

With a lot of dodge, the Blademaster has a good chance to totally fudge an attack but this chance is quickly reduced to 0, especially if multiple enemies attack before her turn, negating this advantage.ĭuring pre-production we tested several skills with the Blademaster, each one of them being hardcoded by our development team. Every attack sustained reduces the Dodge of the target, even if the attack misses, and this variable regenerates only during the active turn of the Daughter. The way we handle Dodge in Othercide is a little different from what player are used to tackle with. We wanted to avoid giving her a way to sustain multiple attacks from enemies, so we drastically reduced her Armour rate (« Armour » is a straight damage reduction at each hit). As Mugen says in Samurai Champloo : « If living means bowing down, I’d rather die with my head held high. She can put herself in great danger with her weak armor but can slice a creature with one great slash. We needed our Blademaster to be quick and swift, an honorable and proud disciplined warrior who will silently (but brutally!) slaughter any nightmare creature emerging from the Dark Corner. Before we started to work on her skills or statistics, we first made a “moodboard” for the art team, and we introduced our global intention for this character to the rest of the team.Īlex: On our side, we quickly understood what kind of intentions were intended for this Daughter, and it holds in one sentence: “she is a powerful, agile, traditional sword fighter”. Nizar: We wanted the Blademaster to be a strong melee opponent specialized in one versus one encounter. Those main “impulsions” don’t need to be very original, but must be clear and definitive so that they can resonate along the creative process.


In my point of view – and this is applicable in multiple situations – a character rises from a couple of strong ideas. Building our classes was a long ongoing process, with a lot of iterations and questioning! To increase players’ strategic decision making, each daughter must have unique strengths and weaknesses: we didn’t want to create subtle variation of a single archetype.Īlex: Creating a class in Othercide is a crucial step: in addition of being the main characters of our players, each class must represent a clear function gameplay wise as well as follow the guidelines of our art direction. Early in the development process, it appeared to be clear that we wanted a triumvirat of Daughters. In the meantime, check out the trailer below.Nizar: As Game Designers, we were at the origin of the Blademaster conception.
#Othercide blademaster Pc
Othercide is slated to release for the PS4, Xbox One, and PC sometime in summer 2020. We still haven’t seen much actual gameplay from Othercide, but perhaps we’ll have more when it becomes playable at PAX East, which runs from 27 February to 1 March 2020.

That’s pretty dark, but I guess that’s where the horror aspect comes in. Players can somehow even kill their own Daughters to ‘heal’ or ‘boost other stats’. This mechanic enables players to do things like interrupt an enemy attack, plan delayed actions to be triggered later in the timeline, or use reaction skills to respond to any threat.Īs the game progresses, Daughters will level up, acquire new skills, and can utilise the memories of slain Suffering in order to access additional stat-boosting bonuses. The playable Daughters (each of which occupies three different archetypes or classes: Blademaster, Soulslinger, and Shieldbearer) are graced with a unique set of skills and can make use of Othercide‘s Dynamic Timeline System. Set in a world where the Daughters are in a war with the Others, the combat in Othercide is described as an intricate dance between spectacular actions and counters. Unlike XCOM or Phoenix Point (which both feature aliens and science fiction), this upcoming game will feature unique horror elements and aesthetics. Developer Lightbulb Crew and publisher Focus Home Interactive have announced a new turn-based tactical RPG, Othercide.
