in a particularly memorable sequence Demonschool – Necrosoft’s new tactical RPG, which, after a few hiccups, will be released on November 19th – I throw a dollop at a zombie’s head, send it to the jowls with a roundhouse kick as I watch my friends scrape monsters off the floor in a whirlpool of blood, and celebrate by returning to town and petting a dog. All in the name of passing a college assignment I’m working on while simultaneously deciphering a millennium-old apocalyptic prophecy and making new friends.
For DemonschoolAll of this will preferably be achieved by kicking the apocalypse, Faye, the demon-hunting protagonist, and doing the coursework to submit to 10 in-game weeks of reference-filled gore.
Necrosoft isn’t shy of those inspirations either. Launching from a setup that screams buffy the vampire slayerA color palette taken from Dario Argento SuspiriaAnd a smorgasbord of terror – your first quest in the game is to track down a videotape that kills you within three days of viewing – Demonschool He incorporates his own philosophy into what he derives from what came before. If “take your time”. personality 5second of DemonschoolMany of its effects felt like a menace in the 100-plus hour game, DemonschoolThe deployment of the phrase is more honest. There is no time pressure in its main quest, but due to some rhythmic mistakes, the time you spend in Demonschool It’s yours to do with as you wish.
That time will be divided between two things. The first: exploring an island and bonding with its increasingly scary inhabitants – including a kid whose ambition is to grow up to be a bench – and the comic constantly involves you and your growing group of new friends. For example, upon arriving on the island, Faye takes reluctant new best friend Namako to explore, but ends up in a fight with local thugs (a hobby of Faye’s that we’ll revisit soon). “We’re attacking the city,” she tells Namco. “Make it look like they’re from the city!”
the rest will be spent DemonschoolIntroducing grid- and turn-based combat with a focus on positional gameplay, where you will maneuver characters behind enemies. Faye’s basic attack pushes enemies back one square – enemy attacks can similarly affect your position – while Namco’s can phase through monsters and pull them towards their original position. Knock enemies between characters and you can unleash a powerful combo; Do enough damage and you can access the characters’ special moves. Tactical combat becomes a series of considerations of how to maneuver enemies into your line of attack and keep them out of range of their (often devastating given the characters’ limited health) rebuffs.
That’s just the “planning phase”. The “action phase” comes next, in which whatever you’ve made your characters do is played out and, in the right combinations, your team is seen weaving around each other in a cinematic – and spectacular-as-hell – ballet of punching, kicking and arcane magic.
This gives a directorial bent to the already tactically intense gameplay, as you decide not only how the fight will end but how to look good while doing it. Which is fortunate, because you’ll be involved in Very Of fights. Knowing your friends? Time to fight. Completing incremental steps of weekly assignments? fight. Taking a break with an extra quest? fight. Going to the toilet? Fight… 50 ghosts.
This is not unusual for RPGs, however, as these are inevitable scripted events rather than random encounters, nor are these battles particularly difficult. But not being able to jump to a new screen without getting into a fight can get old fast. It only took me until the second week to switch to the “almost invincible” access option – Demonschool Lets you rewind your actions and restart the fight without penalties to clean up mistakes – just for a cognitive break when experiencing fights every few minutes.
There is an indication of self-awareness about the frequency of fights, which Are There are occasional refreshes as you develop new skills and find new companions, as Namco laments from the beginning about not being able to visit Temsk’s cemetery without being ambushed by gangsters and the undead (yes, Namco, I know how you feel).

Image: Ysbryd Games
However, the weight of that specific frustration is outweighed by everything else Demonschool Offer. Let’s be honest: the main quests are fine, but I’d rather be decorating my clubhouse with friends, exploring Temsk’s nightlife, and pulling monster fish from the depths of the now-mandatory-in-RPG fishing minigame.
There’s a refreshing lack of extravagance in the content on this side, especially compared to where Necrosoft takes its inspiration from. Like all good high school horror, Demonschool It’s less about fighting big evils than it is about bringing together an established family of complex and relatable misfits to do so. In its direct approach towards this aspect DemonschoolNecrosoft not only allows its writing – especially its characters, who really grow and develop – to shine, but also avoids the potential for disappointment. But for the weird wrong karaoke song, if you spend time with your friends you become closer to them.
Demonschool It does have rough edges, especially in how it balances its excellent writing with a little too frequent (though still interesting) combat. But in its open approach to its influences – while avoiding feeling like a lowly imitation – combined with its wit and its charm, it creates a unique identity from a melting pot of inspirations that makes its shortcomings far more than worth loving.
Demonschool Launching on November 19th for Switch, PC, PlayStation, and Xbox.