OVERGROWTH Review in 60 Seconds #short
Want a brawler that's essentially a martial arts version of Watership Down? Then check out this condensed version of the Cheapness affordable gaming review of Overgrowth [Episode 90]
This is a condensed version of the review of Overgrowth (By Wolfire games) that shows how:
-The gameplay is lovely and brutal brawling at its base with a brisk pace (Small levels with a few enemies each, usually 3-4, before it moves on to the next level or fighting segment)
-You have nice arm and leg control (If you have the skills to use it properly otherwise, you'll just be flailing around just like I did in Jedi Academy), you can straight punch, straight kick, round house kick in both directions and sweep the leg to trip someone, perform a jumping double kick, grapple and disarm someone (If the last two you may rarely use and the double kick may be a slightly cheap tactic to deal with being outnumbered as dealing with multiple enemies at once is hard) and weapons are present, can be overpowered but once again delightfully brutal to use
-Decent stealth gameplay can help you get rid of an enemy or two with less hassle but it's not game focus as the AI doesn't always handle it amazingly and the levels can be designed in a way that doesn't feel geared towards it (Sporadic hiding spots for instance)
-It has a brilliant (More realistic than usual) impact system where you can die by hitting your head on a rock (It's not just straight fall damage) by either jumping wrong or being kicked so that your head and body are thrust to the floor (Lovely and brutal if the rag dolling can be extreme on occasion)
-It also has decent platforming that feels floaty in a fun way, and it also makes good use of the impact system to show at least the odd funny death (It can feel finicky at times)
-Pretty good visuals as some areas look gorgeous and others grungy (Can have texture issues, lifeless feeling areas, odd decor usage and during cutscenes the animations have jerky transitions from line to line and a limited selection of them) but it really knows how to play with the light, soften things and the animal designs are cool too (If sometimes the skin can be stretchy and loose rather than hairy)
-Those jerky transitions contribute to make a story that doesn't feel great but some of the campaigns are better through the writing at least in gelling with the depressing feeling of the world (If that's your bag). The one campaign Therium does give multiple routes which is interesting but ultimately that does little to combat the stilted feel and the world building doesn't really land if the atmosphere does
-The music is good and is one of the things responsible for the depressing atmosphere (Using woodwinds, percussion, strumming and chanting to create sinister and tranquil tracks
-The game has a general feeling of unrefinement (Those jerky transitions, the fact that some of the campaigns are built in mods, the odd glitch)
-Plus you get Receiver for free when you buy this game which is vastly different and its merits are quite specific (Buttons for pulling a gun's hammer, pulling the chamber, taking out the magazine, loading the magazine, putting it back in etc.)
Thank you for watching this review and I truly hope I turned you onto your next game whether through identifying its cheapness, quality or weirdness.
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