Re: Games Beaten 2020
Posted: Wed Apr 08, 2020 12:29 am
1. Elite Dangerous - PC
2. Soldier of Fortune - PC
3. Star Wars: TIE Fighter: Defender of the Empire - PC
4. Star Wars: TIE Fighter: Enemies of the Empire - PC
5. Star Wars: X-Wing vs. TIE Fighter: Balance of Power - PC
6. Star Wars: X-Wing Alliance - PC
7. Phoenix Point - PC
8. Serious Sam HD: The Second Encounter - PC
9. Descent II - PC
10. Inbento - Switch
11. Ori and the Will of the Wisps - XB1
12. Doom Eternal - PC
13. Serious Sam 2 - PC
14. Black Mesa - PC
15. Descent 3 - PC
16. Darksiders II - PC
17. Resident Evil 3 (2020) - PC
18. Overload - PC
Overload is a spiritual successor to Descent, done by the two founders of Parallax Software, the company that made Descent. So going in I knew I was in good hands. And I was not disappointed. Overload hits all the great parts of Descent while updating it with modern technology and some improved design sensibilities. This is the Descent 3 we should have gotten.
The premise of the game is that the colonies spread through the moons of Saturn have suddenly started transmitting distress signals. You are sent in to investigate and find that their mining robots have gone insane and started killing everyone. You're going to need to take them out by overloading the reactors of each base and then escaping before you get caught in the explosion. You also are going to want to rescue people in cryotubes so they aren't caught in the explosion either. As you go through you'll pick up audio logs from people involved in the incidents and slowly unravel the deeper reason behind the killer robots.
Now, let's talk about how the game iterates on Descent's design. The first thing is that they did a major pass on all the weapons. Like Descent 1 the weapons are all fairly distinct from each other, each with their own strengths and weaknesses. Five of the primary weapons use energy, while three of them use a shared ammo resource (with different ones using it at different rates). You'll want to find the ones that feel best for your playstyle. But there's more; as you go through the game you'll find unlock points which can be used in between missions to upgrade your weaponry and ship stats. The first upgrade is a general "do this better", while the second upgrade (which needs super upgrade points) for your weapons give you a choice between two options. One of them tends to be a "do this even better", while the other will make a change to how the weapon feels. For example, the basic pulsar (the laser from Descent) can either have upgraded damage and rate of fire, or can go to a four shot which doubles the damage (though it slightly reduces fire rate).
The next thing you'll find is how they approached the level design. The game eases you into the twisting and turning levels; while you never just have straight corridors, the early levels tend to stay on a basic plane with a bit of multi level stuff, and it's not until the later levels that you do a lot more vertical movement. This helps ease people into things, but the later levels are just as interesting as the old games. Another thing the game does is make fantastic use of lighting. All lighting is dynamic, which makes the tunnels dark and claustrophobic. There are two general types of terrain; base and tunnels. The base ones are blocky and look manufactured; they have an abundance of lights. The tunnels are naturalistic looking, that look like they were bored out by machines. They have more twists and turns, but they tend to only have a handful of maintenance lights. Fortunately, you can see enemies by their glowing engines and eyes, and you have flares. The whole thing is very atmospheric. And the map is just as good as the original two games; it comes up instantly and doesn't try to map all the textures like the Descent 3 map does, so you can focus on the walls rather than getting lost in the terrain elements.
And the last thing worth mentioning is the game's three boss fights aren't bullshit. They have a lot more health than a regular robot, and a lot more firepower, but it isn't a bunch of high damage homing weapons and they don't arbitrarily cloak and teleport around. While this can make them fairly easy if you have a good amount of ordinance it still requires you to keep moving so you don't take a full broadside. It feels like it rewards you for having gotten decent at flying your ship, whereas Descent 1 and 2 assumed you were a master and balanced accordingly.
Overload is a must play for fans of Descent.
2. Soldier of Fortune - PC
3. Star Wars: TIE Fighter: Defender of the Empire - PC
4. Star Wars: TIE Fighter: Enemies of the Empire - PC
5. Star Wars: X-Wing vs. TIE Fighter: Balance of Power - PC
6. Star Wars: X-Wing Alliance - PC
7. Phoenix Point - PC
8. Serious Sam HD: The Second Encounter - PC
9. Descent II - PC
10. Inbento - Switch
11. Ori and the Will of the Wisps - XB1
12. Doom Eternal - PC
13. Serious Sam 2 - PC
14. Black Mesa - PC
15. Descent 3 - PC
16. Darksiders II - PC
17. Resident Evil 3 (2020) - PC
18. Overload - PC
Overload is a spiritual successor to Descent, done by the two founders of Parallax Software, the company that made Descent. So going in I knew I was in good hands. And I was not disappointed. Overload hits all the great parts of Descent while updating it with modern technology and some improved design sensibilities. This is the Descent 3 we should have gotten.
The premise of the game is that the colonies spread through the moons of Saturn have suddenly started transmitting distress signals. You are sent in to investigate and find that their mining robots have gone insane and started killing everyone. You're going to need to take them out by overloading the reactors of each base and then escaping before you get caught in the explosion. You also are going to want to rescue people in cryotubes so they aren't caught in the explosion either. As you go through you'll pick up audio logs from people involved in the incidents and slowly unravel the deeper reason behind the killer robots.
Now, let's talk about how the game iterates on Descent's design. The first thing is that they did a major pass on all the weapons. Like Descent 1 the weapons are all fairly distinct from each other, each with their own strengths and weaknesses. Five of the primary weapons use energy, while three of them use a shared ammo resource (with different ones using it at different rates). You'll want to find the ones that feel best for your playstyle. But there's more; as you go through the game you'll find unlock points which can be used in between missions to upgrade your weaponry and ship stats. The first upgrade is a general "do this better", while the second upgrade (which needs super upgrade points) for your weapons give you a choice between two options. One of them tends to be a "do this even better", while the other will make a change to how the weapon feels. For example, the basic pulsar (the laser from Descent) can either have upgraded damage and rate of fire, or can go to a four shot which doubles the damage (though it slightly reduces fire rate).
The next thing you'll find is how they approached the level design. The game eases you into the twisting and turning levels; while you never just have straight corridors, the early levels tend to stay on a basic plane with a bit of multi level stuff, and it's not until the later levels that you do a lot more vertical movement. This helps ease people into things, but the later levels are just as interesting as the old games. Another thing the game does is make fantastic use of lighting. All lighting is dynamic, which makes the tunnels dark and claustrophobic. There are two general types of terrain; base and tunnels. The base ones are blocky and look manufactured; they have an abundance of lights. The tunnels are naturalistic looking, that look like they were bored out by machines. They have more twists and turns, but they tend to only have a handful of maintenance lights. Fortunately, you can see enemies by their glowing engines and eyes, and you have flares. The whole thing is very atmospheric. And the map is just as good as the original two games; it comes up instantly and doesn't try to map all the textures like the Descent 3 map does, so you can focus on the walls rather than getting lost in the terrain elements.
And the last thing worth mentioning is the game's three boss fights aren't bullshit. They have a lot more health than a regular robot, and a lot more firepower, but it isn't a bunch of high damage homing weapons and they don't arbitrarily cloak and teleport around. While this can make them fairly easy if you have a good amount of ordinance it still requires you to keep moving so you don't take a full broadside. It feels like it rewards you for having gotten decent at flying your ship, whereas Descent 1 and 2 assumed you were a master and balanced accordingly.
Overload is a must play for fans of Descent.