren't using some of them in a given cycle. At first, you may just have one unit that is progressing ahead of the others. By the third chapter, you can consistently resurrect a team of 3 to push ahead until the end, when you can resurrect 5 units consistently. There are multiple ways to build each class and form a cohesive team with no ONE team composition to overcome fights and bosses ahead. Short of self-imposing a challenge, all classes are viable and take on a different approach and risk depending on how they're used. I digress. Talking about some things I didn't like: some bugs that can require you to ALT + F4 to restart the game. Sometimes the KBM UI overlapping the controller UI. Some ability mis-selections, whether from a UI design or from a phantom input that selects one item up (and at the time, I thought it could be joystick drift or the mouse accidentally touching something until I stopped using the joystick and turned the mouse upside down and the event still occurred (albeit rarely, but enough that it cost me a boss battle). I didn't follow most of the story. I read a fair amount of the lore though, mostly the characters and the memories tabs, but was missing more than 75% of the events tab by the time I was fulfilled and concluded my time with the game. Then just ending this review with some other things that I liked: the soundtrack such as Soulswap, Child Song, and Trauma Battle. The meta progression for giving me hope against the Suffering. And when team composition, progression, and tactics come together to overcome a situation that instilled hopelessness before. Being able to rename the units and change their appearances a bit to keep track of them. And then most of all, controller support. It's nice not having to spend time mapping controls out and testing it within the 2-hour window and just having something that gets me through the game without mouse emulation. So I do thank you for that. I digress. Hope some of this helps if looking to tackle the loss.
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