
Ordinarily these mistakes will happen, and you live with the consequences which often means death of yourself or a valued party member. In the intensity of battles, I often make silly mistakes swinging my sword when I should have blocked, or dodging away from a bandit, only to land right into the path of a spray of arrows. I see the clear difference here is the fluidity and freedom to be able to make subtle changes to your character’s moves mid-fight. This completely breaks the flow and immersion in the game for me as I attempt to achieve a perfect outcome and getting frustrated in the process. In other RPG’s, this same end outcome could be achieved by ‘save scumming’ where you constantly reload your game to an earlier save to undo any mistakes and perfect your every move. It’s the trance mode action combat that really makes Iron Danger stand out on it’s own, carving it’s own niche into the RPG genre. With two of the enemy dead at our feet, there’s not a single scratch on either character and we didn’t use any form of heal potion or ability. Ordinarily this would mean reloading the game and starting again, however I rewind time, use Kipuna’s dodge skill and cast flaming sword on Topi who finishes off the second enemy, then charges at the first bandit, knocking him down and finishing him off. The original combatant is on fire and only has a small amount of health left, but ignores Topi and lunges at Kipuna, killing her. The flames hit the enemy, igniting them and splashing flames onto the floor, igniting the dry, short grass. The fireball is cast and mid-flight, I switch to Topi and move him out of the firing line of the fireball. After initiating Topi’s cleave attack, I rewind time and switch to Kipuna, casting a fireball at the second combatant who is charging at Topi. When I make a move with Topi, Kipuna stands in her original position doing nothing. In this respect, I often felt a bit like Neo from the Matrix, simply side stepping an enemy and using a quick cleave attack as they move past my last position. The enemy will lunge at your position, and by utilising this trance mode, you can attack or block, dodge or simply step out of the way of the oncoming attack. Time is broken up into 14 heartbeat segments showing every move you and your companion make. Once detected, the game halts just like in Dragon Age or Divinity: Original Sin, and a combat timeline runs along the bottom of the game screen. There are some opportunities for a stealth approach utilising things such as terrain and tall grass reeds to set up your attack angle. Combat is initiated as soon as you see, or are spotted by, an enemy npc. There is no open-world exploration in Iron Danger, however within a zone, it is well worth your while to explore and uncover everything that a zone has to offer. Misson zones are linear as the game funnels you steadily forward, teaching you the major mechanics of the game early.
