Demonschool review – an afterschool strategy special

If there’s one thing I love, it’s a turn-based tactical game. I always have, from my early days of trying and failing to get my head around Advance Wars on my GBA to the countless evenings I’ve spent as an adult strategizing my unit placement in Fire Emblem: Three Houses. So, when I was offered the chance to play Demonschool, a new tactical role-playing game from developer Necrosoft Games with a distinctly gothic vibe, I jumped at the chance. So, what is Demonschool? Well, it’s a classic end-of-the-world game, but it’s not dystopian; no, you’re experiencing the build-up to the apocalypse. The main character is Faye, who is by no stretch of the imagination a silent protagonist, offering up quips and sass galore when she finds herself on Hemsk Island, attending the local school, to uncover a demonic prophecy. From here, she forms the Black Magic Club with your first friend and party member, Namako, and the investigations into the occult begin. Before long, the Black Magic Club starts to expand, and the demonic forces get even weirder. Considering the first boss battle is against a tower of possessed PC monitors, that means it gets pretty damn weird. This is all against the background of a ten-week countdown to the aforementioned end of the world, with Faye and the gang trying to balance schoolwork – which you’ll be pleased to hear only really consists of a weekly quiz – and an assignment-of-the-week from the class teacher that always involves something paranormal and a few battles, the real meat of the game.

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If there’s one thing I love, it’s a turn-based tactical game. I always have, from my early days of trying and failing to get my head around Advance Wars on my GBA to the countless evenings I’ve spent as an adult strategizing my unit placement in Fire Emblem: Three Houses. So, when I was offered…

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