2 people found this review helpful
Recommended
0.0 hrs last two weeks / 35.2 hrs on record (34.7 hrs at review time)
Posted: 15 Jun, 2021 @ 7:02pm
Updated: 12 Jul, 2021 @ 5:26pm

Graduates to War
Basic premise/Story

From developer studio, Sword and Axe LLC and directed by Chip Moore Dark Deity is an srpg indie Kickstarter project. Finally released on June 15, 2021. The game is a love letter to Fire Emblem. You play as a group of young cadets who recently graduated from Brookstead Military Academy. On the continent of Eltan, these four young friends will brave through battles the likes they have never thought possible upon graduating.

Great Wounds and Bonds
Unique Gameplay

One of the most fascinating aspects of the gameplay in Dark Deity is the inclusion of the grave wounds system. Whenever a unit loses all of its health points a random stat will be permanently lessened. While this may seem like a harsh penalty for some. I welcome the change rather than a permadeath mechanic if any of my units lost their health. Thereby forcing me to reset the map again to not lose out on the potential experience and a chance to increase bonds with my troops. It's a great way to encourage players from resetting and taking the loss well in hand. Making players move forward accepting the consequences of their actions.

The gameplay formula revolves around fighting on small to medium maps while completing the main objective. Each map has different objectives for the party to tackle with different environments as they trek across the continent of Etlan and beyond. Before and after battles a visual novel segment would take place where characters talk with one another before transitioning into a break phase. These break phases allow the player to upgrade their units weaponry, buy items in the shop and my personal favorite is viewing ‘bonds’ between each unit. Doesn’t take too long either, on average I probably spent less than a minute reading or more for each bonding rank. They’re well-worth seeing and flesh out the characters even more than what my characters undergo during maps.

A Dark Deity Arrives
Final thoughts/Ruminations

Let’s start with the not so good stuff first:

I want to say I encountered at least 7+ crashes in my playthrough and the same number for errors when loading my save files. While this didn’t hamper my experience a great deal, it should be noted for newcomers. I tested the game out on my decent pc specs and one on high spec pc. And it seems like these instances occurred more on my decent pc specs with my high spec pc barely having any crashes. However, it should be noted I primarily played on my decent pc. So these results may vary depending on your pc specifications. Despite my decent pc being well over the pc system requirements.

Map graphics - About half or more maps contain generic texture map palettes. This is mitigated somewhat by new map objectives and mechanics I didn’t expect. This makes me think most of the budget went to the animations of the units and voice acting. Sadly the Kickstarter doesn’t show how much the budget was split so I’m left wondering how much went into the map artist category. Still, it’s not the absolute worst map textures I've ever seen. The game more than makes up for these qualities with good map objectives and design mechanics. Such as defeat the enemy leader, escape to the other side of the map, kill a certain number of enemies, survive for ‘X amount of turns, defeat certain types of enemies to prevent a key objective from falling, and some more I won’t spoil for newcomers. Still texture quality aside, some maps do look decent, just wish a bit more varied textures for the map environments could’ve been fleshed out more.

Music - The soundtrack re-uses several combat themes throughout the game. Not a major issue in the beginning. However, it can be kinda boring listening to the same old battle track again. And a different one in the following map. By the time the final map rolled around, I was so glad there was an exclusive final map theme instead of the several music tracks I've heard re-used throughout the game. Still, it’s not bad by any means. The game could’ve benefitted with more battle tracks used. And overall the majority of the whole soundtrack is at the very least pleasant to listen to.

Now time for some strengths the game does well:

+On the grave wound system instead of the usual permadeath mechanic seen in Fire Emblem games. I think it's great. I didn’t have to reset the game so many times because my unit died. More often than not I did so to not lose out on the experience and chance to increase bonds with my party members. Once I maxed out my bonds for my units I no longer needed to reset. Making my overall experience fun, enjoyable, and overall less stress-inducing. Having to redo the same maps for several hours just because one unit died is not fun IMO. Here it’s okay to have my units become wounded. And thereby, increasing my gratification of finishing a map with my units intact. Sure I lose out on some stats. But if rng is with me I only lose out on stats I don’t care about hah!

+Map objectives and design mechanics are pretty good. Didn’t get bored throughout the whole campaign. There is a great number of conversations before battles start and after in a visual novel type design I enjoy seeing.

+Characters - Pretty fleshed out if you see the “bonds,” section. Think of it like support conversations fire emblem characters have. But these only occur between chapters in a more transitional part of the game where you can upgrade your unit's weapons, buy food, upgrade items, and stat boosters. Ranging from C to B to A. Each character has more than a handful and some reach more than 8+ bonds they have with other characters. The only caveat is that a unit needs to be at least 3 or fewer spaces away from the other unit to activate bond progress during map segments. Wasn’t tedious at all to do so. Since I could have multiple units next to one another and have them proc to the next bond rank. By endgame, all my characters had maxed A rank bonds. Except when newer characters were recruited.

+The story is great. Loved seeing how my characters go from graduates from the academy straight into war. And the events that follow. While I wasn’t hooked in the beginning. The slow approach kept me interested, especially the mid-late game which was very satisfying to a degree that I respect a lot. The developers took the template of what makes Fire Emblem great and enhanced mechanics that could be better for it.

+The new gameplay mechanics like 8 different promotions for a single unit is awesome. Each character has a unique skill is super cool to differentiate from other characters. With the elimination of permadeath and weapon durability, I think we're good substitutes IMO to induce more fun gameplay and reduce the amount of resetting for every map.

Dark Deity is a great western indie take on Fire Emblem. There are some things the developer team can still work on. But considering the sole programmer has been working night and day on it. I can expect an even better version coming in the future with patches. Still, the game is fine to play for those itching for an indie FE game for now. Just remember it is an indie game lol. The fact they included battle saves and increased optimization among a host of other bugs already puts them in a better light than other developers leaving their projects as is. The fact the team Injected new ideas to the table like the grave wounds system and a very satisfying bond system in place among a host of other changes is innovative and welcome. While the story is simple at its core, the journey my characters endures is one worth seeing. And I for one welcome a western indie FE game to the table. If the developers ever make a sequel to Dark Deity, I have full faith they can deliver.

Total Times Beaten: 1
Score: 8/10
Date Finished: 7/12/21
Date Reviewed: 7/12/21
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