It’s a simple but effective way to encourage you to fully explore the level, especially since your ship takes no damage for bumping into walls. Once an item is upgraded, you’ll need “super upgrade points”, which are a separate powerup you can find throughout the game. But the main modernisation in gameplay is this:īetween each level, you’re given the choice of using upgrade and super upgrade points on three areas: your ship, enabling faster flight speed, damage reduction and free use of your flare, headlights and boost primary weapons that drain energy and ammo and secondary weapons, which include your guided missiles, dumbfire rockets, mines, and so on. There’s a holographic guide bot as well, which directs you to the nearest item of your choosing at the press of a button. You’ve got 30 seconds to piss bolt to the emergency exit at the end of a level whenever you blow the reactor, or defeat the level’s boss, and the entire game is punctuated by the constant flashes and shadows of missiles, energy weapons and explosions. Each level is marked There’s a range of powerups and secrets behind hidden doors scattered across the level. There’s survivors scattered throughout the level you need to find. So in practice, it’s the same Descent formula fans will love. After the first level, though, you’re tasked with shutting down all of the Chronos Frontier operations (which involves ‘overloading’ the reactor, hence the game’s name). It’s the only early mission where you don’t actually have to blow up a reactor, Descent style. You’re woken up from cryostasis and told that a bunch of automated mining bots have gone rogue, killing workers, so it’s your job to go sort it out. Overload starts with a somewhat lengthy monologue about Juno Offworld Automation and Chronos Frontier, the latter of which is a subsidiary colony.
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