Surgeon
seen from China

seen from Netherlands
seen from Singapore
seen from United States

seen from Türkiye
seen from Belgium
seen from Uzbekistan
seen from Singapore
seen from China
seen from United States

seen from Singapore

seen from United States

seen from United States

seen from Türkiye
seen from Uzbekistan
seen from Türkiye
seen from China
seen from China
seen from China

seen from Türkiye
Surgeon
My fav genre of boss theme is sudden lyrics that give us entirely new insight on the boss in question.
⚠️Vote for whomever YOU DO NOT KNOW⚠️‼️
Round 1
The Mother (Othercide)
The Overlord (Bad End Theater)
I know both/neither
Have you played Othercide (2020)?
Yes
No
I watched someone play it
I've never heard of it
Requested by @insomnianoctem
how foolish, my fears RIP blanche, my one shot wonder who was doomed by the narrative
OTHERCIDE CONCEPT ART
by Alexandre Chaudret from Othercide game
Othercide
Most tactical RPG's use the exact same terrible combat system Final Fantasy Tactics introduced decades ago. Yes, it helped created the Tactics game genre, but that doesn't mean the gameplay holds up in the slightest. XCOM is the best overall, at least with hindsight. Fallout Tactics used the Fallout gameplay system, for better or worse, (mostly better).
But, the question is always, how do you treat diagonals? Are they 1 square or 2? Fallout dodges the question with the hex grid, which is not the right answer.
Most tactical RPGs, the ones that use the FF Tactics system, treat diagonals as 2, which means you can't melee your corners. 40k: Deathwatch: Tyranid Invasion treats it as 1, which is much, much, much better.
Othercide uses AP. Moving diagonally uses more AP than moving straight, and less AP then moving in a zigzag. The game also has a Burst system. When you go past a certain AP threshold, you take more time. And the game represents this with FFX's Timeline system, which so many more games should use. This is great, because in most RPG's, if you don't have the AP, you don't have the AP.
Deathwatch: Tyranid Invasion gives some characters and wargear the power to generate or borrow AP, but other than that, you have the option of stopping before the space, in the space, but not after the space. This means that next turn, you will have to make a quick move to get across, because if you stand in the space, you'll get shot.
Burst gives you the option of making the long run and attack, because if you do it right, you can kill the target, and not be left vulnerable.
Storywise, you start as a supremely powerful maiden, fightings the Others from beyond the veil of reality into unreality. She is powerful, and can do it physically, but it turns out her enemy was tortured as a child. He's too far gone, now, and too powerful to stop. So, she sends her power back in time to You, the non-entity general. You can use her power to birth Daughters, that do the fighting for you.
Each of the Daughters has a name, and in regular gameplay, they can never be healed. The damage they build up over the game never goes away. The only way to heal them, (outside of Easy mode), is to sacrifice another Daughter of equal or greater level.
Once they die, the memory of them remains, and these memories last through playthroughs. At any time, you can revert time, and try again. Throughout each campaign, you can get a few items that allow you to resurrect a Daughter, and this allows them to be persistent, through playthroughs. You also can gain buffs that are also persistent. This means that every time you play the game, you CAN get more and more powerful. And you will have so many Daughters in your memory, that you have to do the heartbreaking action of Forgetting them.
Because of the persistent health per life, ANY mistake can destroy your playthrough. In order to do this, the game has to be perfect enough to allow you to not make mistakes, and it is.
I FUCKING LOVE WHEN THE FINAL BOSS APPEARS AND THE GAME'S OPENING SONG STARTS PLAYING
AAAAAAAAAAH