Otem’s Defiance has delivered upon me seething rage. Proper bubbling bile, frothing in the pit of my gut that demands I throw the pad as hard as I can into my monitor in a petulant temper tantrum. The stories I could tell, the deaths I could recount, the fury I could bottle – and all of it particularly difficult to pin on the game. That makes it my fault. This makes me angrier still.
Otem is largely a twitch-based game that traps you in a number of circular arenas and then casually tries to kill you. It often succeeds. Your job, as a tribal sacrifice not all that keen on the sacrificial aspect of your career, is to run around the arena’s various floors collecting power spheres to then fire at the weak spots on a revolving totem that dominates the centre. Only, it’s not best pleased at your attempts to do so. You’re a blood tribute, and your only role is to die.
As such, the totem has various underhanded methods to seal your demise. It’s a stack of independent arseholes, for starters, meaning that no floors provide anything more than a temporary bubble of safety and things as pedestrian as jumping need to be regulated with a healthy dose of paranoia. It would be a lie of sorts to say that things start out simple, so let’s try a subtle rephrase: things start out manageable. There’s an exploitable rhythm running through the first few arenas, where the totem stack spits the odd fireball at set intervals or slowly rotates three beams like a particularly deadly spoke. With a little practise, you can pick your way around these quite effortlessly.
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Staff review by Gary Hartley (April 29, 2016)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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