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Level design
Easily one of the most important parts of any Descent-style game, and Overload does it really well! I like how huge most of the maps are. They really feel Descent-sized, even Descent 2-sized sometimes. Some of the secrets are very well hidden, too -- I missed at least one in every single level on my first run, and I'm a THOROUGH explorer.
Enemy placement is good, if sometimes predictable. What really stands out are the robot fabricators, especially the shielded ones. They create a powerful area denial effect while they're active, forcing you to frantically zoom in, kill what's there, search for the force field generator, turn around and kill some more, keep searching, etc, until you are able to take it out (while under fire, usually), then take out the fabricator. Quite an adrenaline rush! And the lockdown rooms were a great "OH ♥♥♥♥" moment in many cases. They rarely clued you in before you were stuck, so they had the surprise factor really going for them. Some might have appreciated more clues, but I think they were done well.
There are also some cleverly-placed secrets that are easily seen, but not as easily unlocked, that I appreciated. Overload levels also do a good job of using bars to show you things before you can access them, just like Descent. Overload just doesn't often use them to limit movement while still allowing you to fire through them (like Level 15 from Descent: Destination Saturn, if anyone here remembers that -- that was a nightmare of a map! You can see a playthrough someone did here: https://www.youtube.com/watch?v=upLYqiaReNY ), which is something I always liked about classic Descent. You usually just encounter fans that can't be shot through, even if they let you peek at stuff on the other side. And the bars that you CAN shoot through aren't really used as significant parts of the level design in most cases.
The alien levels were really cool, if disorienting sometimes. The teleporters and locked doors mechanic in the really big one made it hard to tell where you were supposed to be going. I only ended up finding the last core to activate by luck after sorta randomly flying around the map for about 10 minutes. I like non-linearity, but there need to be clues that activate as you progress to guide you in the right direction, or it can get overwhelming.
Further, the alien levels take a bit of a risk by giving you randomized powerups from those destroyable pod things. This means you can end up getting exactly what you need, or something redundant that doesn't help you (oh look, even more standard missile pod pickups when I already have 240! If only I had some armor to patch up the remaining 23 points on my poor, Inviculus-battered ship). And the one where you have all the doors that lock behind you was kinda annoying, since there was probably a ton of stuff I missed and couldn't get back to after the fact. Especially rough when you are low on shields and know for sure that there were shield powerups you left behind from earlier when you weren't low, plus potentially others in uncharted areas you no longer can access.
Beyond that though, those levels were cool as hell and really fascinating to look at and play through. They were what brought me from "hmm good game yeah" to "HOLY ♥♥♥♥ THIS IS CRAZY" as I neared the end.
One thing I really miss is destroyable lights. Darkened areas with shattered flood lamps made levels feel really battered after heavy firefights. Being more able to directly interact with the environment is a bit of a lost art in games, though I understand it's not easy to implement most of the time, so not having it gets a pass. But with all the exposed pipes and conduits and air ducts and the like, it would have been cool to be able to destroy more of the stuff around you instead of just the robots. Bonus points if you could start fires that damage robots by detonating gas lines, etc.
I guess it depends on how close you want to get to adding cliche explosive barrels and the like all over the place. However, stuff like that really does increase the connection the player has to the environment itself. Without it, the environment isn't much more than just a place where you blow up robots. I am very glad to see lava made a comeback, though, and especially the bonus damage from shooting it! That really comes in handy in the later levels.
One other thing that is missing from the levels is a sense of place for human access and habitation. I know most of the facilities were made by and for robots, but they all still have some kind of life support system and cryotubes, so I also expected to at least find some small, human-sized doors in some places, maybe control rooms with windows overlooking the main thoroughfares, etc. And at the very least, an entrance door like all the Descent 1 and 2 maps had. Teleporting into the bases takes away a bit from that sense of place you got before.
That said, it's not a big deal, and the levels do what's important well: serve the gameplay. So they may be abstract and less believable as real installations, but they are fun to fly through and fight in, which is obviously the one thing you really don't want to get wrong in a shooter like this. Overload got it right!
And if a level editor is coming, I expect we'll have even more puzzle-style levels with unique gameplay styles. One of the most memorable levels from D2 for me was the secret map with the reactor you blow up right at the start, and then have to spend the whole rest of the level flying through with the self-destruct countdown underway, extending it by blowing up more reactors. Fun as hell and crazy, even if totally nonsensical -- purely an arcade-style exploration of the gameplay mechanics rather than an attempt at making something serve the plot. But maps like that were loads of fun.
Secret levels
That brings me to my next section, which for me was the biggest disappointment with Overload: the secret maps. They aren't truly secret levels, just battle arenas. And they do two things I tend to not enjoy: throw in a time limit, and a killcount requirement, all while spamming you with so many enemies from all directions that there's no real strategy to these levels, just pure mindless whirlwind shooting and praying the RNG favors you. Not an inherently bad thing, but I don't like the way this was implemented here.
You don't have time to take a breath, and while there are plenty of powerups, they're all randomized, as is the start location, so you can't even plan out your next attempt if you fail the first time (and fail you will, oh man, especially on Ace and Insane).
Not having a quickload key (seriously?!) just makes this more irritating, since you can try again and again and again to beat a secret level only to keep failing over and over, and having to back out to the main menu just to reload a save and try again, since the base level shuts off the portal when you come back whether you succeeded or not. Uurrghgh.
Further, there's hardly any feedback confirming your success or failure. When I first finished a secret challenge, I was like, uhhh, did I win? Even if you die, you just get teleported abruptly back to the original level, without even getting a message telling you that you ♥♥♥♥♥♥ up or accomplished the objective. There are upgrade point messages in the battle once you reach the half-way point and stuff like that, but there is so much else going on it's easy to miss those near the end.
And since dying (bad thing) slows the game down just like the half-way point bonus (good thing) does, it's hard to tell if you're slowing down because you won or because you lost. And the HUD disappears, too, making it even more ambiguous. It took me quite a while to realize that death looked the same as success as far as transitioning back to the base level goes, which makes me wonder now how many of these challenges I truly did win. I honestly don't know and can't tell.
On top of all that, these levels can leave you worse off coming out than when you went in! If you had maxed armor, energy, and ammo (because, say, you only found the secret portal near the end of the map), you can take so much damage and expend so much ammo just trying to stay alive that you return to the base map with 100 shield and energy and next to no ammo aside from whatever you managed to grab before being teleported back. Not much of a reward, there. Secret levels in D1/2 were often hard, but almost always set you up with more gear than you started with since they were full levels without limits.
Ultimately, these secret fights feel like pure RNG and button-mashing with no room for strategic thinking, and without enough ingame feedback to tell you what is going on. Which is a letdown compared to the secret levels of old that were truly full levels, intentionally designed and planned, not just deathmatch arenas full of random respawning enemies. If it weren't for the upgrade points, I'd not even bother with them. They just feel like a chore.
Overload's story is surprisingly good once you get toward the end of the game, but the beginning is a bit mixed for me. It seems very generic when you start off. I wasn't sure whether or not Kantor was a cartoonishly evil villain or something more complex, and while it turned out there was a lot more depth to him than you'd expect, it took quite while for the story to grab me.
Having very, very short, to-the-point audio logs is probably better for integration with the gameplay, but it also means writing them is more difficult -- you have to convey enough significant information in a very short span to contribute to the plot. This makes it hard for them to sound natural. Many of them do pretty well at this, but some are pretty obviously just exposition for the sake of exposition.
Different characters doing the logs in each mission makes sense, but also means you don't really have much time to get to know anyone besides Kantor. It doesn't seem like any of the people who do voice logs end up in the cryo tubes either, which I think could have been kinda neat. For the most part, once you are done listening to X person in Y level, you never hear about them again.
There's also next to no environmental storytelling in the levels themselves. You can't see any signs of struggle, blood stains, anything. Even D1 had some of this, and many of the levels had distinct areas that felt like they served a specific purpose. Overload's levels just seem like generic, almost abstract environments. I like them, and think the level design is great, but it doesn't do anything for the story. Bit of a missed opportunity there.
But once you go through the alien portal, oh man, what a trip! I really enjoyed seeing Kantor's slow disconnect from the reality we know as humans and become a part of some incomprehensible super-collective AI entity. Really deep and dark stuff there, not what I expected to see in a game like this.
I liked the reveal about who I was all along, too... but because there weren't many clues about it beforehand, the revelation didn't feel all that impactful. It also wasn't clear what my role was in the larger story.
A narrative like this with many layers you have to keep peeling back to fully understand is cool, but it does mean that you can get through most of the game without really feeling invested in it because you don't fully grasp the scope of everything until the end. It doesn't start with a strong hook, IMO. The amnesia thing is cliche, as is the evil megacorp CEO, which is how things appeared to be going at the beginning. It turned out much better in the end, but I wouldn't be surprised if some people turned off the voice audio and text and just gave up on the story after a few missions, missing out on the rest, including the really interesting and sinister final transmissions from Kantor.
The ending also felt a bit rushed, especially in gameplay terms -- that final map was kind of a dud compared to the stuff that came just before it. It was also the only place I had to use the hologuide. And having some guy who just wakes up end up bailing you out kinda takes you out of the picture at the end. But I also felt like there was a lot of potential for a sequel, especially not knowing exactly what happened to Kantor, so I'm excited for that possibility! I hope a sequel does end up happening, because this game is a great platform for more story and gameplay content in this setting.
This is more or less just pointing out some of the stuff I liked or missed in Overload that doesn't affect the game much, but is nonetheless appreciated when present.
Overall, very fun game that was obviously made by true fans of the classics. Wish I had gotten in on the kickstarter! I hope there's more to come, since this game seems like a great platform to build custom content once the level editor ships. I dunno how modding is or will be, but it seems like that could become a thing too. Good stuff!
Jesus christ I wrote way more than I expected to