Battle Chasers: Nightwar | Review | 90's Comics & 90's JRPGs together at last

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Disclosure: This video is based on complimentary code that I received from the publisher.

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Being a comic book geek in the 90’s was a mixed blessing. On one hand, I had access to some of the greatest comics of all time as they were being released. Amazing, life-changing books like The Maxx, Bone, and Spawn. On the other hand, it was also a dark time for comics: the origin story of many geek stereotypes that we’re still trying to shake off. I read those, too. Comics that didn’t age quite as well as we’d wish, like Gen13, anything by Rob Liefeld, and Spawn.

I read it all, and as the years have passed, it’s never surprised me too much to see how that source material gets adapted to later endeavors. Bone had a video game made by a very young Telltale Studios, Liefeld’s creation Deadpool has turned into a full-on pop culture nuclear warhead, and now, after being out of print for 16 years, the cult classic Battle Chasers now has an RPG of its own.

Wait: Battle Chasers? Holy fucking shit.

I enjoyed Battle Chasers in high school: it had an incredible art style and a fun, if standard fantasy adventure storyline full of legendary artifacts, talking robots, and warriors with mysterious pasts. But I’d be a liar if I expected that it had any sort of rebirth set up for its future.

And I was wrong in a big way: because not only is Battle Chasers: Nightwar a fun continuation of the comic’s memorable characters, it’s a pretty stand up video game in its own right.

The story follows a team of adventurers as they find themselves stranded on a strange and mysterious island filled with lore and danger around every turn. You spend the game recollecting your original party and fighting your way through dungeons and dozens of colorful baddies as you search for a way to escape this gruesome continent.

The gameplay is based around that classic JRPG style, with turn-based combat and an isometric overworld that contains a ton of enemies, secrets, lore, and all the loot that you expect when you’re dungeon diving. It even has an option to choose whether a dungeon should be standard, or if you’d like to turn up the difficulty for the chance at a better reward in the end. This Heroic mode is bog standard when it comes to MMOs, but I don’t see it very often in single player games, so that stood out for me. There’s a crafting system, and lots of cool weapons and armor to try out on your party. There’s even a fishing minigame. Each character has a unique system of abilities and perks that unlock as you level up. It’s all pretty standard for anyone who’s familiar with that classic RPG style.

However, one thing that did catch my eye during the gameplay was the Overcharge mechanic. Your party members have Hit Points and Mana like you’d expect, and while healing can be easy to come by, recharging your mana is not. So during fights, certain abilities will add Overcharge in addition to any other effect they have. Overcharge is essentially temporary mana during a battle. So even if you get caught in a fight that you’re not entirely rested up for, there’s still the chance to build up enough power to get you through. It’s a nice touch that adds more strategy to Battle Chasers’ combat system.

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