Iratus
Iratus is a turn-based combat game where you play the role of the
eponymous necromancer trying to escape his tomb and take over the world,
one small-scale battle at a time. Iratus is basically the
inverse of Darkest Dungeon.
Instead of playing heroes delving into dungeons and slaying
sanity-fraying monsters, you play the monsters and destroy the
sanity and lives of heroes.
Combat has a lot in common with Darkest Dungeon. Your minions have
various abilities, with limits on which enemy positions they can hit,
and limitations on which abilities they can use depending one
where they themselves are positioned. Combat is divided into a
series of rounds, and each round each minion and enemy gets to take an
action (usually attacking). You, Iratus, also cast some spells to have a
minor effect on the battlefield.
In-between battles you manage your roster of minions, heal them,
train them, equip them, and construct new ones. You can also gain
experience, which you can invest in more spells and abilities, and equip
yourself with artifacts. You have a graveyard with special buildings in
it that you can upgrade over time.
I played for about 16 hours before I grew bored. This was enough time
to finish one playthrough.
THE GOOD:
- The inverse-Darkest-Dungeons conceit has some merit. Perhaps you'll
really like it? I thought it was OK.
- The graphics for the minions, enemies, and backgrounds are
surprisingly nice.
- Probably the most interesting part of the game for me was the
mini-challenges required to unlock minion types. You start the game with
a limited subset of minion types. To unlock the remainder, you need to
do things like drive X enemies insane, or do X damage to your own
minions.
- It was fun to experiment with different minion types and equipment
combinations to see what I could come up with.
THE BAD:
- The animations are a bit stale, especially when compared with
Darkest Dungeon! For example, in Darkest Dungeon, hits and dodges are
expressed with cool graphics and sound effects, which makes combat feel
visceral. Whereas, in Iratus, the game just posts damage or
writes "Miss!".
- Further reducing the impact of actions in combat, both minions and
enemies have a lot of health. It takes many, many hits before enemies
die, making combat rather drawn out and less exciting than it could
be.
- In Darkest Dungeon, the exact positioning and classes of your heroes
are crucially important to a delve. It's actually quite a tough
challenge to figure out exactly where to place heroes to make them
effective and to synergize with their companions. This is in large part
because heroes have only 4 abilities, each of which can be
quite restrictive regarding its position requirements. In Iratus, on the
other hand, each minion type has 6 abilities and it's
very liberal regarding the positions you can use them from and
affect among enemy ranks. Plus, you have low-cost spells
available right from the beginning of the game to move your minions
around. Overall, this makes the positioning mechanic a lot less
impactful than it could be.
- When you equip a minion with an item, you can never re-equip that
item to anyone else. You can replace the item with a
different one, but this destroys the original! This
just rubs me the wrong way.
- I played through the game on the easiest difficulty. I unlocked most
of the minion types that I could, excepting a few that required me to
beat the game on a higher difficulty, buy DLC, or be a backer. I didn't
really feel motivated to do another playthrough because by then the game
was starting to feel repetitive.
THE UGLY:
- Iratus's voice gets repetitive pretty quickly. E.g. I
really don't need to hear his "bony weather incoming" song
every time I cast the bite spell.
- It's annoying to have to pick your active team before every
interaction on the map. I failed to do this probably 90% of the
time.