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Battle Chasers: Nightwar is a Western RPG Sequel to Battle Chasers, the brain-child of artist Joe Madureira. Originally campaigned on Kickstarter for $500,000 and funded for more than $850,000, the game is developed by Airship Syndicate, a studio co-founded by Madureira and ex-Vigil Games employees, the makers behind the Darksiders series, and published by THQ Nordic. The game was released on October 3, 2017 for the PlayStation 4, Xbox One and PC platforms and on the Nintendo Switchnote  in May 2018.

Set sometime after the original comic run, Battle Chasers: Nightwar continues to follow Gully, Garrison, Knolan, Calibretto and Red Monika as they crash-land on the Crescent Isles after their airship is attacked by pirates. Heavily inspired by game-play from Eastern RPGs and Turn-Based Combat systems, Nightwar takes cues from Japanese-developed video games such as Chrono Trigger and Final Fantasy, while adding in western-influenced mechanics, like Randomly Generated Levels and equipment loot.

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Tropes for Battle Chasers: Nightwar include:

  • Action Bomb: Enemy Lycelot Bombers have a chance that, when struck, will ignite the bombs on its backpack, exploding and damaging the party and surviving enemies. Simultaneously, these Bombers might take the initiative to turn themselves into one if they take enough damage without their Hit Points reaching zero, damaging only the party.
  • After-Combat Recovery: Depending on the perks selected for characters or effects from accessories, armor or weapons equipped, the active party can regain Hit Points post-battle.
  • All in a Row: On the overworld map, the current party will be shown as this; in dungeons and exploration maps, only the lead character is shown and the rest are not.
  • Always Check Behind the Chair: Treasure chests in dungeons might be hidden behind breakable walls - one of Gully's dungeon-clearing manuveurs involve smashing these walls apart to reveal paths leading to these chests. Likewise, some enemies may hide in the darkness, but are sensitive to light sources; snuffing out torches, for example, might reveal them.
  • An Adventurer Is You: Each of the characters fulfill very specific roles.
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    • Combat Medic: Calibretto, who has the most health restoration abilities in the party, but can still hold its own.
    • Fragile Speedster: Red Monika, thanks to her actions increasing evasion for herself, which she can take advantage of if enemy attacks miss.
    • Glass Cannon: Garrison; his abilities are geared towards dealing as much damage as possible, yet inevitably has the poorest physical and magic defense.
    • Jack-of-All-Stats: Alumon is workable as a Tank, Healer, or Damage dealer, although not as well as a specialist.
    • Red Mage: Knolan, due to abilities tailored to all areas of defensive, healing, offensive and support magic spells.
    • Stone Wall: Gully, as her actions rely on constantly defending herself and ensuring enemies single her out as their primary target.
  • Anti-Grinding: Enforced - to prevent the party from becoming too overpowered, members at higher Character Levels than enemies will not receive any Experience Points.
  • Arbitrary Headcount Limit: Played with - players can have upwards to three party members; likewise, the same applies to enemies, but there can be more fought if the battle is one with additional waves of them.
  • Color-Coded Item Tiers: All items in the game (accessoriesnote , armor, consumables and weapons) are tiered using colors - white (common), green (uncommon), blue (rare), purple (epic) and orange (legendary).
  • Continuing Is Painful: If the party is knocked out in combat, they will automatically return to town, but will lose gold. Furthermore, getting knocked out in dungeons at the highest difficulty resets the entire dungeon.
  • Defend Command: Every party member has at least one action that's defensive in nature, blocking the next enemy attack that will lower damage dealt; additional effects, such as gaining Overcharge, might be applied defending on that character's defend-based action.
  • Devour the Dragon: C'drall does this to the Dark Lady near the end, forcibly turning her into his host.
  • Experience Booster: Not only does one effect of fountains grant this temporarily for the next three battles, but good performance in combat rewards players with extra Experience Points, such as "Overkill", defeating two or more enemies using one action/ability/Burst, finishing battles as quickly as possible and taking no damage at all.
  • Hard Mode Perks: Tackling dungeons and completing them at the highest difficulty will reward players with better items and loot.
  • Hub City: The town of "Harm's Way"; not only is it the First Town in the game, but it's the only town; justified since Nightwar takes place on the entirety of a large island.
  • Item Crafting: Like most RPGs, a certain number of materials are necessary to craft equipment and items. However, its success is based on a percentage of materials used; it's entirely possible to craft something at low percentages by not using the mandatory number of materials required. Simulataneously, using more materials than needed will raise the crafting success beyond 100%, upwards to 300%. Doing so will turn the equipment or item into an epic-tier.
  • Limit Break: The "Burst" gauge can reach upwards to three levels; it can be increased by the party performing actions and abilities, with each character having a specific Burst technique at level one, two and three.
  • Monster Compendium: Defeating enough enemies of one type will unlock their respective abilities, item/loot drops and stats in the bestiary.
  • Ms. Fanservice: Red Monika. She goes into battle in an outfit that leaves very little to the imagination.
  • No Stat Atrophy: Averted; it's possible to achieve stats below zero into negative values by equipping accessories, armor and weapons that decrease them.
  • Notice This: Barrels and crates in exploration areas will sparkle, denoting that players can search them for gold, loot and/or materials. This also applies to books and parchment scattered in the environment regarding lore entries.
  • Overly Long Fighting Animation: Each of the Burst animations; they cannot be skipped at all.
  • Pintsized Powerhouse: Gully's gauntlets give her the ability to beat the hell out of enemies well over twice her size.
  • Preexisting Encounters: Enemies appear on the overworld map, situated at designated locations; players can either engage them or not as they see fit. Meanwhile, enemies in dungeons will move around and directly confront the party if detected.
  • Resources Management Gameplay: Zigzagged with "Overcharge" - party members earn Overcharge by performing actions, which increases the Mana gauge beyond its maximum threshold; abilities, on the other hand, consume Overcharge first before mana. However, Overcharge does not carry over into subsequent battles (unless the current battle involves more than a wave of enemies), thus players are encouraged to use abilities as much as they can when they have enough Overcharge.
  • Shout-Out
    • Completing battle with Garrison in the party and he might say "You were unwise to lower your defenses".
    • Fighting the bandit messenger early in the game as the recite dialogue from A New Hope where the disfigured cantina patron threatens Luke.
    • Pre-combat dialogue for Lycelots might include "We shall rend and tear", a reference to the memetic Catchphrase "rip and tear".
    • A caged bandit in the Path of Fangs offers to open a chest in exchange for freeing him, stating "Lycelots hate it when you do this one simple trick," a reference to the "Trainers Hate Him" meme of the 2010's.
  • Skill Scores and Perks: Party members have access to two individual skill trees where players can spend points to unlock perks providing passive stat bonuses or give actions and abilities additional effects. Spending enough points on one tree will unlock "masteries", granting that character more bonuses. Additionally, perks can be unselected on skill trees, allowing players to mix-and-match however they please without the need to "respec" perk points.
  • Standard Status Effects
    • Arcane: Target takes more magic damage for the next three turns.
    • Bleed: Affected target loses Hit Points for the next three turns after performing an action; additional Bleed can stack for more damage.
    • Burn: Affected target is dealt fire damage for the next three turns after performing an action; can stack for additional damage.
    • Chill: Lower target's Haste rating for the next three turns; can stack for additional effects.
    • Poison: Affected target is dealt poison damage for next three turns after performing an action; can stack for additional damage.
    • Stun: Target loses their next spot on the turn order; they cannot be stunned a second time until their next turn is completed.
    • Sunder: Lower physical defense for three turns.
  • Turn-Based Combat: Unlike the majority of Role Playing Games, Nightwar displays the turn order of the next party member or enemy, allowing players to plan ahead on what to do next.
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