Posted on: March 4, 2020
Early Access review
GrossorMD
Verified ownerGames: 1179 Reviews: 18
Squad Tactics RPG, DD-like aesthetics
At it's core this is a tactical RPG, with procedural campaigns, in which you command a ragtag mercenary company, in a very grim, very dark world. Your main character was afflicted by a mutation during an experimental procedure by an alchemist, and you travel the world looking for a solution to your ills. This is... as much as I've figured out of the main plot so far, but more unveils as the game goes on. Graphics: very good, hand drawn. Vaguely reminiscent of Darkest Dungeon. The gameplay itself: - It's hex based strategy. Pretty much traditional hex-based strategy. Terrain is very important. If you have the high ground for instance you have an offensive advantage and a defensive penalty over those who dont. If the height difference is high enough and you use a ranged character, the damage you can deal is dangerous, and noone can strike back at you.... but if you get knocked off your perch, it might be game over. - In the overmap you roam around gathering resources and finding places to explore. Map is proceduraly generated as well, clues you in as to how difficult a prospective encounter will be. After encounters you get loot, mutators (kind of... equippable special abilities), and resources which can be used in various ways. - Tactics impression: I think the stat-to-rule-them-all is agility to act first and more often, followed by vitality (HP), strenght (plusdamage), focus (this one is the least by far.... once you build up enough focus you trigger party-wide special abilities.... but I get the feeling it's too situational and they're not that much better than the default ones?) - More tactics-impressions: I think battlefield control abilities trump raw damage, in general. - Integrated graphics support: Runs perfect, at least on 2017+ systems. All in all, it seems a very entertaining game. Strategy/wargame lovers will probably enjoy it.
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