Calling Overload a spiritual successor to Descent almost doesn't cut it. It essentially IS Descent 4 in all but name, and honestly is more faithful to the first two games then the third one was. I would expect little else from the co-founders of Parallax Software getting a team together to create a game celebrating Descent's anniversary.
For those who were too young or otherwise missedCalling Overload a spiritual successor to Descent almost doesn't cut it. It essentially IS Descent 4 in all but name, and honestly is more faithful to the first two games then the third one was. I would expect little else from the co-founders of Parallax Software getting a team together to create a game celebrating Descent's anniversary.
For those who were too young or otherwise missed out on Descent, the gameplay of Overload is simple in design: You are the pilot of a small, but heavily armed spacecraft, exploring a series of zero-gravity mining bases infested with killer robots. You must find keys, destroy the mine's reactor and then race to the exit door before time runs out. Simple. You can move in any direction, leading to the subgenre's nickname of "6DOF", or six degrees of freedom, shooter. Many games of this type are more traditional space combat sims, lacking the Doom-esque level design that characterizes games like the aformentioned, Forsaken and Neon SXZ, with Sublevel Zero being a rogue-lite take on the concept.
This time the setting is limited to the moons of Saturn in a series of mining and research bases belonging to a group called Cronus Frontier, in the year 2118. Cronus' parent company, Juno Offworld, has recieved a series of distress calls from Cronus and has dispatched you, a gunship pilot aboard the transport ship Iberia, to investigate.
I would go so far as to say that Overload is better then its predecessors, refining the formula to a higher degree in a variety of ways. The basic feel of moving and shooting has improved greatly, with an ease and slickness not present in Descent. Auto-leveling relative to the level's axis's is more subtle, with none of the sudden rotational jerks you would get in Descent. An upgrade system has been added, allowing you to improve the weapons you prefer to use, such as the Cyclone gatling-laser or the Crusher shotgun in my case. This upgrade system was the focus of one complaint I read in a steam review, wherin the issue was that the points for said upgrades are mostly hidden in secret areas, and cannot be returned for if they were missed in an earlier level in the campaign.
Said secrets on the whole are easier to locate- secret doors are typically obvious in appearance and are also revealed on the map when a new room is entered- they are not indicated as such, but one quickly learns to investigate conspicuous, 1-block square protrusions from otherwise flush room walls on the map. You could also just use a guide, though some would prefer not to constantly alt-tab out of a running game to view a guide as I did.
One aspect that has been drastically downsized is the guidebot. As in Descent 2 and 3, you have a small guide robot, this time a holographic construct, that can be deployed to guide you through the level to your next objective. It cannot locate secrets for you, but in the earlier games it could be asked to find nearby enemies, items, or hostages. The hologuide in Overload cannot be given specific instructions- it will only take you to the next primary objective in sequence. At least the hostages, now in cryotubes, are marked on the map, which is easier to read then it used to be. You can also still place markers, though only one at at time, but they are now visible through level architecture so you can use it as a quick reference point when flying about.
Another unexpected aspect is Overload's writing- the Descent games, in typical 90s action fashion, had very little plot or backstory, at least until the third game. Overload's levels are prefaced with briefings from the Iberia's onboard AI, Mara, and peppered with past audio logs and real-time transmissions from Mara that help you piece together why the mining robots went haywire and surviving staff are locked up in cryogenic escape pods. It has a few interesting twists that the genre-savvy might see coming, but it was compelling enough, with good enough voice acting, that I wanted to see how it concluded. There has been discourse lately of the importance or lack thereof of a good, or at least fun, story in videogames, and I am firmly in the former camp, regardless of what John Carmack has to say on the subject.
There is a lack of visual variety in the level design as compared to Descent, but it's not something that really bothered me while I was playing. The overall layouts are far easier to navigate however.
No doubt a treat for veterans of Descent and other 90s shooters, I believe Overload also has something to offer for fresh players, offering a tight, explosive FPS experience in keeping with both its forebears and the recent resurgence of the design sensibilities of that decade. Descent 2 was one of my favorite games as a kid, moreso then Doom or Quake, and Overload feels like the best kind of trip down memory lane.… Expand