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Overpower Gameplay Impressions - Arena PVP

2016-02-22
I recently had a hands-on gameplay session with overpower a new arena pvp game set in a medieval fantasy universe with undeniable sources of influence from unreal tournament team fortress 2 and of course MOBAs but what game isn't somehow influenced by those these days the game is currently in an early state and not anywhere near completion but the rudimentary gameplay mechanics are in place and indicative of the overall feel of the final product or what it's supposed to be anyway over power centers around the tried-and-true arena combat often found in multiplayer shooters and the FPS games but relies upon medieval fantasy themes instead of modern military so instead of going for a proper modern FPS the overpower team has gone for wizards Rangers warriors assassins and those types of classes that you might find in an MMO or RPG and each uses various player selected abilities in the standard smattering of gameplay modes including team deathmatch deathmatch and a capture the flag equivalent called critter capture which we talked about in a previous video about overpower for the limited demo that we played or really it's a beta alpha sort of thing all abilities and classes were fully unlocked and switchable between deaths so the experience is pretty simple and boils down to the usual spawn killed I structure with the potential for objective captures scattered in between if it's critter capture for example it's within the kill portion of that flow where the game really shows itself three core abilities accompanied based attacks one of which is unchangeable and specific to the class the other two are selectable during the spawn screen there's not much in the way of ability combos but there are complementary abilities playing as the mage for instance we found that damage shields are a good complement to closer combat tactics as they forced engagement from melee classes and created a unique damage for damage trade during conflict the assailants in this instance would have to keep in account their own health as they wail upon the mage who's of course a bit weaker in that sort of hand-to-hand scenario and the mage could then use another ability so got the damage shield on and then they use another ability and trigger a stasis to regain health and push back the attackers causing additional damage things like that so this is interesting because my first thought upon reading the stasis ability which basically immobilizes the mage but regens their health and power was that'd be useless I've never liked stasis abilities in any game as it often just sort of defers the inevitable we're gonna die no matter what just now you're sitting there waiting for them to kill you while they patiently wait outside of your stasis bubble but I like the power and damage that accompany this and that's because I generally prefer power and damage and will always forego temporary defenses in favor of destruction and an over power I quickly learned from my opponents that stasis is as offensive as it is defensive and that offensive ability compliments with good counterparts like a damaged shield you could cause serious setback two attackers you've got you on the brink of death and that's a fun mechanic and one which instantly turns the tide of combat and i think is indicative of what the team is going for with our power all the classes work like this in one respect ur and other Rangers are another good example they deal damage from far as you would expect from a ranger and construct near fatal blows from across the map by using just a click to hold and power up the attack it's like any other game where you click and hold to do additional damage I found that I was often able to deliver at least one fully charged attack before my target spotted me but that was normally not enough to kill them so by hiding up in the rafters somewhere or across the map I'd used the the first attack that caused a lot of damage and then I used a homing arrow ability as a follow-up and this works exceedingly well as the target would normally take cover from the first shot that I landed but then the homing arrow would sort of figure out the rest of the dirty work for me and finish them off all the classes felt reasonably playable they're all fairly balanced right now it did at times feel as if there were some imbalances but it's a pretty early build of the game of developers assure me that they're working on all sorts of bug fixes and balance updates in the immediate future and I did at times feel especially a distinct advantage playing as the assassin mostly because the stealth mechanic allows a quick duck and duck out style of combat that close distance rapidly but the better players were able to thwart my subterfuge so it really i found depended on the map the most the assassin on i don't know what the mat was recalled but one of the tighter arena maps where it's basically just a field that's got some maze like structures and end bridges and things like that in those maps I was able to do a lot of damage as the assassin I kind of struggled as the maid and that all just was because of the ability to kind of run around pillars and hide and things like that so that is pretty cool because it means the game is a little bit mutable based on the environment but it does definitely have some work to go until final final launch but that's known as it is a beta or alpha or whatever it is right now or power plays fluidly it's sort of like tf2 in terms of spawn times and constant action and it has serious potential in the market of casual arena gaming we've liked the chivalry series as a comparable example but have it times found it to be a bit cumbersome with its learning curve for newer players or players who just aren't as serious about the kind of play style overpower is perhaps a more familiar style of play for both MMO and FPS players alike and takes a less than serious approach to its overall direction we think this makes an excellent fusion of casual play and mechanical depth if the team can sort their balance and bugs and kind of tidy things up for the final release of the game which will also include updated graphics we're told our power is absolutely worth a look the game hasn't finished right now but is playable through Kickstarter and early access and as always we're not huge fans of the early access model and strongly caution pre purchases and that applies here too if you're uncertain about the game just wait until it's finalized and check out our final review content once it's live otherwise do some research see if you want to look into it further if you like our style reporting be sure to subscribe share and hit that patreon link of the postal video and thanks for watching I'll see you all next time
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