If there's one thing it excels at, it's making you feel hopeless yet determined - over and over. "Oh man, this is it. There's too many, there is no way I can actually survive this night..." and then "Wait, what? The horde is thinning? Wow, maybe..." and then "Impossible. We actually survived?" and then, the next night "Okay, NOW it's over. There's no way..." and so on. What The Last Spell actually is, though? Final Fantasy Tactics but They Are Billions, semi-roguelike and with a banger of a soundtrack that mixes heavy metal, darksynth and some harpischord. And yes, the music IS important here: the game is difficult and cerebral, you'll spend a lot of time listening to it while carefully planning your next move over the course of the night. All night, every night The idea is simple. Defend your little town for a set amount of nights. You'll always know the general directions where the enemies will be coming from and in approximately what force, so you can place your warriors and defenses where they're needed most... and those are arguably the most difficult decisions in the game. That's because there's never enough. How many heroes to defend this one side? Which side will have to be manned by just one person? How do I allocate the precious few materials I got, do I reinforce the walls' weaker spot or build a balista? You'll have to make some tough choices, and then later adapt your strategy to these choices. But there's another, more important layer of strategy to be found here. I'm holding out for a Hero 'til the morning light Your fighters. More specifically, the way you build and equip them. This isn't the kind of game where higher numbers = automatic victory. This one is a bit of a doozy so let me explain... For one thing, not every perk is available to every single hero, and you will not know which ones exactly will you get until you buy the hero. So builds will always have an element of improvisation to them. Ah, but you need to be very careful with your choices, because if you don't build your hero right, they simply won't pull their weight, and probably just die. And while you can mark which perks you're planning to take (more games should have this feature!), you will never know which level up stat choices you'll get and what sort of gear you'll find. So chances are you'll have to adjust course of action. He's gotta be fresh from the fight Different weapons and builds have different purposes. Some are good at crowd control/AoE. Some are good are good at picking off these swift flanker type enemies. Some are good at dealing with armoured enemies, some are good at assassination (swift elimination of powerful enemies), some are good at debuffs and poison. Even a roamer build is viable, so a character that moves a lot to aid others. But to construct these builds, you have to understand the unique stats this game has. Crit chance and crit power are simple enough, but how exactly does armour work? What is Opportunism? Isolation? Momentum? Multi-hit? Resistance reduction? They're stats that use mechanics not really seen in other games. Opportunism is a damage multiplier against debuffed enemies, benefitting from a debuff-centric style. Isolation is a damage multiplier against enemies that don't have an adjacent ally, which will probably end up being elites and bosses. Momentum is a damage multiplier you get for every tile travelled (unless teleported). Different weapons have additional multipliers for these stats on top of these; daggers and rifles for isolation, certain magic weapons have an opportunism bonus and so on. Make sure you read the skills and damage calculations carefully so you understand. Do it again, do it right But don't worry. The game is hard. The odds seem insurmountable, at first; but every defeat will be a lesson. There unfortunately is one difficulty spike that is a little much - and it's not even at the end of the game... but otherwise, the pace at which the game throws new challenges at you is exciting yet ultimately reasonable. If you fail a mission, the next time you try won't be exactly the same. The initial setup will be the same, yes, but you'll have completely new heroes, the waves will be completely different, the one thing that will remain is that the boss is going to be the same (even if their angle of attack will obviously be different). Oh, and there is meta progression, which also contains some story bits! Some of the writing is pretty atrocious, but otherwise I liked the plot and the slow drip of info of what's really going on. A friend of mine called it nonsensical and a bit of an a** pull, and it kinda is, but eh, I liked it. There's also a pretty clear message, but as we all know, we gamers are awful at media comprehension, so chances are you won't even notice it until someone points it out. Cleanse the blight There's a lot more to say, but I think you're informed enough by now, dear reader. Let me just bring up some statistics. 60% is the magic number; it's the amount of players that progress through each stage. So 60% of all players get the first meta unlock, 60% of these beat the first mission, and so on; that ends up resulting in only 4% of players beating the game. That's pretty low, you might say. Why is that? Well, the game is quite a time investment, it's difficult, and pretty methodical. I think it looks great, but you wouldn't call it flashy. It most definitely isn't a power fantasy, either; you'll feel like it's your last stand for the better part of the game. But to me, the satisfaction of surviving yet another night, of annihilating a group of clawers, of stopping a powerful enemy before they could reach the walls... addicting like a drug. When I first got the game, I played for 34 hours in 2 days. Admittedly, I was feverish and bedridden at the time... but it's still an excellent game. Even as I write this, I'm considering getting the DLC, or replaying it on harder difficulty. And if nothing else, the music REALLY SLAPS. [url=https://store.steampowered.com/curator/42922988/]Curator page
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