GB Feature: Telepath Tactics Review
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There have been a handful of blockbuster role-playing games released over the past several months, but every once in awhile, an indie title comes along that piques our interest and fits the gap between major releases quite nicely. Such is the case for Sinister Design's Telepath Tactics, which we've just published a two-page review for:
Interestingly, characters gain experience based upon what they do during missions. Attacking an enemy gives experience, killing an enemy gives even more experience, and some other spells and activities (such as healing) give experience as well. This is a fine idea in concept, but in practice it has some problems. Since so much healing needs to be done, my healers dramatically outgained all of my other characters (my main healer was almost twice the level of my main tank), and since retaliating gives experience, my retaliating fighters had an easier time gaining levels than their non-retaliating brethren. But the main snafu is with buffs. If characters don't do anything on their turn, then they regain some energy. So they can rest, buff an ally (for experience), and then repeat ad nauseum for as much free experience as you care to give them. This is something Sinister Design really needs to fix.