![]() Speaking of breeziness, we weren't entirely taken with Dark Deity's presentation or performance, either. ![]() ![]() Yes, you can put the Switch into standby, but that's not really a compelling alternative. We found ourselves missing some of the breeziness of its source material, especially considering there didn't seem to be any mid-mission save feature to speak of. Of course, as everybody is always saying, "excess is in the eye of the beholder" (note to self: check if anyone has ever said this), so perhaps these meaty missions will be to your taste. Less brilliantly, however, we found that the type of challenge on offer here requires a lot of kiting and stalling tactics, meaning even the less complex battles can take what feels like an excessively long time to complete. What's left, then, is good old grid-based tactical gameplay with various different classes to utilise, a portentous fantasy story to tell and relationships to build with a cast of outlandishly-dressed warriors across 20-odd different scenarios, each more challenging than the last. Captured on Nintendo Switch (Handheld/Undocked) Also - and this is speculative - we expect it's extremely difficult to implement permadeath in a narrative game and it simply isn't worth the hassle for a feature that has the potential to turn off more players than it pleases. ![]() A bit of a slap on the wrist, really, but that's not to say the game isn't otherwise challenging there are multiple difficulty options and it defaults to the easiest. Yes, you won't have to say goodbye to any of your brave boys - on expiration, they'll simply lose a single valuable point from one of their stats and go to sleep for the remainder of the battle in question. Also missing from Dark Deity is the spectre of (dun dun duuuun) permanent death for your units. ![]()
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